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08:10, 4th May 2024 (GMT+0)

Scene: Abandoned Sewer Entryway, Paragon Sewer Network.

Posted by Mender PhantasmFor group 0
Mender Phantasm
GM, 319 posts
Sat 6 Nov 2021
at 18:52
  • msg #1

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

"The Mole & The Mystic"

Moments earlier...

"Well...looks like they remodelled." Max states feigning disappoinment as he placed a hand on the massive hazzard zone security door that towered before him. "Our alternate route's gonna need an' alternative."

"Why? Can you not gain passage?" inquires the old man as he peruses the one of the signs that flank the massive gate.

***WARNING***
***DO NOT ENTER***
***HAZZARD ZONE***
***ABANDONED SEWER NETWORK***


"Hey, Archie...don't get me wrong, I appreciate th' optimism but there ain't no way I'm diggin' my way through those doors." Max replied grumbling while keeping his seismic sense acute and aware. They were being followed! PPD? Hero Corps? Max didn't care at this point...all he had to do was delay Archie a little while longer...

"I have no need for that..." the Arch-Druid stated flatly, thrusting a gnarled and wirey hand foreward as his eyes glowed a malevalent green. Max gaped as green glowing sigils and arcane circles manifested from the old man's outstretched hand, and with but the simplest of gestures - tore the colossal hazzard zone security gate asunder with a thunderous boom that resonates throughout the entirety of the Paragon Sewer Network!

As the old man strode foreward past the demolished security gate, he turns making sweeping gesture by his side and states with a haughty tone, "Lead on, Maxwell - Man of Tiller."

***

Scene: Abandoned Sewer Entryway, Paragon Sewer Network
Scene Distinctions: Demolished Security Gate, Pool of Sludge, Islands of Trash.

D8 Detective Martinez (same datafile as before)
D8 Anti-Mutant Squad (same datafile as before)
D8 Anti=Mutant Squad (inactive/stressed out)

***

The entrway to the Abandoned Sewer Network looks to be nothing more than a giant flue channeling copious amounts of sludge and waste down into the Abandoned Sewer Network. With nary a ledge to stand on, the muck comes up knee high in the shallowest parts...up to the waist in most others. About the only way to ensure stable footing is to climb upon the many islands of trash that have clumped together and grown over the passage of time. The most impressive feature to this particular area is the colossal hazzard zone security gate...or, at least, it was...as it now lies in ruins, as if a force of superhuman potential (perhaps even greater than Statesman) smashed the hazzard zone security gate to pieces!

Amid the islands of trash can be seen various members of the Anti-Mutant Squad that arrived early. None of them seem active...a few smolder and smoke as if they had been set on fire, others lie twitching as electricity continues to snap and arc across their spasming frame, while others still dot the area frozen in place like pieces of a glass managerie. On one of the largest islands of trash, a large rock begins to shift...and stand up!

A rock-encrusted brute turns to Detective Martinez holding a member of the PPD Anti-Mutant Squad by the neck, "What're you doin' 'ere, plain genes? Dontcha know where yer at? Ain't nobody down 'ere but Outcasts!"

"Don't hold back...'cause you love me, Cap'n..." coughs the barely conscious squad member, "...take the shot!"

A group of Outcasts (a gang of mutants) likewise came to investigate the ruckus, and having no tolerance for normal people (especially the PPD), they laid into the Anti-Mutant Squad that arrived early as they attempted to secure the area.

D8 Brick
Like A Rock, Stubborn, Mutant Supremacist
D8 Enhanced Strength
D10 Superhuman Durability
Combat Expert: D8
Crime Expert: D8
Menace Expert: D8
SFX) Collateral Damage - Add a Doom Die to the Doom Pool in order to create an Enhanced Strength stunt (D8).
SFX) Invulnerability - Spend a Doom Die from the Doom Pool in order to ignore Physical Stress or Trauma unless caused by Psychic or Mystic sources.
LIM) Mutant - Add a die to the Doom Pool when affected by mutant-specific Milestones and tech.

D8 Torch
Flaming Aura, Hot-Headed, Mutant Supremacist
D8 Flame Blast
D6 Flight
Combat Expert: D8
Crime Expert: D8
Menace Expert: D8
SFX) Fireball - Add a D6 and keep an additional effect die for every additional target past the first.
SFX) Flamethrower - Step up or double Flame Blast, remove the highest rolling die and add three die for the total.
LIM) Mutant - Add a die to the Doom Pool when affected by mutant-specific Milestones and tech.

D8 Chiller
Frigid Aura, Chilling Demeanor, Mutant Supremacist
D6 Ice Slide
D8 Ice Blast
D8 Ice Control
Combat Expert: D8
Crime Expert: D8
Menace Expert: D8
SFX) Freeze Ray - Add a D6 and step up the effect die when causing a Physical Complication - Frozen.
SFX) Ice Constructs - Add a D6 and step up the effect die when using Ice Control to create assets or complications
LIM) Mutant - Add a die to the Doom Pool when affected by mutant-specific Milestones and tech.

D8 Shocker
Electric Aura, Haywire, Mutant Supremacist
D8 Electric Blast
D10 Charged Punch
D6 Flight
Combat Expert: D8
Crime Expert: D8
Menace Expert: D8
SFX) Taser - Add a D6 and step up the effect die when inflicting a Physical Complication - Stunned.
SFX) Static Discharge - Add a D6 and keep an additional effect die for every additional target past the first.
LIM) Mutant - Add a die to the Doom Pool when affected by mutant-specific Milestones and tech.

The other D8 Anti-Mutant Squad will arrive after two full action rouonds.
This message was last edited by the GM at 21:10, Thu 11 Nov 2021.
Crimson Fury
player, 102 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-6
Sat 6 Nov 2021
at 21:36
  • msg #2

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 1):

"THAT'S ENOUGH!" Mark roared, barley holding back from blasting the mutant. Instead he fed the power of his blasts into his aura, extending out the field in order to protect as many people as possible.

"I get what its like to be on the outside looking in, but if you hurt them nobody is gonna be on your side!" He was speaking through gritted teeth, his first response one of anger. He knew why these people where down here, and they deserved a chance before he let loose...

OOC:

Creating Protective Assets for the group.

Team-d8
Outcast by Society-d8
Durability-d12
Blast-d10
Menace-d10

Sfx-Constructs-+1 effect die, +1d6
Area effect-Ramirez, anti mutant squad(x2), WW=+4d6
Sfx-Second Wind-Puts d8 emotional stress into doom pool, raises blast to d12.

17:21, Today: Crimson Fury rolled 1,3,12,5,10,1,6 using d8,d8,d12,d12,d10,d6,d6,d6 with rolls of 1,3,12,5,10,1, 6.  Creating shield assets to protect the group.

17:25, Today: Crimson Fury rolled 11 using 3d6 with rolls of 2,3,6.  Correct amount of extra die.

Total=28
Effect die-d12(Ramirez), WW-D10(w/Construct SFX bonus), anti-mutant squads(d6 each)
Spending 1 PP to add 6 to effect total
Spending 1 PP to have assets last until end of encounter.

Current stress and PP reflected under my bio line.

1 xp-tries to hold back unneeded anger.

Made correction when I realized UV was not with us. Used one less d6.

Op: 2

This message was last edited by the player at 16:01, Sun 07 Nov 2021.
Windwalker
player, 161 posts
Peace, Love and Wisdom
These must we walk in.
Sun 7 Nov 2021
at 00:23
  • msg #3

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Windwalker starts moving around the area very quickly picking up bit of metal, old batteries and computer chips with insulation.
He starts putting them together in an odd way.  As he does so sparks fly of them.
Slowly it became clear what he doing.  He constructing a odd device which channeling shocker Electricity  into the group and discharging it.  Making him less effect and maybe powerless.

OOC:
Try to make a lighting conductor.

OOC:
D10  Affiliations: Team
D8  History/Backstory: Technology has it uses (even if I hate it).
D8  Reflexes. (Techno chip).
D8  Expert:- Tech. (Tech )


01:19, Today: Windwalker rolled 1,12 using 1d10,3d8 with rolls of 1,6,5,1.  Lighting conductor to reduce shocks power.

Results:6  Effect: d8 Opp:2
Mender Phantasm
GM, 324 posts
Mon 8 Nov 2021
at 20:18
  • msg #4

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Reaction Post For CF

Okay, Doom Pool gains a D8 from CF's Second Wind SFX. Doom Pool is now 2D8. CF rolled two opportunities which I purchase, CF gains 2 PP and I step up both die in the Doom Pool. Doom Pool is now 2D10. There's really now way for CF to fail this, so I guess it's a question to see how well he succeeds. Ranging from +1 to +5 additional steps to his current existing effect die.

Total: 9
Effect: Default D6
Opps: 0

CF is exceptionally successful, scoring over 15, granting CF 3 +1 steps which he can apply to whichever effect die he current has created of his choosing.


Shimmering red fields manifest around everyone Crimson Fury imbues, even the downed members of the Anti-Mutant Squad! The Brick looks surprised when his grip on the squad member's neck is forced open just enough to allow the squad member to gasp and breath heavily...and glares at Crimson Fury like a child who had his toy taken away from him.

***

Reaction Post For WW

The dice roller hates you, it seems. Windwalker rolls two opportunities which I purchase. WW gains 2 PP's and I step up a die and add a die to the Doom Pool. Doom Pool is now D12, D10 and D6.

I'm going to add the Scenic Distinction - Islands Of Trash as a hinderance because no matter how improbable...there might actually something of use in the piles of refuse, stepping up a die in the Doom Pool in order to add add D4 to the resistance roll. Doom Pool is now 2D12, D6

Windwalker's Emotional Stress is going to cause some problems: D8

Today: Mender Phantasm rolled 16,2,4,2 using 2d12,d8,d6,d4 ((7,9,2,4,2)).
Total: 16
Effect: D8
Opps: 0


Windwalker works swiftly, gathering pieces of discarded electronic gear and other miscellaneous bits. He isn't even phased when Crimson Fury's reddish field envelopes him, but something isn't right...he shouldn't feel this much pressure trying to accomplish such a remedial thing. Why was this so difficult all of a sudden? Then he remembers...it's because he's used an implemnt such as this before, back when he was doing The Director's bidding. A device which literally channeled and redirected electricity, rendering the target powerless. He never knew the target's name, just another chapter in Windwalker's profoundly long list of past regrets...

A young man reaches down for a sword he just disarmed from his assailant, but a sandaled foot stomps on the foriegn blade snapping it from it's handle.

"No!" says an old man. "We do not use their tools, we do not use their ways - stay true to your teachings, they will carry you through the storm."

When Windwalker look down at his hands to see what he has accomplished...he sees that he has broken the device in two, hands trembling imperceptibly.

***

Brick's Action Post

"Ya think ya know what it's like? HA! Don't make me laugh, ya poser!" The Brick roars in return as he chucks the squad member he was holding at Crimson Fury with the speed of a van without brakes! "Take Out The Big Red Blowhard an' th' rest'll be easy pickin's!"

Bricks a D8
He's a Mutant Supremacist who don't take no guff from non-mutants (he's not the brightest, he just assumes whoever he meets isn't a mutant until proven otherwise): D8
He's using his Enhanced Strength: D8
He's a Combat Expert: D8
Going to spend a die from the Doom Pool in order to create a Combat Stunt (D8 Human Torpedo). Doom Pool is now 2D12.

He's going to try and knock CF out of the air causing a Physical Complication (Grounded), though it won't be persistent as it simply represents the dazing effect of being hit by something almost as durable as himself.

Today: Mender Phantasm rolled 26 using 5d8 ((4,7,5,5,5)).
Total: 12
Effect: D8
Opps: 0

(CF, need a reaction roll from you)


***

Detective Martinez & Anti-Mutant Squad Action Post

Detective Martinez tries her best to hold it together...she had downed men, and a decon breach in U-Sector. "Bravo Team, what's your status!" she exclaims into her mic.

"In route to U-Sector, almost there!" repies a voice over the comms.

When she witnesses the Brick hurl the member of her squad at Crimson Fury, her eyes narrow...

"So that's how you want to play it?" she inquires rhetorically, before calling out to her squad, "Alright, boys - Focus-fire on the Blockhead...Chip him down to size!"

The Squad doesn't hesitate, filling the room with the abrasive sound of automatic weapons fire as the Brick is riddled with high velocity rounds!

Detective Martinez is going to lend a support action to her squad, but since I can't roll against myself, the Anti-Mutant Squad deals D8 Physical Stress to The Brick. I also spend a die from the Doom Pool...and activate the Brick's SFX - Invulnerabilty, ignoring the D8 Physical Stress. Doom Pool is now 2D12.

The Brick raises his arm before his face as round after round richochets off his nigh invulnerable stoney frame, "That th' best ya got? Yer goin' down jest like th' other lot!"
This message was last edited by the GM at 21:35, Mon 08 Nov 2021.
Crimson Fury
player, 104 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-8
Mon 8 Nov 2021
at 20:38
  • msg #5

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 4):

Fury seethes. He uses that anger to slow the incoming officer down. Then he floats the man harmlessly to the ground. All while still hovering himself.

Ooc:
Team-d8
Feeds on anger-d8
Flight-d8
Energy blast-d10
Combat-d10

Total-18
Effect die-d10

15:34, Today: Crimson Fury rolled 6,5,8,10,5 using D8,d8,d8,d10,d10 with rolls of 6,5,8,10,5.  Reaction.

Windwalker gets d12 protection instead of d10.

The still standing cop unit protection goes from d6 to d10.

This message was last edited by the player at 21:41, Mon 08 Nov 2021.
Roulette
player, 10 posts
Bad Grrl gone Good
Tue 9 Nov 2021
at 00:02
  • msg #6

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

As Roulette flowed along airborne behind her telekinetic benefactor and defacto partner, she heard the yelling ahead of them in the tunnels ... then the roar of automatic gunfire.

Red discs of psychic energy formed around her hands, and she frizbee'd them forward into her Buddy Daniel's back, giving him the same 'oomph' she'd focused on herself ('Lucky Grrl');  as her Combat Expertise kicked in.

Action:   create fore Daniel the asset  'Lady Luck's Favour'
d8   Buddy
d8   Bad Grrl trying to be good
d10 Luck Manipulation
d8   Combat Expert
d10 'Lucky Grrl' asset (persistent)

- rolled 6,7,3,6,3 using d8,d8,d10,d8,d10
Total: 13
Effect: d10
Opps: -

If this works, it is an Asset for Daniel.  If he wants it to be persistent throughout the scene, he'll need to spend a PP.

Current PP: -


Next:   Daniel

Mender Phantasm
GM, 330 posts
Tue 9 Nov 2021
at 01:56
  • msg #7

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Today: Mender Phantasm rolled 14 using 2d12 ((8,6))
Total: 14
Effect: Default D6
Opps: 0


As she launches her red disks towards her erstwhile companion, Lady Luck's favor flickers and fades...Roulette is certain Fortune's favor will not be a factor in Daniel's next act.
Daniel Essex
player, 12 posts
Tue 9 Nov 2021
at 05:55
  • msg #8

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

He floats through the sewers as if he was standing upright on an invisible conveyor belt. Offering a quick thumbs up to Roulette as they arrive on scene, Daniel's eyes pick through the crowd. As he made his way into view he offered crossed his arms and waited for the slightest break in gun fire before yelling out "Hold on now everyone hold on here. There is no reason to get so aggressive here. No reason for mutants to fight mutants, but if you want to go that route we will not hesitate to take you all down!" Hoping that by identifying himself as a mutant and pushing the idea that other people on his side are mutants it might offer a chance for a peaceful solution over the probably one where a lot of outcasts die.

Not being sure if this would work knowing these outcasts position might make them less likely to listen to anyone who is not on their side, but on the off chance it does, good. He had also placed Roulette down behind their allies giving her some cover.

OOC: Daniel is going to try to talk thing down as the rock guy obviously suffered some damage maybe they would be less willing to risk themselves against armed officers and a group of powered individuals who's full power is not yet known...

Aff: Solo D10
Dis: Mutant Supremacy D8
Trait: Mind control D8
Spec: Psyche D8

00:49, Today: Daniel Essex rolled 3,3,6,3 using d10,d8,d8,d8
Are we naming the next player's turn as in the TT?

Daniel Essex
player, 13 posts
Tue 9 Nov 2021
at 22:34
  • msg #9

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

OOC Shocker as next action
Mender Phantasm
GM, 332 posts
Thu 11 Nov 2021
at 21:16
  • msg #10

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Shocker's Reaction

Just a few things - in order to influence all the Outcasts, you'll have to generate 3 additional effect die. Since your dice pool only comprised of four die, you have only one additional effect die. You could spend a PP and use your left over die as a D8 effect die to another Outcast of your choice, but let's see if Daniel's words take effect first. Since you nominated the Shocker to go next, would it be fair to assume he was Daniel's primary target? I'll go ahead and narrate as such, since he has the next action...if not, editing is always probable.

Shocker's a D8
He's a Mutant Supremacist: D8
He's menacing sort himself: D8

Eesh, thought he'd have more to pull from...

Today: Mender Phantasm rolled 11 using 3d8 ((3,7,1)).
Total: 10
Effect: Default D6
Opps: 1


The Shocker pauses momentarily, as if actually giving what Daniel Essex says with sincere consideration, then scowls saying, "What're ya workin' with them for?!" before turning his attention back to the others.

Shocker's Action Post

"Not our fault plain genes got lost and wandered onto our turf thinkin' they owned the place - we protect our own!" he grins maniacally as he start building up a massive voltaic charge!

The Shocker proceeds to give himself a Combat Asset - Charge Build Up: D8. Again, since I can't roll against the Doom Pool, I assign a trait die value as the effect die (Electric Blast: D8). The Shocker did roll an opportunity, Daniel gets first dibs.

Chiller's Action Post

The Chiller slides around the isles of trash, across the sludge, turning the muck into ice patches wherever he touches the surface. "You're slacking, Shocky." Firing a frigid beam at the sludge before him, he exclaims, "Always wanted a 'Hero Popcicle'" The sludge reacts violently causing an icy pillar to rocket skyward, threatening to encase Crimson Fury in a pillar of ice!

Chiller is a D8
Going to be using Lake Of Sludge distinction to his advantage: D8
He's using his Ice Blast: D8
He's a Combat Expert: D8
I'll be using his SFX - Ice Constructs, adding a D6 to his dice pool and stepping up his effect die +1 step.

Today: Mender Phantasm rolled 28,6 using 4d8,d6 ((7,6,8,7,6)).
Total: 15
Effect: D10
Opps: 0

CF, need another reaction roll from you. Afterwards, the Torch will act bringing an end to the first action round. Whew!

Crimson Fury
player, 105 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-8
Fri 12 Nov 2021
at 04:21
  • msg #11

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 10):

Fury was taken by surprise from the frozen prison. Despite his flight, the construct did manage to reach him. Sealing him up in an ice column that rose the watery ground.

He did not feel the cold however. He had not been lying when he said he had been to space. His rage aura was all he needed to survive. Up there, alone in the deep black, slightly like the sewer mutants down here. Cut off from the rest of the world.

He thought about being an outcast. Not a mutant like these people, but a forgotten weapon of a unworthy war. He had no place among the normal people of this city, just like the mutants. Just because he frightened people. That gave him what he needed. Feeling the alienation and desperation of those around him, and focusing it through his own rage.

The ice prison hissed, melted, and then shattered. Fury floated in midair, steam rising from red energy aura coating his form. He glared down at Chiller, and his eyes leaked red plasma. "What else you got!?" He snarled at his foes.

ooc-23:13, Today: Crimson Fury rolled 8,5,3,8,7 using D8,d8,d8,d10,d10 with rolls of 8,5,3,8,7.  Reaction.

Team-d8
Outcast by society-d8
Flight-d8
Blast-d10
Meance-d10

Total=16
Effect die=d10

This message was last edited by the player at 16:51, Fri 12 Nov 2021.
Daniel Essex
player, 17 posts
Fri 12 Nov 2021
at 10:13
  • msg #12

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 10):

OOC: Yeah I wasn't sure how that worked or if I'd have had to use the area attack option to make it work or if it even need a PP to activate. We can stay with how it is so nothing needs to be changed.
Mender Phantasm
GM, 334 posts
Fri 12 Nov 2021
at 21:31
  • msg #13

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Torch's Action Post

"About five seconds of CONCENTRATED HEAT!!!" shouts the Torch as he stands upon one of the piles of trash nearest Crimson Fury before unloading with a massive plume of flame on par with some of the most weaponized versions of military flamethrowers!

The Torch is D8
He's Hot-Headed so he's letting his aggressiveness fuel his action: D8
He's using Flame Blast: D8
He's a Combat Expert: D8
Using the SFX - Flamethrower, he doubles his Flame Blast to 2D8, he'll have to remove his highest rolling die...but he'll be able to add three die for his total instead of two.

Today: Mender Phantasm rolled 29 using 5d8 ((8,8,2,3,8)).
Total: 19
Effect: D8
Opps: 0

Yikes, that was a roll. Ever removing the highest rolling die still leaves two 8's plus another die to add for the total, while still leaving a D8 for the effect. CF, last reaction post and the end of the action round. I'll pass to Windwalker for the start of next round.

Crimson Fury
player, 106 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-8
Fri 12 Nov 2021
at 21:52
  • msg #14

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 13):

The fire seems to totally engulf Fury. He had to refocus his aura with a man sized wedge made of plasma. Causing the worst of the flames to move to either side of him. Even so, it was a bit of an effort.

After 5 seconds, Fury is seen hovering in midair. Seemingly unharmed.

"Like I said...what else?" He growled.

ooc-16:35, Today: Crimson Fury rolled 1,4,6,5,6 using D8,d8,d12,d10,d10 with rolls of 1,4,6,5,6. Reaction.

Team-d8
Feeds on rage-d8
Durability-d12
Blast-d10
Combat-d10

Spending 2 PP to add 2 extra dice to the roll.

Total=21
Effect die=d6
1 op.

This message was last edited by the player at 21:55, Fri 12 Nov 2021.
Windwalker
player, 165 posts
Peace, Love and Wisdom
These must we walk in.
Fri 12 Nov 2021
at 23:33
  • msg #15

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

With his normal calm and monk Serenity Windwalker walks up to the Torch as if he was nothing.
I use to walk these tunnels.  A different life and time.
Our paths cross a few times but you would not know that.
Your the Torch.  Or better know to the mutant of the underworld as The Flickering Candle.

Point a thumb over his shoulder towards the chiller.
I hear that the Chiller over hear challenged you to a one and one duel and you got cold feet.

Windwalker give The Flickering Candle a smile.

OOC:
Try to wind the Touch up as he the hot head.  Maybe even get him to attack the Chiller to prove himself.  Doing Emotional damage.

OOC:
D10  Affiliations: Team
D8  Profession: The Ways of the Monk.
D8  Serenity. (Monk Trained).
D10 Master:-    Crime. (Known) (Tech )


00:18, Today: Windwalker rolled 5,9 using 2d10,2d8 with rolls of 4,1,2,7.  wind up the touch as only WW can Emotional(dr still hate me).

Results:11  Effect: d8 Opp:1

Claim 1 exp for a very silly joke in middle of combat ??? (he he).  Seem like I got my one big roll to find everybody and that it for me.  Pass over to Roulette (good luck).
This message was last edited by the player at 23:34, Fri 12 Nov 2021.
Mender Phantasm
GM, 338 posts
Fri 12 Nov 2021
at 23:54
  • msg #16

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Torch's Reaction Roll

CF, you rolled an opportunity which I purchase - CF gains a PP, and the Doom Pool gains a die. Doom Pool is now 2D12, 1D6.

WW, you rolled an opportunity which I'll purchase - WW gains a PP, Doom Pool gains a die. Doom Pool is now 2D12, 2D6.

Torch is D8
He's a Mutant Supremacist, like the others, and isn't so easily baited to go against one of their own: D8
Being a Crime Expert, he feels he's certain that WW is pulling his leg: D8
WW's own Emotional Stress makes it difficult to sound convincing: D8

Today: Mender Phantasm rolled 13 using 4d8 ((5,2,2,4)).
Total: 9
Effect: D8
Opps: 0

The Torch fails to resist and is moderately distracted by WW's implications. The Torch now has D8 Emotional Stress.


"What're you goin' on about?! Wait your turn, I'll get to you soon enough!" replies the Torch, though can be seen giving the Chiller a suspicious squint.
Roulette
player, 14 posts
Bad Grrl gone Good
Mon 15 Nov 2021
at 00:20
  • msg #17

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Roulette had been (gently: that was sweet of Danial) put down at the rear of the group.  It was kinda dark down here, as well as being dank ... and it seemed that all the menfolk were facing off with al the posturing and parlay.
So Roulette decided that, while they were all distracting each other, now might be a good time to reposition herself, hopefully unnoticed, into a position where she might give herself advantage should the this turn into a regular shitshow.

As her Team had all the attention, she used her Combat Expertice and her enhanced reflexes  to slip off through the Islands of Trash to get behind the bad guystm.


Create Asset:  'I have the higher ground, Anakin'
d10 Team
d8   Islands of Trash
d10 Luck Manipulation ... to not be noticed
d8   Enhanced Reflexes
d8   Combat Expert
d10 'Lucky Grrl' persistent asset

- using d8,d10,d8,d8,d10 with rolls of 4,2,5,2,3.  Create Asset:  'I have the higher ground, Anakin'.
                  Dang, what a awful roll of that line of dice
Total: 9
Effect: d10

Current PP: -


Next:  A villainous type

Mender Phantasm
GM, 343 posts
Mon 15 Nov 2021
at 19:43
  • msg #18

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

...and such good narrative too. The Doom Pool is fairly hefty though, so we'll see how this goes.

Today: Mender Phantasm rolled 8,7 using 2d12,2d6 ((3,5,2,5)).
Total: 10
Effect: D12
Opps: 0


As Roulette strives to attain a superior position, she finds attempting such a task profoundly difficulty. Some of the tallest piles of trash already have Outcasts standing on them - the Brick and Torch. Likewise, attempting to slink from pile to pile is rudely interrupted by the Chiller as he slides around the area. Lastly, the Shocker keeps an aerial point of view leaving few areas to seek cover.

The Outcasts may seem like a poor substitute for the Morlocks...but their regimented training has clearly paid off this day as Roulette finds it currently impossible to proceed without being noticed...

Sorry, but no Asset is created (just got beat by one)...but on the plus side, everyone has acted so since Roulette was the last to act, she can pick who goes first next round.
Mender Phantasm
GM, 346 posts
Thu 18 Nov 2021
at 18:31
  • msg #19

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

The Brick glares in annoyance at the Outcasts' seemingly ineffective methods of driving the invaders out of their turf. Hoisting a large chunk of debris out of the piles of trash, he barks "These chumps won't take a hint...Chiller, Torch - Frostfire Birdie!" With that, he hurls the engine sized chunk up into the air in the vicinity of the 'intruders', but not at anyone specifically.

For the Brick's action, he's going to create an asset for Torch in the form of an Airborne Projectile: D8. Handing off to Chiller.

The Chiller power slides around one of the piles of trash exclaiming, "Oh yeah! Watch the birdie!" as he blasts the airborne projectile with a frigid beam dropping its core temperature to near absolute zero.

For the Chiller's action, he steps up Torch's Asset turning it into a Subzero Projectile: D10. Handing off to Torch.

"Better watch yer ass instead!" shouts the Torch as he hurls a fireball directly at the subzero projectile. The sudden massive and radical shift in overall temperature causes the subzero projectile to explode, sending scalding metallic slivers throughout the area!

The Torch spends a Doom Die (Doom Pool is now 2D12, D6) in order to create a combat stunt - Shrapnel Enhanced Fireball: D8
Torch is a D8
Torch is using the Asset - Subzero Projectile: D10
Torch is using Fire Blast: D8
...and the Torch is using his SFX - Fireball, so that adds 5D6 for six targets.
Plus Combat Expert: D8

Today: Mender Phantasm rolled 14,3,20 using 4d8,d10,5d6 ((6,3,4,1,3,4,2,6,2,1)).
I spend another die from the Doom Pool to add to the total - Doom Pool is now 2D12.
Total: 16 (6+6+4)
Effect: Physical Stress - D10 (Crimson Fury), D8 (Windwalker), D8 (Daniel Essex), D6 Det. Martinez), D6 (Squad)
Opps: 2

Hmmm...ran out of effect die, not to sure what the ruling is regarding that (is it a default D6 effect? D4? No affect at all?). How about this, since Roulette was trying to be the most inobtrusive...she'll be the lucky one and avoid the blast. WW, CF, Daniel...need reaction rolls from all three.

Again, I can't actually roll for Det. Martinez and her Squad...so...

...ouch - Det Martinez and her Squad take D6 Physical Stress from the blast.

Next Action: CF

This message was last edited by the GM at 18:46, Thu 18 Nov 2021.
Crimson Fury
player, 112 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-5
Thu 18 Nov 2021
at 20:08
  • msg #20

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 19):

Fury projects out his aura, so it forms a bubble around him. Then he fires a blast into the barrier, causing it to shatter and intercept each of the oncoming projectiles.

He then flies right in front of Torch, eyeball to glowing eye orb with him. Then he just growls. "I said...what else do you GOT!?" At that point, absorbing all of the Torch's emotions save one...fear.

ooc-14:44, Today: Crimson Fury rolled 4,6,2,1,8 using D8,d8,d12,d10,2d8 with rolls of 4,6,2,1,7,1.  Reaction.

Team-d8
Feeds on rage-d8
Durability-d12
Energy blast-d10
Meance-2d8

Total=17
Effect die=d12

Spending 1 pp to add to total.  Spending 1 pps to buy 1 opp, causing torch to take additional d12 emotional stress on top of his already d8 emotional stress.

I rolled 2 ops.

Need to see results of my reaction in order to post my next action. Including what happens to my assets shielding various cops. WW also has a d12 shield asset.

This message was last edited by the player at 21:58, Thu 18 Nov 2021.
Daniel Essex
player, 19 posts
Fri 19 Nov 2021
at 05:33
  • msg #21

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Daniel quickly shifted focus throwing up a shield using his telekinetic abilities to create a wall in front of himself. As he laughed at the reckless tactics they used. "Is that seriously how you losers wanna play this?"

Aff: Solo D10
Dis: Did what I had too D8
Trait: Telekinetic shield D10
Spec: Menace D8

00:29, Today: Daniel Essex rolled 1,7,6,8 using d10,d10,d8,d8 with rolls of 1,7,6,8
Uh 13 for the total and I'll use the D8 for effect

Daniel Essex
player, 21 posts
Fri 19 Nov 2021
at 21:47
  • msg #22

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

OCC Reroll for roll wrong aff I thought because he was defending himself it would fall under solo, oopsies
Team d6
16:44, Today: Daniel Essex rolled 3 using 1d6 with rolls of 3.
I'll also spend the PP for the total to be....16 with an effect die of D8 or 21 and an effect or d10 if it matters

This message was last edited by the player at 21:54, Fri 19 Nov 2021.
Windwalker
player, 170 posts
Peace, Love and Wisdom
These must we walk in.
Sat 20 Nov 2021
at 00:36
  • msg #23

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

A third can play at this game. Windwalker tells the two elemental thugs.
We have ice, we have fire, now lets add wind and see what happens.

The monk starts to make some very quick movement from his past training.  However the monk now knows how to walk the winds of time and of life.  He starts to walk the air around him pulling the shards together around him in world-wind effect.  His Monk training, his combat training, his windwalking and his wish to protect his team.
Drawing the metal peaces together and smashing them into small metal dust like peaces.
He then dumps them over The Shocker to interfere with his powers.

Turning to The Shocker Windwalker say.  If at first you don't succeed try something different.  Thanks to your two incompetent friends I got another chance to ground your powers.  It raining metal glitter dust just for you.

OOC:
I am not sure you can effect another person with counter attack but in this case they did attack the area so I don't see why I should not be able to do this with my skills.  If not then I will dump the shards on The Chiller as he made the assist.
How ver it is doing emotional damage by either interfering with their powers (Shocker) or Showing how useless their powers are (The Chiller).
Unless CF did not take out the torch with his D12 emotional damage?



OOC:
Defense against the shards and fireball.

OOC:
D10  Affiliations: Team
D8  Profession: The Ways of the Monk.
D8  Movement-Based Power: Airwalking.
D10 Master:- Unarmed Combat.
D12 CF Defense asset.


00:50, Today: Windwalker rolled 14,13,1 using 2D10,2D8,1d12 with rolls of 9,[5],5,8,1.  Defense roll.

Results:17  Effect: d10 Opp:1

OOC:
Try to make a lighting conductor out of The Chiller and The Touch little metal shards.

OOC:
D10  Affiliations: Team
D8  Profession: The Ways of the Monk.
D8  Movement-Based Power: Airwalking.
D10 Master:- Unarmed Combat.



00:53, Today: Windwalker rolled 10,11 using 2D10,2D8 with rolls of 8,[2],6,5.  Counter Attack.

Results:14  Effect: d10 Opp:-
This message was last edited by the player at 00:39, Sat 20 Nov 2021.
Mender Phantasm
GM, 353 posts
Sun 21 Nov 2021
at 18:51
  • msg #24

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

At first, the flaming outcast looks annoyed at the seemingly ineffective coordinated assault and glares at the frosty outcast as if he were somehow responsible. A momentary distraction that will cost him dearly as Crimson Fury flies up and gives him a dose of fear he'll never forget. Fear so potent he's unable to do anything but curl up in a little ball, hands pawing his face as he stares wide-eyed in terror at Crimson Fury. Unable to speak, seemingly too terrified to even breath, Crimson Fury can tell that the amount of sheer terror he forced the Outcast to feel was borderline fatal. At the very least, he'll need professional counseling for months...if not years, and will most assuredly develop a profound phobia of the color red.

The Torch already had D8 Emotional Stress, so it only gets bumped up if the effect die is lower. Since it was higher, D12, he take the higher die rating. The Torch is only a D8 minor character so D10 would've stressed him out with some lingering emotional trauma for the incident. Since D12 was caused, he doesn't get D6 Emotional Trauma, he gets D8 Emotional Trauma...just one step away from D10 Emotional Trauma which would essentially cause the Outcast to literally die of fright. The Torch is stressed out the scene and can no longer engage actively in it, he also won't be engaging in any activity once this action scene is concluded...or any other scene for quite some time.

No one was affected, or if they were, their Physical Stress was averted. CF, you rolled 2 Opps...I buy them, gain 2 PP, Doom Pool is now 2D12, D8, D6. Windwalker, you also rolled an Opp which I purchase, gain 1 PP, Doom Pool is now 2D12, D10, D6.

In order to Counterattack, a roll isn't needed - you just use your effect die that you rolled in defense. In order to counterattack, you attack the person that attacked you (which would mean the Torch). You could kick him while he's down...but it's highly unlikely he'll feel it (too terrified to feel anything else).

This message was last edited by the GM at 18:52, Sun 21 Nov 2021.
Crimson Fury
player, 123 posts
Reeeeeal pissed off...
P-0, E-d6, M-0, PP-6
Mon 22 Nov 2021
at 03:47
  • msg #25

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 24):

Fury wanted the kid to run. He wanted the kid to just give up the fight. None of them where here to fight the outcasts, but then they nearly killed Rameriz and the others. He hesitated as he stared down at the cringing, crying boy. It was not the first time he had been in this situation...

quote:
"He knows, Corperal! Now get him to talk!" The officer screamed at him. The boy lay on the ground, crying on pain and fear. Mark stared down at the kid, wondering how he got into this mess.

"CORPERAL! FOLLOW MY ORDERS!" The other man screamed in Mark's face, even as the boy spoke Farsi far too fast to be understood.

"I...I..." Mark stammered. Looking from the officer to the boy. Paralyzed with doubt.

The other man pulled his weapon, and pointed it at the  prone child. "1! 2! 3!" The man screamed at the boy, who began to cry and maybe pray. Mark gritted his teeth, and felt his hand grip his rifle tighter...


Mark blinked, and he was back in the sewer. Staring down on the boy he had filled with fear. Wondering if this was the only way...

ooc-3 xp-Freezes up/reacts due to flashback. Any player can post next
This message was last edited by the player at 03:48, Mon 22 Nov 2021.
Windwalker
player, 178 posts
Peace, Love and Wisdom
These must we walk in.
Mon 22 Nov 2021
at 19:29
  • msg #26

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Windwalker just walks up to the Chiller and hit him.


OOC:
Hit the Chiller.

OOC:
D10  Affiliations: Team
D8  Profession: The Ways of the Monk.
D8  Strength. (Techno chip).
D10 Master:- Unarmed Combat.



20:24, Today: Windwalker rolled 9,7 using 2d10,2D8 with rolls of 1,8,1,6.  Attack Chiller.

Results:14  Effect: ?? Opp:2

OOC: Was expecting them Opp after the last roll.  So need a second power set.
Mender Phantasm
GM, 358 posts
Mon 22 Nov 2021
at 23:39
  • msg #27

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Ouch, you're feeding the Doom Pool...I buy those two opps, Windwalker gains 2 PP, Doom Pool is now 3D12, 2d6 (I really should spend some Doom Die...).

Chiller's a D8
He's going to be using the scene distinction Pool Of Sludge to his advantage: D8
...because he's Ice-Sliding: D6
Plus Combat Expert: D8

Today: Mender Phantasm rolled 9,2 using 3d8,d6 ((3,3,3,2)).
Total: 6
Effect: D8
Opps: 0

...and you thought you rolled bad. Windwalker scores an exceptional success, bumping up his default die rating of D6 to a D8, which also prevents the Chiller from reducing Windwalker's effect die if it were smaller (because his was larger until it got stepped up, making it a D8 Physical Stress instead of D4 - clearly, he wasn't paying attention...)


As the Chiller slides across the pool of sludge in order to get a better position against Crimson Fury, he seems completely oblivious to the idea that anyone other than the red hued hero could match his speed across the garbage festooned mire...except Windwalker walks on air.

*THWACK!*

With a rather impolite strike, Windwalker sends the Chiller sprawling...nearly skipping across the wastewater bog. He rises, but is clearly tittering on the edge of consciousness as he gazes about wondering who the heck hit him!

Chiller now has D8 Physical Stress. Alright, who's next Windwalker?
Windwalker
player, 179 posts
Peace, Love and Wisdom
These must we walk in.
Tue 23 Nov 2021
at 01:20
  • msg #28

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

OOC: Daniel.

As the Chiller look around. Windwalker waves to him in friendly way.  Give him a smile.  Then bows politely.
If there is one thing the old monk know how to deal.  That insult to injury!
This message was last edited by the player at 01:42, Tue 23 Nov 2021.
Daniel Essex
player, 26 posts
Tue 23 Nov 2021
at 12:00
  • msg #29

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

As Daniel hovers in the air looking over their opponents he tries to reason with them one last time . He sends out a telekinetic blast aimed at the brick hoping to introduce him to a wall. "Ok last chance to end this without further injury or death, stand down now!" He announces an obvious threat as he crosses his arms.

OOC Going more for painful effect leaving the threat as a last resort.

Aff: Solo D10
Dis: Mutant supreme D8
Trait: TK Blast D8
Spec: Menace D8

06:44, Today: Daniel Essex rolled 1,7,3,7 using d10,d8,d8,d8 with rolls of 1,7,3,7

Tot: 14... D8 affect

Daniel Essex
player, 27 posts
Tue 23 Nov 2021
at 12:02
  • msg #30

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

OCC oh and I'll toss the next move to roulette
Mender Phantasm
GM, 359 posts
Tue 23 Nov 2021
at 20:20
  • msg #31

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Oof...targeting the Brick with a Physical Stress attack. Let's see how this goes...Daniel, since you rolled an opportunity, I'll go ahead and purchase it - gain 1 PP, Doom Pool is now 3D12, 3D6.

Brick's a D8.
He's like a rock, so I'll add his distinction as a benefit: D8
He's a superhumanly durable rock: D10
Not his first rodeo, Combat Expert: D8

Today: Mender Phantasm rolled 11,8 using 3d8,d10 ((2,4,5,8)).
Total: 15 (2+5+8)
Effect: D8
Opps: 0

Hmmm, have to spend a Doom Die, Doom Pool is now 3D12 & 2D6, in order to add three die to the total. I was thinking of using his SFX - Invulnerability...but the TK Blast is Psychic in nature, correct? Would've been nice to use it, but he'll just knuckle under and weather the assault.


The Brick attains a firm footing and puts a stony arm before him as the telekinetic blast slams into him causing all sorts of loose debris from the pile he's standing on to rocket past as he grunts through clenched teeth, "Red ain't the only one that can take a hit! Get up Chiller...an'...what th' hell are ya doin' Torch?!".
This message was last edited by the GM at 20:22, Tue 23 Nov 2021.
Mender Phantasm
GM, 362 posts
Thu 25 Nov 2021
at 22:50
  • msg #32

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

The Shocker scoffs as he floats above the fray with voltaic charge ever building as he snipes to the Brick, "Frostfire Birdie?...coulda told ya that wouldn't work." His expression turns absolutely maniacal as the voltaic charge reaches critical levels as he exclaims, "If you really wanna get things done...ya gotta take CHARGE!!!" With that, he cuts loose...targeting everything and anything within an ever-expanding sphere of voltaic discharge, covering the entire area in a volatile web of electricity as the Brick roars at him, "Shocker! You idiot! WHAT'RE YA DOIN'?!

Okay, Shocker's a D8
I'll be using his Haywire Distinction at a disadvantage, Doom Pool gains a D6, and add D4 to the Shocker's Dice Pool.
I'll also spend that Doom Die in order to add an additional distinction - Pool of Sludge, as he's using it as a vector for this massive attack: D8
He's using his Electric Blast: D8
With some skill, Combat Expert: D8
Using his Voltaic Charge Asset: D8
...with Static Discharge SFX - he's targeting everybody, including his allies, including himself...just to prove himself worthy of the title - homo superior. That's 10 additional targets: 10D6. He won't get to resist since I can't roll against myself so he'll experince whatever effect die gets assigned to him. This will all be Physical Stress. Both Squads are targeted including Roulette...pretty much everyone's gonna need a reaction roll for this.

Today: Mender Phantasm rolled 12,3,25 using 4(5)d8,d4,10d6 ((6,1,1,4,(2), 3,1,3,1,5,2,2,3,5,2,1)).
Total: 16 (6+5+5; I spend a Doom Die from the Doom Pool, Doom Pool is now 3D12, D6)
Effect: D4 Physical Stress to Shocker because he's crazy enough to have done this before.
        D8 Physical Stress to Brick (which he ignores by spending a Doom Die from the Doom Pool, Doom Pool is now 3D12.
        D6 Physical Stress to both Squads, Detective Martinez, Chiller and Torch. Chiller gets shocked unconscious and now has D6 Physical Trauma, the Torch just twitches and whimpers taking D6 Physical Stress as the electricity arcs all over him.
        D6 Default Physical Stress to Windwalker, Crimson Fury, Roulette, Daniel Essex.
Opps: 5 (...that was a lot of opps...)

This message was last edited by the GM at 23:43, Thu 25 Nov 2021.
Crimson Fury
player, 127 posts
Reeeeeal pissed off...
P-0, E-d6, M-0, PP-6
Fri 26 Nov 2021
at 01:01
  • msg #33

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 32):

Mark seems to break out of his fuge state as the blast radiates from Shocker. He roars as the energy heads for Ramirez and the cops, not to mention the other metahumans at risk. A burst of red energy shoots from his entire body, bathing the entire room in a crimson glow. The plasma hits the electrical discharge, coating the deadly arcs and trying to disperse them.

OOC:

Team-d8
Feeds on rage-d8
Durability-d12
Energy blast-d12(after sfx)
Combat-2d8

Sfx-second wind. Moving d6 emotional stress into doom pool, blast goes to d12.

Sfx-rage aura-takes d6 for all the cops and moving it to myself as emotional stress.

Spending 4 pp. One to add to effect total, 3 to reduce all incoming damage from the 3 cop groups.

Total=20
Effect die=d12

I will end up taking d8 emotional stress after all is said and done.

19:10, Today: Crimson Fury rolled 2,6,3,2,14 using D8,d8,d12,d12,2d8 rolls of 2,6,3,2,7,7

0 opps.

This message was last edited by the player at 05:04, Sun 28 Nov 2021.
Windwalker
player, 182 posts
Peace, Love and Wisdom
These must we walk in.
Fri 26 Nov 2021
at 10:23
  • msg #34

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

The monk may be old but that does not mean he is slow or not aware of what is going on.  He moves up into the air himself so he is away from the ground and any metal.
As the shocker lets go of his electricity Windwalker does something insane.  Using his combat skills and training he pulls the lightening down to himself.  Moving his hands into an ark.  Round and round he moves them building up the electric charge around him.
Being up in the air he is not grounded and so the electric charge does not hurt him.
Then in quick movement he directs the electric back at the shocker adding it to the electric damage the mutant had done to himself.

In a dry tone of voice Windwalker says.  Well that was Shockingly stupid now.  Mutant Supremacist strikes again.


OOC:
Windwalker pulls the electric to himself and releases it back at shocker adding to his self inflicted damage.  Counterattack:

OOC:
D10  Affiliations: Team
D8  Profession: The Ways of the Monk.
D8  Movement-Based Power: Airwalking.
D10 Master:- Unarmed Combat.
D12 CF Defense asset.


11:08, Today: Windwalker rolled 9,9,11 using 2D10,2D8,1d12 with rolls of 2,7,[8],1,[11].  Defense Roll. Take 1 Opps to active heal D8 heal from Serenity Dice(SFX).

Results:19  Effect: d10 Opp:1
+3 exp if I heal the downed squad.
This message was last edited by the player at 21:12, Sat 27 Nov 2021.
Roulette
player, 17 posts
Bad Grrl gone Good
Sun 28 Nov 2021
at 11:49
  • msg #35

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Roulette watched as the testosterone flooded this scene, and multiplied upon itself.
It didn't surprise her when they all let loose in their own manly ways.

But she was here to back up her Team; and as the various energies were thrown around the tunnel seeking supremacy, her reflexes kicked in.   Roulette might not look it, but she was one tough cookie:  her time with the Hellion's hand Enhanced her Durability and made her a Combat Expert.  Not only that, but the Lady was on HER side, and had already acknowledged Roulette as one 'Lucky Grrl'.

Shocker's energies, by skill and chance, washed over Roulette without even ruffling her hair.


REACTION to  Shocker's D6 Physical Stress attack
d10 Team
d8   The Lady is on MY side
d10 Luck Manipulation
d8   Enhanced Durability
D8   Combat Expert
d10 'Lucky Grrl' persistent asset

- rolled 3,3,1,7,8,7 using d10,d8,d10,d8,d8,d10  in Reaction to Shocker's attack.
Spend 1PP to add a third die to the total.
Total: 22
Effect: d10
Opps; 1    ... +1PP to Roulette

Current PP:  (spent 1, gained 1)   1


I think I am still to take that Action that Daniel tossed me in msg#30??

Daniel Essex
player, 32 posts
Mon 29 Nov 2021
at 22:48
  • msg #36

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Daniel sees shocker move into action as the build up of electricity starts to flow forth. He reaches out with his powers trying to pull electrical conductive garbage from the refuse piles around him to add a buffer to absorb the electricity as well as throwing up a telekinetic shield.

Reaction to Shocker creating an insulated shield from electricity using any metals, rubbers or even wood.
AFF: Team D6
Dis: Did what I had to D8
Traits: Telekinesis D8
TK Shield D8

SFX multipower use two abilities a -1 step Spend the PP I just got to add a dice
17:44, Today: Daniel Essex rolled 8,6,6,4 using d8,d8,d8,d6 with rolls of 8,6,6,4
Total 20 with D8 affect
As an added bit can I continue to hold in suspension said debris to use on for my next attack?

Mender Phantasm
GM, 368 posts
Tue 30 Nov 2021
at 01:08
  • msg #37

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Daniel, you could spend a PP and activate one of the Shocker's numerous opportunities to give yourself a D10 Stunt in order to use on your next action. Other than that, you'd just perform a Stunt normally (describing the Stunt in post like 'Telekinetic Shrapnel' or 'Debris Whirlwind') for a PP and grant yourself a D8 Stunt (obviously activating opportunities for Stunts is way better, but not always available).

Okay, Windwalker rolled an opp which I purchase (same with Roulette), gain a PP, Doom Pool is now 3D12, 2D6.


The Shocker laughs hysterically seemingly oblivious that no one but his own mates were harmed by the over-the-top electrostatic display...laughter which is short-lived as he suddenly finds himself taking on more charge than being delivered. He barely has time to glance at Windwalker with an expression of disbelief and utter, "That...that's not possible!"

*SNAP!*

The Shocker is blown completely out of the air, leaving behind a trail of sparks in his wake as he crashes headlong in the pool of sludge below him...still twitching and sparking, but most assuredly no longer conscious.

Well, D10 Physical Stress is a lot more than the D4 he did himself...a LOT more. The Shocker is stressed out of scene with D6 Physical Trauma in the form of sever electric burns and possible heart palpitations.
Crimson Fury
player, 132 posts
Reeeeeal pissed off...
P-0, E-d8, M-0, PP-2
Tue 30 Nov 2021
at 03:51
  • msg #38

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Fury looked around at the fallen. Only Rocky was left. He locked in on his emotions, seeing the feelings as patterns of light hovering around him. How he was trying to focus on his anger to bypass his fear.

Fury blasted two energy beams on ether side of the stone giant. Each hand leaving plasma scars in the stone walls.

"Listen to me, dammit! Your team is down, maybe crippled! You nearly killed a whole bunch of cops, and you pretty much have a room waiting for all of you in the Zig! How much worse do you want this to get!?"

Ooc:

Team-d8
Feeds on Rage...but trying to control it-d4(+1 pp)
Sense emotions-d10
Blast-d12(with second wind Sfx)
Menace-2d8

Total=19
Effect die-d8 emotional stress.

Sfx=second wind. Moving d8 emotional stress to doom pool and gets +1 rank to blast.

Spending 1 pp to add extra die to total.

1 opp.

22:00, Today: Crimson Fury rolled 5,4,10,1,4,3 using 1d8,1d4,1d10,1d12,1d8,1d8 with rolls of 5,4,10,1,4,3.  Attack vs Rocky.

Next up-any PC.

1 xp-tries to hold back unneeded anger.

This message was last edited by the player at 04:01, Tue 30 Nov 2021.
Windwalker
player, 186 posts
Peace, Love and Wisdom
These must we walk in.
Tue 30 Nov 2021
at 18:41
  • msg #39

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Having insulted the torch, punched The Chiller and Electrocuted The Shocker Windwalker now thinks it is time to let the others have go at the rock.  Let it gather some moss.

He waves to the two new hero's.  I will leave the pebble to you young ones. He tells Roulette and Daniel.  I am sure you will deal with him in no time.

With all the calm of a gentleman going for a Sunday stroll in the park to see the ducks.  Tenzing walks over to the trash and starts pulling the Anti-Mutant Squad out of it.  Setting each one of them on their feet.  Looking them over.  A poke here,  a touch here, bandage here, a squeeze of the mussel there.  As usual the old monk uses both the old and the new to get his work done.  Only Tenzing would act like it a nice Sunday afternoon with the sun out in a battle in middle of a Sewer.

OOC:
Use (SFX) Spend 1 PP to recover your own or another’s physical stress using Serenity D8.  3 exp First time you heal a person of any type of stress.  Pass it onto either of you two.  I let you have some fun :)

This message was last edited by the player at 18:43, Tue 30 Nov 2021.
Mender Phantasm
GM, 371 posts
Tue 14 Dec 2021
at 00:53
  • msg #42

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Okay, Doom Pool gains a D8 from CF's SFX, I also purchase the opp he rolled, Doom Pool gains a D6, CF gain a PP. Doom Pool is now 3D12, D8, 3D6
Brick is a D8
His Stubborness will impede rational decision making: D8.
He's no stranger to menacing stuff, Menace Expert: D8

Today: Mender Phantasm rolled 14 using 3d8 ((4,5,5)).
Total: 10
Effect:D8
Opps: 0

Wasn't really going to be able to avoid it, was hoping to add a die to increase he defense, but it won't be enough, Brick takes D12 Emotional Stress from CF's exceptional success and is Stressed Out of the Scene with D8 Emotional Trauma.


The Brick gives up, kneeling down and prepares for the worst knowing full well he's way outnumbered...including the additional Anti-Mutant Squad which arrives on scene. He glowers at Roulette and Daniel as he and his mates are secured by Detective Martinez and her squads.

"Yeah, a nice cell in the Zig...completely with one o' them collars that rob ya of yer identity. Just like what that damn Senator's been preachin'..."Human's First", sterilize the mutant. How long ya think it's gonna be before they slap one of those collars on ya fer steppin' outta their comfort zone, huh?!"

***

Detective Martinez reports, "Dispatch, we have a decon breach in U Sector. Securing the area and preparing to drop into the H-Z."

The response from her comms unit is nothing short of madness...static, distortion, some kind of Gregorian chant in reverse, an ancient voice speaking a long forgotten language regarding a further forgotten lore...

Before anything else really productive can be accomplished, another tremor can be felt rumbling deep within the abandoned sewer network as an impossibly ancient voice carries across the fetid air, echoing off stone, resonating throughout Paragon's sewer network...

"Foul Abomination
Spawn Of Man
Witness Aberration
Thy Judgment At Hand!

Ever Grow And Ever Blight
Consume Everything Within Sight
Devour The Womb That Spawned Thee
Til Gaia's Embrace Doth Claim Thee!"


...the rumbling intensifies, like a peal of thunder, like a subway charging through a tunnel...

I spend 2D12 from the Doom Pool to radically alter the scene, all players present gain 2 XP, and I introduce the Colossal Hydraxian Cell. I also spend another D12 from the Doom Pool, everyone present gain 1 XP, and I nominate the Colossal Hydraxian Cell to go first. No Transition Scene has occured so it's quite literally one action scene back to back with another. CF, to keep your targets protected, you must spend PP's in order to continue carrying over their Assets as persistent. Doom Pool is now D8, 3D6.

Colossal Hydraxian Cell
Rikti Experiment, Otherdimensional Organism, Ravenously Driven
Large Scale Threat: 5d8
Psychic Resistance: D8
Superhuman Strength: D10
Superhuman Stamina: D10
Superhuman Growth: D10
Tentacles (Stretching): D8
SFX) Nom Nom Nom!: When using Tentacles to cause a Physical Complication (Grappled), add a D6 and step up the effect die +1 step. Targets complicated out of scene are Consumed, take D6 Physical Stess, and continue to take D6 Physical Stress per round until the Colossal Hydraxian Cell is Physically Stressed Out or the Consumed Complication is removed. If a Consumed target exceeds their Physical Trauma limit, remove the target from the scene and add a D6 Disasterous Growth Timer die, or step up an existing Disasterous Growth Timer die by +1 step.
SFX) Oodles Of Tentacles: For every additional target, add a D6 to your dice pool and keep an additional effect die.
SFX) Bad Blood: If a target within melee range causes Physical Stress to the Colossal Hydraxian Cell, or cause a Consumed Complication Physical Stress, cause D6 Physical Stress to the target causing Physical Stress. If a Grappled Complication created by Colossal Hydraxian Cell suffers Physical Stress, cause D6 Physical Stress to Complication's target.
SFX) Pulverizing Pseudopod: Step up or double Superhuman Strength for one action. If the action fails, add a D10 to Doom Pool.
SFX) Single Cell Minded: Spend a Doom Die to ignore Emotional/Mental Stress or Complication unless caused by Mystic sources.
SFX) Constantly Regenerating: Spend a DD (or step back a Disasterous Growth Timer die -1 step) to remove Physical Stress, recover a Large Scale Threat die, or recover a Colossal Hydraxian Cell trait.
LIM) Curse Of Disasterous Growth: The Colossal Hydraxian Cell starts the scene with a D6 Timer die, and steps that die up +1 step per round until it reaches D12+ where the Colossal Hydraxian Cell expands to near godlike proportions (D12 Growth), destroying the scene that it is in. The Disasterous Growth Timer Die can be targeted much like a Scenic Distinction, and is stepped back -1 step if the die value of the Timer die is exceeded. If the Disasterous Growth Timer die is eliminated, spend a DD in order to restart Disasterous Growth Timer die at a D6 value.

'The Hydra', a colossal amorphous thing that has plagued Paragon City from below ever since the Rikti attempted to use the Abandoned Sewer Network as an access point for future invasions. The Hydra was a Rikti experiment, a constantly regenerating biomass that (if left unchecked) could end up spreading all over the Paragon City Network. Heroes often go into the Abandoned Sewer Network to purge the excess growths, though no scouring was deemed necessary at the moment, so the Abandoned Sewer Hazzard Gate was closed to ensure the Hydra didn't contaminate the Paragon City Network.

Except now the Hazzard Gate has been destroyed...the Hydra is on the loose!

Since I can't roll against myself, I'll have the Colossal Hydraxian Cell hit the Chiller with a D8 Grappled Complication which step up to a D10. The Chiller is drawn into the Colossal Hydraxian Cell and is Consumed, taking D6 Physical Stress. Since the Chiller was already stressed out, he takes D6 Physical Trauma...he already has D8 Physical Trauma (thanks to the Shocker), so it steps up to a D10.


When the amorphous thing lashes out with it's tentacles and draws the Chiller into it...the effects are unsettling to say the least. The Chiller dissolves within moments and the Colossal Hydraxian Cell seems to grow even larger...if that were somehow possible.

Disasterous Growth Timer Die steps up from a D6 to a D8, and the Chiller is removed from the scene - beyond any kind or sort of medical help.

The Arch-Druid cursed the Hydraxian Cell with persistent growth, but not the metabolism to support it...so it's beserk with hunger as it tries to sustain itself as it's mass continues to multiply. It gnaws on the destroyed hazzard gate, it slurps up sludge, begins nibbing on various piles of trash...but most importantly, it goes after the little warm and juicy things that taste like chicken - pretty much every living thing currently on the scene. One thing is certain, the more it eats, the more it grows, the more it grows, the hungrier it gets, the hungier it gets, the more it eats.

The curse will eventually conclude when it's grown so large it cannot sustain it's own mass...causing it to collapse upon itself back into the Pit dragging a large portion of the Abandoned Sewer Network and all adjacent connecting subsections along with it. This massive destruction of real estate will cause a substantial sinkhole to appear in the vininity of Steel Canyon, causing cataclysmic property damage...unless the Colossal Hydraxian Cell is subdued.

Crimson Fury
player, 135 posts
Tue 14 Dec 2021
at 04:41
  • [deleted]
  • msg #43

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

This message was deleted by the player at 04:43, Tue 14 Dec 2021.
Roulette
player, 23 posts
Bad Grrl gone Good
PP: 4
Wed 15 Dec 2021
at 09:59
  • msg #44

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Spend 1PP to sustain that persistent asset 'Lucky Grrl' from last scene into this one


"Well, fuck" thought Roulette, out loud.

She realised that this was going to go had gone pear-shaped very quickly, and that her allies were going to need every bit of help that she could give them.

This thing had cause so much destruction already in this town, it was about to find out that Karma is a Bitch;  Her combat expertise kicked in, and with her Luck Manipulation, she threw as much 'Bad Luck' at, and into, the creature as she could ...

Hopefully, by making it one of the most unlucky critters in existence right now, would allow her Team to kick its scaly amorphous ass.

Action:   create a  'Bad Luck'  complication for the Colossal Hydraxian Cell ... for Everyone to use against it.
d10 Team
d8   Karma's a Bitch
d10 Luck Manipulation
d6   {SFX} Afflict: Add a D6 and step up your effect die by +1 when inflicting BAD LUCK complication on a target.
d8   Combat Expert
d10 'Lucky Grrl' persistent asset

- rolled d10,d8,d10,d6,d8,d10 with rolls of 9,6,7,6,7,3.
Spend 1PP to add an additional die to the Total
Total: 23
Effect: d10 stepped up +1 to d12
Opps: -

Current PP: -


Next: Hit it, BOYS

Mender Phantasm
GM, 377 posts
Wed 15 Dec 2021
at 20:47
  • msg #45

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Well, it's a Large Scale Threat: 5D8
I'll use it's Otherdimensional Organism distinction as an advantage as luck doesn't effect things the exact same way from alternate dimensions: D8
Can't really come up with anything else, so let's see if bad luck is in it's future...

Today: Mender Phantasm rolled 19 using 6d8 ((2,7,4,2,1,3)).
Total: 11
Effect: D8
Opps: 1

Well, one D8 of the LST is impaired from the Bad Luck Complication. It's not eliminated, it just can't be counted towards any action the Colossal Hydraxian Cell tries to make. Roulette also scored and exceptional success (x2) granting an additional D8 Bad Luck Complication on an additional LST die, this complication can be used against it if it chooses to act since that LST die wasn't complicated out of scene. Effectively, it is now a 4D8 LST w/ /a D8 Bad Luck Complication which can be used by others during their action. Nicely done!


The Colossal Hydraxian Cell writhes as misfortune strikes, it recoils and smashes into a retaining wall causing a large portion of real estate to collapse upon it's massive frame, pinning it slightly impairing it's overall effectiveness.
Daniel Essex
player, 45 posts
P-0 M-0 E-0 PP-0
Thu 16 Dec 2021
at 03:25
  • msg #46

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Daniel scanned the scene as the new threat arrived and devoured the chiller. Well his mom's gonna be mad he had ice treats before dinner he thought to himself. He started wondering if it would be best to attack or start protecting the injured.

"Ok, who ever the fearless leader is, should we fight or retreat?' he yelled out as he
also added to the brick "Hey muscle grab your friends."

He quickly thought about maybe trying to bring the ceiling down on that monster but first everyone need to be safely away from it so he focused his Telekinetic might on the mass and tried to pin it to the far side of the area.

Going to try to TK shove it across the room hopefully into something dangerous.

Aff: D6 team
Dis: Mutant supreme D8
Trait: Telekinesis D10
Complication: Bad Luck D8
22:24, Today: Daniel Essex rolled 5,2,2,3 using d6,d8,d8,d10 with rolls of 5,2,2,3
Tot: 8 with D8 effect

Crimson Fury
player, 140 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-3
Thu 16 Dec 2021
at 07:21
  • msg #47

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 42):

Mark almost froze again, seeing the kid sucked into the living pit of acidic death and him not able to stop it. He almost blasted the huge thing...and then he saw Martinez out of the corner of his eye. He knew what her orders would be. Fight the thing and let the cops take their chances. Last time he followed orders, plenty of civvies died.

"Not again..." He growled. "Distract that thing! I have to get the others out!" He called out to the other heroes. He wished he could get all of them out too...but he was fairly sure this thing would kill him on his own.

He then shot red glowing orbs rapid fire. Expect they where not fired at the enemy. He was shooting at the cops, and the kids who had been beaten down and emotionally blasted. The orbs did not actually do any damage. Instead, they covered their targets with durable field of energy, and then the blasts he sent after each one shot them back they way they came. Up and out of the sewers...weather they liked it or not.

He was fairly certainly Martinez would not be happy about it.

OOC-I am 'attacking' the cops and the villain(not the blob). Inflicting a complication on them-'Carried away'. Given how they don't take stress or trauma from this, and most of them are secondary NPCs, I won't need to get to a d12 to 'take them out'. The ones that are already down-one set of cops and the three remaining villain, I don't think will get a defense roll. Only Martinez and the two standing police units.

00:16, Today: Crimson Fury rolled 1,3,3,10,7,8,19 using d8,d4,d12,d10,1d8,1d8,6d6 with rolls of 1,3,3,10,7,8,2,4,3,3,3,4.  'Attack' Cops and downed villains with complication.

Team-d8
Mixed feeling about the military-d4(+1 pp)
Durability-d12
Blast-d10
Combat-2d8
Area effect sfx-(+6d6)

Total=25 (Spending PP to add 7 to total)
Effect die-d12 Martinez, d6 active cop unit, d6 active cop unit, d4 downed cop unit, d6 for each remaining villain-Brick, Shocker, & Torch)

Given how I am not attacking the doom pool, but NPCs, and they do not take 'damage' like important NPCs, I should be able to remove all of them as they can only use their own defense against my roll of 25.

If I cannot do this 'attack', I will try something else.

1 xp-relates his military experience to current situation

1 opp.

Any PC can go next.

Mender Phantasm
GM, 379 posts
Sun 19 Dec 2021
at 00:36
  • msg #48

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Reaction to Daniel

Well, it can't use it's full 5D8, but it's still a large scale threat: 4D8
The amorphous mass is difficult to move, Otherdimensional Organism: D8
It's astoundingly huge with a lot of mass, Superhuman Growth: D10

Today: Mender Phantasm rolled 22,4 using 5d8,d10 ((1,6,3,7,5,4)).
Total: 13
Effect: D10
Opps: 1


While Daniel Essex has moved great masses with his telekinesis, trying to move the Colossal Hydraxian Cell was like trying to move a mass of jello. Wherever pressure is applied, it oozes around the location seemingly no worse for wear as it begins prodding around for it's next morsel.

***

Reaction to CF

Well, about the only thing that would come up resistance-wise would be the target's base trait rating regarding their overall mass, all of which are D8 from Detective Martinez to the Outcasts. At the very least, CF's going to score exceptional sucesses vs all of them (regardless of how good they roll) stepping up the effect die by +3 each...that takes every target nominated by CF to be complicated out of scene and are wisked away from the area (much to the Hydra's dismay).

Red orbs flare out and encapsulate Detective Martinez and her squads, including the defeated Outcasts, and are summarily shot out of the area at phenominal speed, far beyond the groping tendrils and gaping maws of the Hydra as it let's out a groan of hunger...and perhaps disappointment.

I will however buy the opp CF rolled, CF gains a PP, Doom Pool is now D8, 4D6
This message was last edited by the GM at 18:16, Sun 19 Dec 2021.
Windwalker
player, 196 posts
Peace, Love and Wisdom
These must we walk in.
Sun 19 Dec 2021
at 23:38
  • msg #49

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Windwalker launches himself into the air and starts speeding around close to the creature.  Using his monk skills, techno chip speed and combat training. With bad luck given by Roulette the monk reduces the trash and anything else close to the creature that it could use to grow (including the others in the team).  Frustrating it's desire for food.

OOC:
Frustrate the creature by taking it food away..

OOC:
D10  Affiliations: Team
D8  Profession: The Ways of the Monk.
D8  Reflexes. (Techno chip).
D10 Master Unarmed Combat.
D8 Bad luck from Roulette.


00:26, Today: Windwalker rolled 11,12 using 2d10,3d8 with rolls of 8,3,4,4,4.  Emotional stress provent it feed.


Results: 12  Effect: d10 Opp:- Emotional stress.
1 exp -  When you resolve situation without using physical violence (if successful).
This message was last edited by the player at 23:46, Sun 19 Dec 2021.
Mender Phantasm
GM, 383 posts
Mon 20 Dec 2021
at 00:21
  • msg #50

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Reaction to Windwalker

Alrighty, Large Scale Threat: 4D8
Getting everything beyond it's oversized reach will be problematic, Superhuman Growth: D10
As it is also slurping on the Pool of Sludge: D8

Today: Mender Phantasm rolled 17,2 using 5d8,d10 ((1,5,3,3,5,2)).
Total: 10
Effect: D10
Opps: 1

Well, it failed...but I'm going to spend a Doom DIe in order to activate one of it's SFX's - Single Cell Minded allowing me to ignore Emotional/Mental Stress or Complication unless caused by Mystic sources because it's so simple-minded...it can't experience complicated things like emotions.

Doom Pool is now D8, 3D6


As Windwalker dashes about, stealing away various bits and pieces from the probing Hydra...it seems not to overtly notice as it continues to feast upon what it can attain...regardless of how repugnant, like the pool of sludge that it currently basks in...
This message was last edited by the GM at 00:25, Mon 20 Dec 2021.
Strix
player, 6 posts
Mon 20 Dec 2021
at 17:09
  • msg #51

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Like a living shadow, Strix emerged from the flat, camouflaged state they had been in and observing the fight. They felt no need to join, as their priority had not been the simple opposition the other group faced. Now, the new beast looked promising. Sensor data imparted a general description of massive life form that could likely bring in a fair bounty for parts.

Strix strode forward before launching at the creature. The ends of their hands morphed into sword-like blades as they attacked the massive creature. A synthesized voice called out to the others. "Target Engaged. Maintain attack to prevent regeneration."

1) INTENT: Attack! Cause Physical Stress
2) AFFILIATION: Team D8
3) DISTINCTION: Opportunist D8
4) TRAITS: Shapeshifting D10
5) SPECIALTIES: Combat Master D10
6) ASSETS: N/A
7) PUSH/STUNT or RESOURCE: None available
8) TARGET STRESS: N/A
9) TARGET COMPLICATION: N/A
10) SFX: Versatile (Split Shapeshifting to 2d8)
11) LIM: N/A
12) DICE POOL: 4d8 + 1d10
13) RESULT: 12, Effect d8
14) OPPS: None

09:07, Today: Strix rolled 21 using 4d8+1d10 with rolls of 2,4,5,3,7.  Attack the Hydra!

Mender Phantasm
GM, 386 posts
Mon 20 Dec 2021
at 21:14
  • msg #52

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Reaction to Strix

Let's see, Large Scale Threat: 4D8
It's alien anatomy makes it difficult to land a telling blow, Otherdimensional Organism: D8
Doesn't actually have anything else to rely on so let's see how this goes...

 Today: Mender Phantasm rolled 21 using 5d8 ((4,7,2,5,3)).
Total: 12
Effect: D8
Opps: 0

Yep, that's a success...it takes D8 Physical Stress. Guess I'll be burning the Doom Pool again, I spend a Doom Die to activate it's Constantly Regenerating SFX and remove the Physical Stress. I'll also be activating it's SFX - Bad Blood...


Strix's blade-like extensions cleave through the Colossal Hydraxian Cell's external tissue like tissue paper...but reseals as soon as the injury is inflicted! Worse yet, it's internal fluids spill out, splashing along Strix's blade-like limbs...causing vicious scoring and pitting - an organic acid that clearly goes above and beyond any kind or sort of conventional PH scaling. It burns...

Strix takes D6 Physical Stress. Doom Pool is now D8, 2D6.
This message was last edited by the GM at 21:15, Mon 20 Dec 2021.
Roulette
player, 26 posts
Bad Grrl gone Good
PP: 0
Tue 21 Dec 2021
at 05:26
  • msg #53

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Roulette backed up with her Team, away from the tendrils and tentacles and pseudopods and other assorted grabby things.

Black disks of Bad Luck continued to form around her hands, and like ninja stars, were tossed at the great blobby creature with Combat Expertise and Enhanced Reflexes in an attempt to Complicate its existence further.


Action:  increase 'Bad Luck' complication upon wee beastie
d10 Team
d8   The Lady is on MY Side
d10 Luck Manipulation
d6   {SFX} Afflict: Add a D6 and step up your effect die by +1 when inflicting BAD LUCK complication on a target.
d8   Enhanced Reflexes
d8   Combat Expert
d10 'Lucky Grrl' persistent asset

- rolled 5,8,3,5,6,7,5 using d10,d8,d10,d6,d8,d8,d10 with rolls of 5,8,3,5,6,7,5.
Total: 15
Effect: d10 stepped up to d12
Opps: -

Current PP: -


Next:   Any
Reaction:   from beastie

Mender Phantasm
GM, 390 posts
Tue 21 Dec 2021
at 20:46
  • msg #54

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Reaction to Roulette

Alrighty, Large Scale Threat: 4D8
Otherdimensional Organism may not be affected the same way twice: D8
Does it get lucky?

Today: Mender Phantasm rolled 28 using 5d8 ((7,2,8,8,3)).
Total: 16
Effect: D8
Opps: 0


As Roulette's disks fly towards the amorphous amalgamation of debris and other-dimensional organs, she feels the thing resist her attempt at afflicting further calamity. Did it somehow adapt and resist, she couldn't say...but misfortune was not going to cause it any malady this time...
Crimson Fury
player, 144 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-4
Tue 21 Dec 2021
at 21:00
  • msg #55

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Mark saw it grow, feding off the outcast kid. A dumbass whose only friends had ended up getting him eaten by the thing. Not to mention the red wearing screwup who failed to save Chiller.

Mark, flying out of tentacle range, had to bleed off the mass as it grew. He knew one way to do that.

"BURN!" He roared, a cone of fiery plasma shot from his mouth, coating the creature. Rather than damaging the constantly growing blob, the heat would stop the excess growth.

ooc:
15:55, Today: Crimson Fury rolled 6,4,7,2,6,3 using D8,d8,d8,d10,d10,d8 with rolls of 6,4,7,2,6,3.  Attacking growth timer.

Team-d8
Outcast-d8
Flight-d8
Blast-d10
Combat-d10
Bad luck-d8

Spending 1 pp to add to total=19
Effect die=d10

Next up-any PC

This message was last edited by the player at 21:03, Tue 21 Dec 2021.
Windwalker
player, 202 posts
Peace, Love and Wisdom
These must we walk in.
Tue 21 Dec 2021
at 21:22
  • msg #56

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Windwalker sees the new person that has arrived is hit by the acid.  Grabbing two hand-fulls of sludge he glides up to the creature.
Holding the sludge just a few centimeters away from the acid and concentrating the monk somehow draws the acid to the sludge.  It hisses and spits but the two evil substances seem to neutralize each other and start a regenerating process undoing the damage done to Strix.  The poisons Sodium and chlorine make salt.  sludge and acid blood make Regen Paste.    It's a old Chinese recipe. He tells her.

As he finished he looks up at Strix.
Hello.  I am Tenzing Kunzang Jones.  I am a monk.  I run a gym just above this place.  When all the fighting is over you will have to come round and introduce yourself to me.  Come and tell me more about your self.  I think you are going to be an interesting creature to know.

He bows to her and is away.

Maybe for the first time ever Strix find herself face with a creature that is concerned and interested in her.  Not what she can do or who she can kill but her as an intelligent creature.  This strange man wants her to be happy and at peace.  A strange peace come from him.  A sense of Serenity.  A small peace of which now seem to have been added to her body by the Regen Paste.

OOC:
Use 1 PP to heal Strix's physical damage D8.  3 exp First time you heal a person of any type of stress. Next PC - Strix?.
Strix I will leave it up to you to develop the Serenity thing or not as you wish as a player.

This message was last edited by the player at 21:56, Tue 21 Dec 2021.
Mender Phantasm
GM, 392 posts
Wed 22 Dec 2021
at 00:41
  • msg #57

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Reaction to CF

Alright, since the Disastrous Growth Timer Die is affiliated with the Colossal Hydraxian Cell, you'll have to cover a significant amount of organism in order to affect the curse it carries. Large Scale Threat: 4D8
The Rikti made many genetic alterations to weaponize the Hydraxian Cell making it resilient to a great deal that would normally cause it problems, Rikti Experiment: D8
The Timer Die is also a factor since you're targeting it in order to reduce it, Disastrous Growth Timer Die: D8
Does CF retard it's growth?

Today: Mender Phantasm rolled 30 using 6d8 ((8,3,4,7,4,4)).
Total: 22
Effect: D8
Opps: 0

Let's make this a nail-biter...I spend two Doom Die adding two more die to the total, Doom Pool is now D8.


Crimson Fury's searing superheated plasma scorches across the Colossal Hydraxian Cell but strange luminous patterns trace across it's interior like neurons firing. Copious amounts of absolutely foul smelling steam nearly obscures the entire Cell in lieu of Crimson Fury's blast...and when the stinking cloud abates, the Cell's exterior peels off like it's shedding a layer, though it's size did not diminish...
Daniel Essex
player, 52 posts
P-0 M-0 E-0 PP-0
Wed 22 Dec 2021
at 03:46
  • msg #58

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

While he had been a bit upset at the lack of his ability to move the gelatinous blob and seeing the acidic blood or goo from inside the creature made him start to wonder how to kill it. He already knew if it bleeds it can die or at least be run off.

 As Daniel looked around wondering exactly the best and safest method to do what he wanted to do. He slipped his hands behind his back as he focused again with his power. This time he would see if he could just focus on one tentacle and try to remove it by force. Knowing well he would have to take care not to get acid goo on his team mates

Trying to tear off a limb like a lunatic with TK might.

AFF: Team D6
Dis: Did What I had to D4 (realizing this might be a bad idea and it could back fire badly)
Traits: TK D10
Spec: Menace D8
Bonus: Bad Luck D8

22:44, Today: Daniel Essex rolled 1,3,5,5,5 using d4,d6,d6,d8,d10 with rolls of 1,3,5,5,5

Tot: 10
Effect: D10

Mender Phantasm
GM, 394 posts
Wed 22 Dec 2021
at 23:33
  • msg #59

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Reaction to Daniel

Okay, I'll buy the opp you rolled - Daniel Essex gains a PP, Doom Pool is now D8, D6. Daniel also gets a PP for using his distinction as a disadvantage for a PP.

Alrighty, Large Scale Threat: 4D8
It's probable that pulling chunks out of it may not even cause the bizarre thing significant harm, Other-Dimensional Organism: D8
Since you're trying to pull it apart, it's Tentacles (Stretching) trait will factor in how far it can be pulled before straining: D8

Today: Mender Phantasm rolled 42 using 6d8 ((8,8,7,6,5,8)).
Total: 16
Effect: D8
Opps: 0


As Daniel Essex latches on with his telekinetic might, he finds to his dismay that the amorphous thing can stretch quite a bit indeed...so much in fact that by the time he's done with his attempt, the Hydra looks like it now has an umbilical chord stretched to astounding lengths. Alas, it does not break...and Daniel quickly needs to relinquish his telekinetic grip as the Colossal Hydraxian Cell acts...
This message was last edited by the GM at 23:40, Wed 22 Dec 2021.
Mender Phantasm
GM, 397 posts
Sat 25 Dec 2021
at 00:40
  • msg #60

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Having consumed most of the organic biomass near the vicinity of the destroyed Hazzard Gate, the Colossal Hydraxian Cell spreads out rapidly into the pool of sludge taking up nearly half the area as it launches a flurry of tentacles at Windwalker, Roulette, Crimson Fury, Daniel Essex and Strix in an attempt to due unto them as it had previously done to the Chiller.

Large Scale Threat: 4D8
Ravenous Hunger: D8
Tentacles: D8
SFX) Oodles Of Tentacles: 4D6 (+4 Effect Die)
SFX) Nom Nom Nom!: D6 (Step up an Effect Die +1 Step)

Today: Mender Phantasm rolled 27,14 using 6d8,5d6 ((4,1,4,7,3,8,5,2,3,1,3)).
Total: 15
Effect: Physical Complication - Grappled (D10 CF, D8 Strix and Daniel, D6 Roulette & WW)
Opps: 2

I also step up the Disastrous Growth Timer Die +1 Step, Disastrous Growth Timer Die is now D10.

After everyone submits their reaction posts, since the Colossal Hydraxian Cell was the last act this round, I nominate the Colossal Hydraxian Cell to go first next round...

This message was last edited by the GM at 00:47, Sat 25 Dec 2021.
Crimson Fury
player, 148 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-3
Sat 25 Dec 2021
at 01:38
  • msg #61

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 60):

Fury creates a barrier, blocking the tendrils from making contact. It was as if he was using a shield on his left arm. The shield burst apart, causing the tendrils to be knocked away from him.

"I told you to BURN!" He roared, calling on the anger. The tendrils he pushed aside creating an opening he could use. He quickly took advantage. Shooting forth another cone of burning plasma.


Ooc: reaction

Team-d8
Feeds on rage-d4(+1)
Durability-d12
Blast-d10
Combat-2d8
Bad luck-d8

Spending 2 pp. Using an opp to counterattack, and adding a die to the pool.

Total=20
Effect die=d10 base, d12 with getting 5 over its attack.

Reducing timer.

19:58, Today: Crimson Fury rolled 7 using 1d8 with rolls of 7.  Bad luck.

19:54, Today: Crimson Fury rolled 5,1,1,8,11 using D8,d4,d12,d10,2d8 with rolls of 5,1,1,8,8,3.  Reaction.

2 opps.

This message was last edited by the player at 18:30, Sun 26 Dec 2021.
Daniel Essex
player, 56 posts
P-0 M-0 E-0 PP-0
Sat 25 Dec 2021
at 02:51
  • msg #62

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Daniel seeing the biomass pool out and then tentacles shooting forth he quickly reacts by throwing up his TK barrier, while also levitating himself up and away hoping to prevent the thing from even touching him. "Whoa Whoa!!" he said as he wagged his finger at the blob "Not till after dinner, or uhhh actually no dinner for you"

Flying away from the creature as he creates a spherical shield around himself towards a corner near the ceiling furthest away from hentai monster.

AFF: Solo D10
Dis: Flaunting D8
Trait: Flight D6
TK shield D8
Bonus: Bad Luck D8


21:49, Today: Daniel Essex rolled 3,5,3,3,10 using d6,d8,d8,d8,d10 with rolls of 3,5,3,3,10
Tot: 15 D8 effect

Daniel Essex
player, 57 posts
P-0 M-0 E-0 PP-0
Sat 25 Dec 2021
at 02:52
  • msg #63

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

OCC I forgot to add that he was using the multi power SFX which is -1 step each power trait die
Mender Phantasm
GM, 404 posts
Sat 25 Dec 2021
at 22:46
  • msg #64

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Okay, I'll buy those two opps CF rolled, CF gains 2 PP, Doom Pool is now D8, 3D6

As portions of the Cell begins spreading out into the pool of sludge, CF's blast sear it like the ends of a old parchment to an open flame. The extensions curl back upon themselves glowing with red hot embers forcing the Cell back upon itself as it recoils from the superheated plasma!

The D10 Disastrous Growth Timer Die is stepped back to D8.
This message was last edited by the GM at 18:38, Sun 26 Dec 2021.
Windwalker
player, 207 posts
Peace, Love and Wisdom
These must we walk in.
Mon 27 Dec 2021
at 01:55
  • msg #65

Scene: Abandoned Sewer Entryway, Paragon Sewer Network


Book of Wisdom Volume I. The principle of Gaia does not apply to the earth, not to the universe but the multiverse.  You just need to know how to connect.

(Pupil): Why are you talking to that rock master?   
(The Temple Master): All things are connected.  If you find the right connection you can have an effect.
(Pupil): Master it is a rock.  Don't be silly?   
(The Temple Master): Now rock.  You heard my Pupil, you are being silly for being in my way.  Please move.
Action: Rock moves out of The Masters way and it was sorry!
Action: The Pupil's mouth opens but no words come out.


(Subject to GM happy with how the blob reacts, as always.  This only make sense if I put the Blob reaction in).

The Monk senses the blob is trying to attack him and is going to do some major damage to the area.  He really does not wish to give up his gym.  He sure the place is just above him now.  He still has not got anybody to join the gym and now to have this thing destroy it.  That would be just wrong.  Balance was needed.

Tenzing drops down to the ground and looks at the creature in a stern way.  He points to himself.
I am the Temple Master Now.  He points to the blob.  You are my temporary pupil.
He points at the first tentacle.  You have been a very bad blob.  A wave of Serenity, stillness hits the creature.  Like any bad school child being told to stop what it doing by it's Teacher.  All the cells in that tentacle stopped what they where doing.  It's growth come to a halt for a moment.
On a mindless creature this should have no effect but this was Tenzing and anything that upset the balance and attacked his Serenity. His peace with the world was going to have to pay the cost.  Luck was against it for Tenzing was a man that could effect the balance of nature at cellular level.  So Tenzing calm nature was telling it off and got though.  The chemical reaction in the tentacle slowed permanently.
All it's cells DNA reacted so they now understood they where splitting and replicating to fast.  Using up atoms around it to quickly.
The Monk pointed at another tentacle.  You know what you are doing is wrong.  You are growing to fast.  Using up chemicals that others creatures need.  Again a wave of the monks calm energy flowed hitting the tentacle.  Again the monk connection with the multiverse make the cells slow down.  Some even started to contract.  Moving toward a balance.  The balance and Serenity that is Windwalker.  Nothing can grow forever.  Everything has to contract and diminish at some point.  The energy coming from Tenzing was forcing it cells to contract.
Again it DNA made it be a very bad blob and it needed food.  So to deal with being told off it lashed out.  The teacher would be it's food.
With just the slight movement of the tentacle The monk did a back flip and dances to the side.  The tentacle missed by a long way.  His fighting skills keeping him safe from harm while he used his Serenity to effect the creature.
Now that was very rude.  No trying to hurt me while I am telling you off.  The monk pointed at the tentacle that tried to hit him.  Another wave of Serenity hit the blob.  Forcing it to behave and to contract.  Its tentacle flinched back as almost as if it was hurt.  The cells inside contracted under the force of energy given of by the monk.  Slowing their reaction down.
Now you calm down you young blob and return home like a good creature and go to sleep for a while.
For the first time in it history the idea of having a bad day seemed to be a thing.  It's cells had a new reaction it could not resist.  It's cells wanted to go to sleep.  To rest for a while and find it's own Serenity.
Tenzing waved it away from himself.  Go on.  Back to where you came from.  Curl up and sleep like a good little blob.  A big blast of Serenity flowed out from the monk into the creature making all of it cells contract a little.  Making them want to sleep.  Wanting to rest for a while.  Changing it DNA a little, mutating in a bad way for it (bad luck for it).

For CF this was nothing new.  The crazy monk was just that calmly crazy.  What the others would make of this only time will tell.



OOC:
Winkwaker uses his monk skill of Serenity to make cells in creature stop growing then contract.  He uses bad luck to stop it resisting and changing it DNA in a bad way so it now know and what to sleep sometimes (creating the balance the creature need).  His monk unarmed combat to protect him from becoming it food and put him in position to effect it with his Serenity.

OOC:
D10  Affiliations: Team
D8  Profession: The Ways of the Monk.
D8 Serenity. (Monk Trained).
D10 Master Unarmed Combat.
D8 Roulette bad luck.


09:50, Sat 25 Dec: Windwalker rolled 12,12 using 2d10,3d8 with rolls of [8],4,[7],[3],2.  Counter Attack using 2 PP (so i get an extra dice).
Set back the Time dice.


Results: 18  Effect: d10 Opp:-
This message was last edited by the player at 02:33, Mon 27 Dec 2021.
Mender Phantasm
GM, 412 posts
Mon 27 Dec 2021
at 02:38
  • msg #66

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

The portion closest to Windwalker...quite inexplicably...stops trying to throttle and grapple the winsome monk as various eyestalks become fixated on him. While most assuredly, the Cell understood not a single word Windwalker said...his mannerism and vocalizations seem to have a astoundingly soothing effect as part of the Cell regresses lethargically!

Disastrouss Growth Timer Die reduces from D8 to D6.
Crimson Fury
player, 156 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-5
Mon 27 Dec 2021
at 03:09
  • msg #67

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Windwalker (msg # 65):

Indeed, the monk had done things Fury was still confused about. He had accidentally seen into the man's horrific past when he was aiding in clearing WW's mind. Despite all that suffering, he still managed to keep positive emotions flowing. Unlike Fury.

"How...how the hell did you do that?" He said, almost shocked enough to lose his own anger. Almost.
This message was last edited by the player at 03:28, Mon 27 Dec 2021.
Strix
player, 12 posts
Mon 27 Dec 2021
at 20:58
  • msg #68

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Strix took in all of the information from the chaos occurring around them. They noted the demeanor and candor of the group. They noted the influence of the different abilities and marked them for later use. The matte black faceplate showed no expression. Quickly, Strix prepared themselves for the next course of action, replying to the group at large. "Effectiveness noted. Metabolic process is vulnerable to external stimuli. Continue current tactics for containment. Rerouting propulsion to main core." they said as the tentacles came at Strix. Forming a broad shield-like appendage, Strix attempted to stave off the Hydra, while simultaneously attempting to further use the opportunity to analyze the creature.

1) INTENT: Reaction Roll
2) AFFILIATION: Team D8
3) DISTINCTION: Opportunist D4 +1 PP
4) TRAITS: SHapeshifting D10
5) SPECIALTIES: Combat D10
6) ASSETS: N/A
7) PUSH/STUNT or RESOURCE: N/A
8) TARGET STRESS: N/A
9) TARGET COMPLICATION: Bad Luck D8
10) SFX: N/A
11) LIM: Shut Down Flight to gain 1 PP.
12) DICE POOL: 2D10 + 2D8 + 1D4
13) RESULT: 16, Effect d10
14) OPPS: 1
15) PP Remaining: 2

13:28, Today: Strix rolled 13,12,1 using 2d10,2d8,1d4 with rolls of 4,9,5,7,1.  Reaction Roll vs Hydra, blocking.

This message was last edited by the player at 21:30, Mon 27 Dec 2021.
Roulette
player, 30 posts
Bad Grrl gone Good
PP: 0
Wed 29 Dec 2021
at 02:37
  • msg #69

Re: Scene: Abandoned Sewer Entryway, Paragon Sewer Network

quote:
Total: 15
Effect: Physical Complication - Grappled (D10 CF, D8 Strix and Daniel, D6 Roulette & WW)
Opps: 2

I also step up the Disastrous Growth Timer Die +1 Step, Disastrous Growth Timer Die is now D10.


Roulette moved swiftly and deftly in an attempt to avoid the Grappling Tenticles.
d10 Team
d4   Karma's a Bitch  (+1PP)  ... because sometimes it likes to play games with those trying to manipulate it
d10 Luck Manipulation
d8   Reflexes
d8   Combat Expert
d10 own 'Lucky Grr' asset
d8   using the critters 'Bad Luck' complication against it

- rolled 9,1,7,5,7,2,8 using d10,d4,d10,d8,d8,d10,d8
Total: 17
Effect: d10
Opps: 1  (+1PP)

Current PP: 2

Mender Phantasm
GM, 414 posts
Wed 29 Dec 2021
at 21:14
  • msg #70

Re: Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Okay, 2 Opps were rolled - one by Daniel, the other by Roulette, I buy them both - each player gets 1 PP, Doom Pool is now D10, D8, 2D6.

For the beginning of the next round, I step up the Disastrous Growth Timer Die from D6 to D8, and I spend a D8 Doom Die to change an existing Scenic Distinction - Pool of Sludge is now Hydraxian Pool. Doom Pool is now D10, 2D6.


For a brief moment, it appears that the phenomenal growth has been beaten back, but it suddenly expands rapidly once more! Where there was once a sprawling pool of sludge is now covered by the ravenous Hydraxian Cell's expanding membrane as the islands of trash become the only firm ground left to stand on!

Amid this astounding regrowth, various areas across the surface of the Cell's membrane begin to knot before massive pseudopods explode outward with superhuman force towards the intrepid heroes!

Large Scale Threat: 4D8
Other-Dimensional Organism: D8
Superhuman Strength: 2D10 (SFX - Pulverizing Pseudopod)
SFX: Oodles Of Tentacles: 4D6, +4 Effect Die

Today: Mender Phantasm rolled 14,17,15 using 5d8,2d10,4d6 ((1,7,4,1,1,10,7,3,5,2,5)).
Total: 17 (10+7)
Effect: D10 Physical Stress to Crimson Fury, D8 Physical Stress to Windwalker, D6 Physical Stress to Strix, Roulette and Daniel Essex.
Opps: 3

Crimson Fury
player, 159 posts
Reeeeeal pissed off...
P-0, E-0, M-0, PP-5
Wed 29 Dec 2021
at 21:40
  • msg #71

Re: Scene: Abandoned Sewer Entryway, Paragon Sewer Network

In reply to Mender Phantasm (msg # 70):

Fury, now seeing the creature's growth had been slowed, was now free to start destroying the horrible thing. He owed it to Chiller, so the outcast's sacrifice would not be in vain. He would be sure to do it.

He caught the incoming tentacles trying to bash him in a orb of solid red plasma.  Then he proceeded to close the orb on the goo limbs. Then using his blast to server a number of the extensions. Effectively cutting them off from its central mass.

Ooc:

Team-D8
Outcasts from society-D8
Durability-d12
Blast-d10
Combat-2d8
Bad luck-d8

Spending 1 pp for counterattack and 1 pp for extra die.

Creating a complication on the critter to remove a dice from the target.

16:26, Today: Crimson Fury rolled 8 using 1d8 with rolls of 8.  Bad Luck .

16:25, Today: Crimson Fury rolled 2,3,6,3,10 using D8,d8,d12,d10,2d8 with rolls of 2,3,6,3,5,5.  Reaction.

Total=18
Effect die=d12, orb trap complication.

Just a reaction. I nominate Roulette to take the first place action after all the rest of us react.

This message was last edited by the player at 05:03, Thu 30 Dec 2021.
Windwalker
player, 209 posts
Peace, Love and Wisdom
These must we walk in.
Wed 29 Dec 2021
at 22:25
  • msg #72

Re: Scene: Abandoned Sewer Entryway, Paragon Sewer Network


Book of Wisdom Volume III. In the world there are cycles and often you find yourself finishing where you started.

(Pupil): Master what are.  Please master, your not talking to another rock are you?   
(The Temple Master): And if I am what lesson does that teach you.
(Pupil): That however long I train with you.  You will still be just a crazy old man in n orange robe.
Action: The Master looks at both The rock and The Pupil very sternly.
Action: Rock and the pupil move out of The Masters way.  Both are sorry!.


The creature had slowed it growth with windwalker words but now it had grown back again.
However it mindlessness faced Windwalker stubbornness.  The was mindless non-will against train discipline will.
Now I told you I am the Temple Master Now. He points to the blob.  You are my temporary pupil.
Another wave of Windwalker Serenity hits the creature.  The monk was not having this creature hurt his friend like his old one CF.  Or the new ones.  What ever their names where. Anyway there was the issues of membership to his gym he had to sort out with them.  A dead or consumed hero cannot join his gym.  That would just not be right.
The monk moved quickly to get out of the creatures expanding way.  His combat skills and his ability to use the bad luck it had against it make the creature unable to harm him.
Must thank the lady for her help with her bad luck Windwalker think to himself.  Have to give her a discount on membership I think.
Now you just move back and leave that Sludge alone.  He points at the creatures new appearing massive pseudopods.  You stop that right now.  No exploding extra bits.  Another wave of Serenity flows into the creatures cell stopping the growth and it's exploding pods.

It was still having a bad day.  Tenzing voice, his mannerism and vocalizations still had power to send it cells to sleep.  To rest, it was forced to feel the power of his Serenity.
Tenzing again waved it away from himself.  I told you to go on.  Back to where you came from.  Curl up and sleep like a good little blob.  A Second big blast of Serenity flowed out from the monk into the creature making all of it cells contract a little.  The first blast had work and so would the second.   The Monks power again changing it DNA a little more, mutating in a bad way for it (bad luck for it).

OOC:
Windwalker uses his monk skill of Serenity to make cells in creature stop growing again and then contract.  He uses bad luck to stop it resisting and changing it DNA in a bad way so it now know and what to sleep sometimes (creating the balance the creature need).  His monk unarmed combat to protect him from becoming it's food and put him in position to effect it with his Serenity.

OOC:
D10  Affiliations: Team
D8  Profession: The Ways of the Monk.
D8 Serenity. (Monk Trained).
D10 Master Unarmed Combat.
D8 Roulette bad luck.


22:33, Today: Windwalker rolled 18,9 using 2d10,3d8 with rolls of [9],[9],2,6,1.  Counter Attack.

Results: 18  Effect: d8 Opp:1
This message was last edited by the player at 00:32, Thu 30 Dec 2021.
Daniel Essex
player, 60 posts
P-0 M-0 E-0 PP-2
Thu 30 Dec 2021
at 03:35
  • msg #73

Re: Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Daniel watches the situation go from bad to worse in a heart beat. And here I thought we had the thing on the ropes He thought to himself as he used his telekinetic powers to shield himself from the creatures attack and push away it's projectiles. As his hands reached outwards at his sides.

 I need to get back on the offensive and kill that thing before it kills us or gets away his thoughts adding a bit of stress as he thought about what could happen if this thing ever reached the streets. The telekinetic force shield creating a large bubble around his body. A slight shock wave adding to his defense making small puffs of muck and small debris to fly off the ground away from him.

OOC He is going uses his powers to try shield himself and add a shock wave of force to push away anything that comes close to him.

AFF: Solo d10
Dis: Mutant Supreme D8
Traits: TK Shield D10 -! step down D8
Telekinesis D10 -! step down D8
Bad Luck: D8
SFX: Multipower 1 PP for another dice to total
22:31, Today: Daniel Essex rolled 9,2,2,3 using d10,d8,d8,d8 with rolls of 9,2,2,3.
22:32, Today: Daniel Essex rolled 1 using 1d8 with rolls of 1 (For the bad luck I forgot)
Tot:17
Affect: D8

Strix
player, 14 posts
Thu 30 Dec 2021
at 05:33
  • msg #74

Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Strix watched as the data analysis occurred on the fly. The creature needed to be culled. They knew that for a fact. If it was allowed to even just linger at its current size, it would outlast the group more than anything it could physically do to them. Without a word, Strix began to stretch and slide across the sewer. They formed razor sharp appendages that impaled or sliced at the Hydra, attempting to inflict more damage than it could regenerate. Their experience told them this was the optimum course of action. Time would shortly tell.


1) INTENT: Reduce the LST pool
2) AFFILIATION: Team D8
3) DISTINCTION: Bounty Hunter from the Stars D4+1PP
4) TRAITS: Shapeshifting D10 , Stretching D10
5) SPECIALTIES: Combat D10
6) ASSETS: None available
7) PUSH/STUNT or RESOURCE: Blur of Blades D10
8) TARGET STRESS: N/A
9) TARGET COMPLICATION: Bad Luck D8
10) SFX: N/A
11) LIM: N/A
12) DICE POOL: 4d10 +2d8 + d4
13) RESULT: 18, effects d10, d10
14) OPPS:
15) PP: 4 used(Reaction effect, Watcher Stunt opp buy, extra trait, Extra effect dice); 0 Remaining 1XP exchanged for PP

21:32, Today: Strix rolled 26,11,4 using 4d10,2d8,1d4 with rolls of 9,9,6,2,4,7,4.  Reaction attack versus Hydra. 

Roulette
player, 33 posts
Bad Grrl gone Good
PP: 2
Thu 30 Dec 2021
at 07:53
  • msg #75

Re: Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Mender Phantasm:
Total: 17 (10+7)
Effect: D10 Physical Stress to Crimson Fury, D8 Physical Stress to Windwalker, D6 Physical Stress to Strix, Roulette and Daniel Essex.
Opps: 3


Roulette continued moving with Combat Expertise and awesome Reflexes to avoid the continuing attack.
As she moved.

REACT to Blobby McBlob-Blob's D6 Physical Stress attack (vs Total 17)
d10 Team
d4   Karma's a Bitch  (+1PP)  ... because sometimes it likes to play games with those trying to manipulate it
d10 Luck Manipulation
d8   Reflexes
d8   Combat Expert
d10 own 'Lucky Grr' asset
d8   using the critters 'Bad Luck' complication against it

-rolled 8,3,3,1,4,6,3 using d10,d4,d10,d8,d8,d10,d8 with rolls of 8,3,3,1,4,6,3.
Spend 1PP to keep an additional die in Total.
Total: 18
Effect: d10
Opps: 1     ... +1PP for Roulette

Current PP: 3

Roulette
player, 34 posts
Bad Grrl gone Good
PP: 2
Thu 30 Dec 2021
at 08:55
  • msg #76

Re: Scene: Abandoned Sewer Entryway, Paragon Sewer Network

          I'ma go ahead and make my action for this round, as I may not be back for a few days.  I hope nobody minds


Avoiding the recent series of tentacle attacks had brought Roulette to the top of one very high pile of rubbish.

Mustering all her ability to Manipulate Luck, hoping to aid her Teammates, she focused her will and pointed her finger (a symbol among many ancient customs* when calling 'Bad Luck' down upon another), she screamed,
"YOU'RE OUT OF LUCK, YOU GREAT SLIMEY BLOB-BALL ..."
                * Spend 1PP to activate a Watcher Opportunity to gain a d10 Stunt Die.
".... Now,   FUCK  O F F "

Action:  Increase 'Bad Luck' complication vs Blobby
d10 Team
d8    The Lady’s on my side
d10 Luck Manipulation
d6   {SFX} Afflict: Add a D6 and step up your effect die by +1 when inflicting BAD LUCK complication on a target.
d8   Combat Expert
d10 own 'Lucky Grr' asset
d8   using the critters 'Bad Luck' complication against it
d10 Luck Manipulation Stunt  off Watcher Opportunity

- rolled 9,2,5,2,6,6,8,10 using d10,d8,d10,d6,d8,d10,d8,d10
Spend 1PP to add a 3rd die to the Total
Total: 27
Effect:  d10   stepped up to  D12
Opps: --

Current PP: 1


Next:  well, any other hero, eh.       But wait for the Watcher to adjudicate this attempt, so you know what Bad Luck to use against this bugger, eh!

Mender Phantasm
GM, 417 posts
Fri 31 Dec 2021
at 22:20
  • msg #77

Re: Scene: Abandoned Sewer Entryway, Paragon Sewer Network

Well, for starters...it didn't successfully effect anyone with it's action, so the Doom Pool gains a D10 as per the SFX - Pulverizing Psuedopod. Doom Pool is now 2D10, 2D6.

The Cell's pseudopods that missed their mark continue onward with superhuman force, plowing into nearby walls and support arches...and causes just as much damage as it retracts them, tearing out large portions of Abandoned Sewer Entryway's overall support structure. If this continues, it's enigmatic growth won't be a problem if the entryway collapses...assuming a collapse is not already eminent.

Despite the general destruction happening around him, Crimson Fury traps a large section in a crimson sphere, approximately the same amount that Roulette managed to vex causing it to become buried underneath a collapsing retraining wall.

CF complicates a section of the Large Scale Threat out of commission, Colossal Hydraxian Cell is now 3D8.

Alright, Windwalker rolled an opp which I purchase, Windwalker gains 1 PP, Doom Pool is now D12, D10, 2D6. A D8 isn't quite enough to take out one of it's Large Scale Threat Die so one die had D8 Bad Luck, another die has D8 Lethargy since Roulette used her Bad Luck Complication on her action - it would not have been feasible for Windwalker to take it out prior to her action, so it's still 3D8.


Despite taking massive swipe at Windwalker, the Cell once again regresses appearing slowed and seemingly lethargic. As Windwalker continues to subdue the colossal Cell...a deep groan and ominous sort of rumbling can be heard.

Strix's bladed extensions strike true time and time again, leave vicious lacerations across the Cell's exterior...but frustratingly enough, they seal almost as quickly as they are delivered, though it doesn't spare Strix the luxury of missing out on an acid wash as he again finds himself contesting with the pain of dealing with the Cell's caustic innards and profoundly volatile internal fluids.

I'll spend 2 die from the Doom Pool in order to enable it's SFX - Constantly Regenerating and recover from Strix's multiple injuries. Doom Pool is now D12, D10. I also enable it's SFX - Bad Blood as Strix finds himself suffering an additional D6 Physical Stress from the Cell's acidic ichor.

Roulette, you rolled an opp which I buy, Roulette gains a PP, Doom Pool is now 2d12.

Large Scale Threat: 3D8
Other-Dimensional Organism: D8
Today: Mender Phantasm rolled 12 using 4d8 ((2,2,2,6)).
Total: 8
Effect: D8
Opps: 0

Wow, it fails phenomenally (by +20), that's enough for Roulette to step up Roulette's effect die +4 steps. Since she already has a D12 effect die (which takes out the unafflicted LST Die), those steps translate directly into another die starting at D6 and stepping up three times to ANOTHER D12 which take out another LST die (the one suffering from Lethargy) still leaving a D8 with Bad Luck.


The Colossal Hydraxian Cell tries to free the portion that's pinned underneath a collapsed retaining wall...only to cause a large chunk of the Abandoned Sewer Entryway's ceiling to collapse on top of it burying twice as much as is currently pinned...

...but the rumbling doesn't stop.

I spend 2D12, all players gain 2 XP and I close the scene...

More and more of the ceiling begins to fall down, then a retaining wall gives out entirely! Copious amounts of dirt and dust begin to obscure vision as the rumbling continues to intensify louder...and louder!

Apparently the damage caused by the Cell was enough...and it's bad luck certainly didn't do it any favors, as the entire Abandoned Sewer Entryway collapses as everything fades to black!

...on the plus side, the Cell is utterly buried (if not outright slain) by the sheer weight of the collapsing section. It most assuredly won't be growing anymore, and the safety of Steel Canyon is assured.

...on the bad side, everyone else is buried along with it underneath tons of rock at the lowest part of Paragon Sewer Network...

The beginning of the next scene coming up shortly...

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