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07:12, 4th May 2024 (GMT+0)

Scene: Abandoned Sewer Entryway, Paragon Sewer Network.

Posted by Mender PhantasmFor group 0
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.
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