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RocketLord

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  1. Spaceman Parker smiles with grim determination as the shade he had counter attacked fades from view. He managed to something right, at least. He doesn't really have much time to celebrate before he finds an energy maze stretching out all around him, a three dimensional glowing yellow construct that, at least from what he can see, goes on forever. Parker just stares for a moment, all the time he can afford. He doesn't have time to navigate something like this. He has to help his friends. He has to focus his senses. Find a way out. How far it stretches. Where the attacker is and... There. Contact. Parker changes his position, appearing behind the time shade and starts raining blows down on them, one punch becoming multiple, even if they seem to have little effect.
  2. currently got this stunted: Damage 8 (Extras: Autofire, Penetrating; Feats: Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Space Manipulation]) {31/32} Gonna teleport behind the time shade that trapped Parker in the labyrinth and attack it with the stunt above: 19 Well, doubt that hits, but maybe I catch them flat-footed? I don't think Parker's teleported, and there's indirect, so might surprise them, but probably not! DC23 + Autofire in case it do hit, and Parker's out of the construct.
  3. ARCHER II Clad in a red and white costume, with a mask and everything? Connor figures he will stand out here, but from what he can hear the chief talking about, he will at least have some time. "What kind of evidence?" He's is already looking for the right arrows. He got a few that can be used to put out the fires, but pick the wrong one, and it might ruin the chief's evidence. Could it be related to the drug? He doubted it. Would be too big of a coincidence.
  4. GM The bartender that is a lion, but not quite as brave as a lion, looks at Haven. "I can find where anything is, and point you in the right direction, but..." the bartender looks away, seemingly ashamed of himself, "I am limited by my paremeters. I'm scared what will happen, if the Scarecrows find me." In other words, limitations to the program. Some that might be circumvented, if one were to alter those parameters.
  5. GM The holes in reality moves. Or rather, the holes shift position. While they remain vaguely humanoid, it is more like reality seems to break in new patterns and closes behind them as they approximate movement. One of them moves towards Rex Atom, reality crackling and spreading out around it as it's arm almost reaches him, but passes just overhead. The other breaks reality as it reaches for Madame Raven, but doesn't even come close.
  6. Rex Atom These things are... are they even really here? Are they real? They are fascinating, an absence in the bleed between worlds, a hole in the hole between realities, but the way they are acting, they way they are attacking, moving for the young woman and them all, they are clearly driven by some malevolent force of will. Their own? Someone else? He will have to think about it later. Madame Raven got the right idea. Pull the woman out of there, get her to safety, then get out of here. "Dreamer! Devon! Can you do something about these things? Just keep them away while I back up Raven!" Flying away from the two holes near him, he raises his hand to release a glowing pink beam of energy that latches on to the half woman, starting to pull at her.
  7. Devon doesn't know anything useful! New round. Save the woman decreases to 4. Rex uses his Move Object to attach an electromagnetic tether to the woman and pull, to increase the clock by 1. With both Rex and Madame Raven grabbing and holding her, the clock won't decrease, unless either end up unable to take a free action, such as if they are dazed. HIR A attacks Rex: 20, a miss. HIR B attacks Madame Raven: 14, also a miss. And @Tiffany Korta is up! 25 - Rex Atom (Miniscule Size) - 4HP - Unharmed 20 - Hole In Reality A - Unharmed 17 - Hole In Reality B - Unharmed 17 - Madame Raven - 4HP - Unharmed 16 - The Dreamer - 1HP - Unharmed 16 - Hole In Reality C - Unharmed 13 - Hole In Reality D - Unharmed 9 - Devon 51 - 3HP - Unharmed Save the Woman: 5/8 Every round, the "Save the Woman" clock will decrease by 1, and she will be pulled back into the other reality if it reaches 0. On the other hand, you can take actions to try to save her, which will increase the number, such as pulling at her, using science or powers, but the enemies can likewise spend their actions to lower the count. We will need to get to her to do that, anyway. Harming her will lower the clock as well. With both Rex and Madame Raven grabbing and holding her, the clock won't decrease, unless either end up unable to take a free action, such as if they are dazed.
  8. GM "It's too late," the Centurion protests. "The first thing he did when he broke out was break all access to the Zero-Zone. Nowhere else can hold him. He has only grown stronger with age!" She takes a breath. "But you! You can stop this! This wasn't the first time he was freed. You can go back! You can stop him then. Back in your time. Put safeguards in place." The Centurion is finding her footing. "He escaped in the early 21st century. We don't know when exactly, but he was free long enough to create a following, one that existed to this day. He must be stopped the moment he is freed. Do you understand?"
  9. GM "Dude, that's not cool!" The Born Loser is not amused as he stumbles through the purple haze created by, well, purple haze. He doesn't really seem to pay much attention to what is going on around him, instead steering directly for where he thought Purple Haze was moments before. He can't be bothered to deal with all these little hero kids right now, not when he can't even see them. Stumbling through the haze, he swings his arms wildly and doesn't really manage to affect anyone or anything.
  10. The Born Loser is caught in the smoke, and unable to see, but he attempts to hit Purple Haze, since he guesses where he was, which he absolutely fails at by rolling 11 total. @Kaede Kimura is up All villains except for Scarlet Mist are currently covered in Visual Obscure focused on Purple Haze: Total concealment (Can't attack directly, 50% miss chance on attacking target) 29 - Shadowborne - 3HP - Unharmed 26 - Multi-Girl - 3HP - Unharmed 25 - Multi-Girl Dupe - Unharmed 25 - Stormcrow - 5HP - Unharmed 20 - Purple Haze - Bruise (x1), Dazed, (taunted until Paper's turn: -2 Attack Rolls and Checks) 19 - Cueball - Unharmed, Entangled (Atk/Def -2, Dex -4), Snare (TOU+10, 1 Injury) 19 - Ghule - 2HP - Unharmed 17 - Paper - 4HP - Unharmed 15 - Scarlet Mist - Unharmed, Fatigued (-2 Str/Dex, -1 ATK/Def, Cannot move all out) 12 - Buddy - Unharmed 10 - Angel - Unharmed 8 - Nightscale - 3HP - Unharmed 7 - The Born Loser - Unharmed
  11. ARCHER II "What the hell is going on!?" Connor shouts from his seat in the small plane, as he holds on for his dear life. He naturally didn't expect this to be easy in any way, but he would have liked to get his feet on the ground before putting his life in danger. And then he sees the downed plane. Cursing to himself, Connor pulls the hood of his jacket up over his masked face and grabs bow and arrow, then leaps from the plane as soon as he is able to, hurrying towards the military plane, to see what he can do to help.
  12. Archer II: 4 Posts + 2 GM posts + 2 Titanium Posts = 10 Posts = 2PP + 1PP [Guide Point] = 3PP (New total PP: 244) Cool Drugs (4) Bounce: 7 Posts + 3 GM posts = 10 Posts = 2PP (New total PP: 156) Girls' Move-In (Third Floor) (6) Student Assessment Group B (1) Rex Atom: 1 Posts + 9 GM posts = 10 Posts = 2PP (New total PP: 188) A Journey Into Mystery (1) Space Ranger III: 0 Posts + 0 GM posts = 0 Posts = 0PP (New total PP: 205) Aphelion (0) Spaceman: 8 Posts + 2 GM posts = 10 Posts = 2PP (New total PP: 207) Boys' Move-In (Second Floor) (4) Mind And Matter (1) Only Monsters Left Alive (0) Never Was (3) Titanium Characters: 0+3+1 =4 posts Forever Boy: 0 Posts Ghost: 3 Posts 1, 3, 5, 7 (3) Ghosts and Grimalkins: Family Matters (0) Stormcrow: 1 Posts Mystery Guardian's Theater (1) Oh no, there goes Tokyo! (0) Power Vacuum (0) GM: 8 GM posts = 16 posts A Journey Into Mystery (1) Ghosts and Grimalkins: Family Matters (0) Mind And Matter (2) Oh No, There Goes Tokyo! (0) Operation Ares (3) Power Vacuum (1) Survival Class: Survival in the Hereafter (1) GM posts: 2 GM posts to Archer II 3 GM posts to Bounce 9 GM posts to Rex Atom 2 GM posts to Spaceman Titanium posts: 4 Titanium posts to Archer II That should leave me with 0 GM/Titanum left over. In case there's any miscounts, take posts away from Rex Atom and give Space Ranger III 1 GM post so he can earn a PP too. Guide point to Archer II
  13. @Poncho it is actually you who are up, not Kaede, my bad! Medicine won't do much good. She is trapped between two sides, you can't really see much of, if anything, that's wrong, at least not until she's safe.
  14. @Nerdzul that's very much a hit, and the power lets you circumvent the 50% miss chance! But yeah, the Drain Toughness and Grapple won't work, since it's just the claws that got Affects Insubstantial. TOU Save vs. DC32: 24, fail by 8, so a Bruise and Dazed! Give me an IC @Nerdzul, then The Born Loser is up. All villains currently covered in Visual Obscure focused on Purple Haze: Total concealment (Can't attack directly, 50% miss chance on attacking target) 29 - Shadowborne - 3HP - Unharmed 26 - Multi-Girl - 3HP - Unharmed 25 - Multi-Girl Dupe - Unharmed 25 - Stormcrow - 5HP - Unharmed 20 - Purple Haze - Bruise (x1), Dazed, (taunted until Paper's turn: -2 Attack Rolls and Checks) 19 - Cueball - Unharmed, Entangled (Atk/Def -2, Dex -4), Snare (TOU+10, 1 Injury) 19 - Ghule - 2HP - Unharmed 17 - Paper - 4HP - Unharmed 15 - Scarlet Mist - Unharmed, Fatigued (-2 Str/Dex, -1 ATK/Def, Cannot move all out) 12 - Buddy - Unharmed 10 - Angel - Unharmed 8 - Nightscale - 3HP - Unharmed 7 - The Born Loser - Unharmed
  15. Spaceman Joining Iris by the machine, Parker grabs the other gun and smiles, before putting some tokens in. "See, you gotta shoot outside the screen when you run out of ammo, or if you want to reload earlier. Otherwise you won't end up doing anything." The initial intro movie and explanation of game mechanics roll and Parker sighs. "Aaand of course they're explaining all that, so don't mind me." He just wanted to help her have a good time, but that made him feel dumb for a moment. Still, the game gets going with the first zombies on the screen, and Parker starts shooting. His aim is by no means perfect, but he is doing fine, at least.
  16. Parker is gonna try some DIPLOMACY against Dalekos to try and descalate the situation a bit and give the others a chance to investigate. Diplomacy roll: 27
  17. Spaceman "There's too much we don't know about the politics here," Parker says, agreeing with Vueriz' statement. As much as he doesn't like the Deep Ones, something about Dalekos is just off putting, and he is clearly taunting them. "Things are going to keep escalating until they blow up." He looks down at Vueriz and the device. She seems ready in case she needs it. That's good, but it would be best if she didn't need it, wouldn't it? "I'll try to talk to them, but get ready, I doubt it'll be much help." The Deep Ones are rattling their weapons, the Atlanteans are provoking a fight... and Parker shifts his distance, flying up towards Dalekos, putting himself in between him and the Deep Ones. "Hi, I'm Spaceman. Is there anything we can do to to try to keep this from escalating into a fight?"
  18. ARCHER II Once again, Archer stares down at the thug. He barely hides the look of disgust on his face, as he turns around and he reaches for his commlink and calls the old man. "I'm sending you geocoordinates. There's a drug seller all nice and bound for the cops here, if you want to tip them of. He's surrounded by the remains of a new biological drug mule. They load 'em up, they dispense the drugs. This one went crazy and exploded." That should be enough info, at least. Shooting a line arrow up to the rooftop, he leaves the thug behind, still bound. Archer gives him one final look from the skycycle as he sets off. "The drug's coming from Alaska, a place called Augustine Airport. You up for helping me figure out how to get there?"
  19. GHOST "I'll know 'em when I see 'em!" Carrie shouts from where she is getting herself lost between the bookshelves, ducking out of sight of Lynn and Casper for a moment. "I know, I know, I'm just saying, if you're trying to bribe her, then she loves ice cream," Casper responds, defensively holding his hands up with a grin. A moment later, Carrie comes out around the corner, carrying a book and holding it up. The title reads "The Crooked Sixpence". "How about this one? It looks kinda interesting."
  20. GHOST Star Khans and Khanates and space politics? It honestly goes a bit above Casper's head. It isn't something he has ever really given too much thought. It used to be above his paygrade, back when he used to just be the friendly neighborhood Ghost, but now, as he looks out the windows at the stars, while Paradigm, the leader of an alien super hero team, speaks? He needs to step up his game again. Seeing the kids there, it seems that the Star Khan had gone out of his way to stick his nose into everything. Doing it to impress a girl isn't exactly the best reason for being a hero, but hey, Casper's not one to talk there. Maybe he shouldn't, but he can't help himself from following up on Gaian Knight's request for an advance warning. "Yes, please do. We'll arrange some dragon bodyguards or something. Put some people up in space to redirect any big warships coming after you. Y'know, a standard celebrity date night."
  21. GM Paper can't see Purple Haze's reaction, but somehow, he gets the feeling that he really isn't happy to hear something like that about his sister. "Screw you, diary boy!" And Scarlet Mist is certainly not happy either, as a blood red smoke surges out of the mists that Purple Haze had created, crushing straight at him with a scream. It attempts to cut and tear through his body as it passes through him, before taking on a more humanoid, but still quite intangible, form behind Paper. She looks like a girl made of scarlet smoke, clad in a hooded cape. "We could have been so perfect together, but you had to be a good little boy!" From within the purple haze, the deathly pale biker called Buddy chuckles, as he looks around. "Man, I can't see anything. And here I was hopin' for a taste of all you pretty people. Don't ya worry none, Buddy's got the goods to take care of ya'll." He keeps chuckling. And Purple Haze starts coughing, even as he remains an obscuring mist around them all. Anyone caught within Buddy's pestilence zone begins to feel sick and feverish. "Let me share it with ya'll." Angel moves forward through the mist with his skull mask, waving his arms around, trying, and failing, to hit anything. "Kill the losers first, then we'll deal with the heroes!" He doesn't really expect them to listen, but he can just as well try.
  22. Purple Haze rolling to resist Taunt: 13, which means he's Shaken! Scarlet Mist goes for Paper. @Spacefurry give me a DC21 Reflex Save vs. Area, then a DC26/DC20 TOU save vs. Damage! Buddy activates his Area Fatigue effect: Everyone make a DC20 Reflex Save vs. Area, then a DC20/15 Fortitude Save vs. Fatigue! Fatigue is nasty, so watch out! Angel can't see anyone, since he's caught in the mist, which means he doesn't do much except bark orders! So @Nerdzul is up! And rolling saves for vs. Buddy: Storm: Reflex 25, and Evasion 2 means automatic pass on the save vs. Fatigue Purple Haze: Reflex 17, Fort 20, just enough to pass. Scarlet Mist: Reflex 18, Fort 16. Failure by 4 means that she's Fatigued! All villains currently covered in Visual Obscure focused on Purple Haze: Total concealment (Can't attack directly, 50% miss chance on attacking target) 29 - Shadowborne - 3HP - Unharmed 26 - Multi-Girl - 3HP - Unharmed 25 - Multi-Girl Dupe - Unharmed 25 - Stormcrow - 5HP - Unharmed 20 - Purple Haze - Unharmed (taunted until Paper's turn: -2 Attack Rolls and Checks) 19 - Cueball - Unharmed, Entangled (Atk/Def -2, Dex -4), Snare (TOU+10, 1 Injury) 19 - Ghule - 2HP - Unharmed 17 - Paper - 4HP - Unharmed 15 - Scarlet Mist - Unharmed, Fatigued (-2 Str/Dex, -1 ATK/Def, Cannot move all out) 12 - Buddy - Unharmed 10 - Angel - Unharmed > 8 - Nightscale - 4HP - Unharmed 7 - The Born Loser - Unharmed
  23. The STORMCROW "Sure, I'm always ready, Vik. Just say when," Charlie quickly responds before the movie begins. At least someone wants to take it all seriously. As the movie begin, he moves in closer with Bernie, holding her close. This is good, just some time to hang out, and Bernie seems happy, at least. With Neko moving in closer to the screen, he can't keep a grin from his lips, leaning in close to whisper to Bernie. "Now I'm really happy that I decided to go for the big screen when I put all this together." He has seen Alien before. It's a classic, but it's interesting to hear all the little tidbits about it from the others.
  24. Yes, my bad. The ninja is snared and I'll rate them as being helpless, and I'm not sure why you're rolling a power check @Spacefurry, you just need to hit. So now @Thevshi is up! 28 - Stormcrow - 7HP - (Fatigued next round) 27 - Elite Ninja - Bruise (x2), Taunted (-2 on attack + checks until Neko's turn) 24 - Paper - 4HP - Unharmed 23 - Multi-Girl Dupe - Bruise (x1) 17 - Ninjas - Minions - 12x Defeated, 1 Snared/Helpless, 2 running away 17 - Multi-Girl - 2HP - Unharmed 9 - Neko - 1HP - Unharmed
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