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Everything posted by Vahnyu
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End of an Era, this is. As well as the beginning of a new one. Hoping all the best to you, DrArcheville, as well as our new site owners, AA and Electra!
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Spending 1 HP for Fatigue Standard Action: Delaying and Initiating Combined Attack, using All-Out Attack (-2 Def, +2 Atk) 1d20+6 → [3,6] = (9) lolnope Improve Roll, -1 HP 1d20+6 → [6,6] = (12) +10 = 22 I guess that works? Base Tou DC27. You need at least DC22 to join the combined attack.
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Aouch. Let the hurt commence. Concentration check for defensive roll: 1d20+1 → [3,1] = (4) Yeah, I'm gonna go ahead and guess that this doesn't work. Toughness Save (Minus Defensive Roll) 1d20+5 → [17,5] = (22) A Bruise. I'll take it.
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No reason rolling Reflex for Earth Form 1d20+12 → [16,12] = (28) - 2 = 26 Luckily, it's just a scratch, even with the bruises.
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Hronos fervently gathered his strength once more. While Citizen braved the seemingly harsh surface of the techno-mould, it fell to him and the rest of the heroes to provide cover. Maxima, for her part, demolished every Compu-Jackal that made a line for her, with little effort, a fact that Hronos was greatly appreciative of. "That is understood Citizen. We will attempt to keep the hostiles away from you, while you focus on establishing contact with the processor." He replied to Citizen, as the later proceeded to task. Pushing the Essence of Time to its limits, the robotic guardian once more made another attempt at freezing the ever growing population of hostile Compu-Jackals, unleashing another chronal wave at them. The Essence of Time channeled chronal energy into reality, creating multiple temporal paradoxes, each stacking one layer on top of the other, and then immediately reconciling them all together, to the point that reality and possibility became indistinguishable. Hronos was concentrating his efforts into actualising this new reality, and the more he put himself in this effort, the more he strainned and struggled to maintain it.
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Once more with feeling, then. Full Round Action: Time Stop targetting all the Compu-Jackals within 1'000 ft. DC20 Reflex save vs Stun.
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If Meatheral possessed his eyeballs at his current state, they'd have widened beyond measure. Going up against the Titan and the 3 monstrocities it spawned was worrisome enough on its own. Having them fuse together to form this hideous Hydra, a most terrible dragon on its own right, upped the ante so considerably high, that a small error would cost them their lives. Already, he noted, Set was getting ripped appart by the unholy beast's necro-energy. Arrowhawk's exploding arrow came too soon, too big, he reasoned, seeing the beast recoiling in pain. Meatheral had no doubt that if the archer caught the attention of the dragon, his flesh would be stripped from his bone in a flash instant. Whereas my position is any better... Meatheral thought somberly, his fear ever present. If these heads start multiplying, we'll all be toast.... Well... nothing for it. Better I be the one that grabs its attention than Arrowhawk. Steeling his courage, the rocky form of Meatheral made a jump to the titanic dragon, once again bringing a hamerous blow down his foe's head, or one of its heads thereof. However, the Hydra seemed unaffected by his best attack. "You've gotta be joking..." he accidentally left the words betray his incredulity. Struggling to maintain balance, he grabbed one of its metalic necks, and attempted to ride on top of its largest head. Using the momentum from this stunt, he once again jumped, and this time, tried to concentrate his double hammer punch on the Hydra's forehead, putting the entire 288 lbs of his weight behind the blow. This time, Meatheral got a good feedback from it, and he could see that it left a crack at the spot he made the blow.
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I should also note, Net Fly spends an HP to stave off the fatigue from power-stunting Quickness.
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Full-Round Action: Leaping Charge versus the Anti-Hydra(+2 atk/-2 def). All-Out Attack(+2 atk/-2 def), Power Attack(+2 dmg/-2 atk). 1d20+8 → [16,8] = (24) DC 29 Toughness Save Surging for another Standard Action: All-Out Attack(+2 atk/-2 def), Power Attack(+2 dmg/-2 atk). 1d20+4 → [16,4] = (20) DC29 Toughness Save, if it hits.
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Aid Drones: Combat Drones: Spy Drones:
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- technomorph
- mater vyrdna
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Mater Vyrdna Power Level: 10/11 (150/165PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 15 Theme: Good Fight (Main Theme), Alien Champion (Tension), Keep Moving (Fight), by Trocadero. In Brief: Alien engineer who fused with a spaceship, becoming capable of controlling machines in the process. Alternate Identity: Vyrdnaya Solnys-Kori Milareth Identity: Public Birthplace: Aetol City, Planet Akarnia 05 Occupation: Former Engineer Private Praetorian of the Delaztri Empire Affiliations: Praetorians Family: Solnys Radamathon-Kuros Milareth (né Astart) (Father - Deceased), Somna Aethalom-Kori Milareth (Mother - Deceased), Frethyn Solnys-Kori Milareth (Older Sister - Deceased), Haradam Solnys-Kuros Milareth (Younger Brother - Deceased), Jihiskh Mavon-Kuros Milareth (né Ainour) (Husband - Deceased), Solmav Jihiskh-Kuros Milareth (Son - Deceased, 25), Tormug Jihiskh-Kuros Milareth (Son - Deceased, 15), Triinareti Jihisk-Kori Milareth (Daugther - Deceased, 17). Description: Age: 92 (DoB: Over 2'000 years ago) Apparent Age: 27 Gender: Female Ethnicity: Meso-Akarnian Height: 5'5" Weight: 260 lbs Eyes: Hazel Green (Organic), Red (Mechanic) Hair: Hazel Green Mater Vyrdna's body has been fused with random mechanical parts, with various patches of blue colored flesh serving as proof that she once had been a purely organic lifeform. Especially standing out, half side of her kneck, and the upper-left part of her head, are comprised of machinery, while her fin-like ears and her blue tail betray her heritage as an Akarnian, and a Meso-Akarnian at that. Her medium-lenght hair is coloured Hazel Green, same as her eyes, and it is tied in a knot. She dons a pair of glasses, mostly out of habit. Mater Vyrdna's form, and specifically, the mechanical parts of it, is often subject to change, depending on the situation, such as materialising wings, transforming her limbs into weapons, or even her entire body melding into an external machine. Power Descriptions: Mater Vyrdna can control machines. This includes, but is not limited to, reconfiguring and transforming machines at the merest touch, granting them sentience, and exerting mental control over them. These powers apply even to her own body, allowing her to shapeshift her limbs into rayguns, hammers, laser swords, rocket launchers, drills, etc. She is able to meld with machines, allowing her to transfer her body through them. Finally, she can directly communicate with machines. History: Vyrdnaya Solnys-Kori Milareth was born into a relatively wealthy family in the Akarnia Planet of the now long gone Delaztri Empire. Despite having had all comforts available to her, Vyrdnaya had nevertheless managed to grow into a responsible young woman, and through her studies, she quickly developed an interest in engineering. While she'd frequently have arguments with her parents, who were far too oldfashioned for her liking, she held them both dearly. After graduating from college, she decided to enlist in the Delaztri Empire's military, wishing to join the exalted ranks of the Praetorians. Unfortunately, she couldn't meet the recruitment standards for the Praetorian guard, and instead was enlisted as a regular military personel instead. Service in the military wasn't easy. An unfortunate short-lived affair with a fellow officer left her pregnant, and her parents, who weren't very supportive of her being a lowly military officer, forced her a choice; either marry Jihiskh Mavon-Kuros Ainour (an old university colleague of Vyrdnaya who was making rounds in the field of interconnectivity), or refuse to give her any further support, lest she decided to quit the military. Caught between the proverbial rock and a hard place, Vyrdnaya aqcuiesced to the marriage, after reaching an understanding with Jihiskh, who was also being forced to the marriage by his own parents. The marriage finalized, the two returned to pursuiting their respective careers, and Vyrdanya eventually gave birth to Solmav. Despite all setbacks, Vyrdnaya's engineering talent didn't take long to shine through, and she was being steadily promoted in rank, eventually becoming Lieutenant Commander. Things were also looking up for her, vis-a-vis her marriage, as Vyrdnaya and Jihiskh found themselves warming up to each other, and eventually falling in love. Their newfound relationship led to the births of Triinareti and Tormug, and the five enjoyed the next 15 years, not as strangers who happened to be together out of necessity and convenience, but out of love and understanding. During this time, Vyrdnaya was eventually transferred at the ship that she would serve, remaining there for three years, before the Communion attacked. During the climactic battle, the Warp Engine of the Delaztri ship was severly damaged. Vyrdnaya ordered the other engineering crewmembers to evacuate the engine room, while she stayed behind to ensure that it would remain operational. A sudden explosion caused the warp to go haywire, and Vyrdnaya got caught in the surge of energy that teleported her inside the fusion engine. This was a death sentence... or it should have been one. Instead, Vyrdnaya's body was infused with the ship, deep inside its engines, and her consiousness was left wandering the ship's network, with no way to escape or interract with the outside world. Until one day, the Praetorians, not long after being revived in the present, discovered a strange subroutine that was running in the background of their ship. Personality & Motivation: Back in the days of the Delaztri Empire, Vyrdnaya was a dreamer, an inquisitive mind accompanying an adventurous spirit. Though her wish to join the Praetorians was rejected, on account of her lacking the proper physical conditioning, she was nonetheless a steadfast member of the Delaztri Navy, and her engineering expertise helped her serve well in every vessel she was assigned. She loved her parents, even when they disagreed, and always made sure her children were happy. Her relationship with Jihiskh was a bit more complicated, were at times she wasn't sure if they were lovers or great friends. Nevertheless, the two were always there for each other, through thick and thin. This, sadly, is no more the case. The Delaztri Empire fell two millenias ago, and Vyrdnaya's body spent that time in hybernation, while her consiouness was trapped in a digitalized state, never to see her children grow, never to share a kiss with her husband again. This realization has been slowly seeping in her, and in order to cope, she has started treating the surviving Praetorians as family. The Communion has already costed her one; she is not gonna give up another family, not so long as she has a say on the matter. Powers & Tactics: Depending on the situation and the terrain, Mater Vyrdna has a versatile range of options in order to engage in combat. When faced with machinery and robotic enemies, she will try to override them via her mental connection to them. If that fails, or if she isn't up against machines, she can still control whatever machines are around her, transforming them, bending them to her will, or even absorbing them in order to use them as spare parts. Finally, if neither of those are readily available, she is still capable of transforming herself, creating a vast array of weapons to use at any range, and she is capable for various modes of transportation. Having said that, however, Mater Vyrdna is not without her weaknesses. Electromagnetism can cause her greater pain than the average person, thanks to her nervous system being fused with circuitous machinery. Additionally, prolonged exposure to Terminus Tech can prove fatal, due to causing her a cancerous reaction. Complications: Half Machine: Thanks to Vyrdnaya getting fused with the Delaztri Naval Ship, she is now a techo-organic being. Pain of Loss: Losing your entire family, including your husband and children, is an entirely traumatic experience. As a result, Vyrdnaya is doubly protective of those she cares for. Ghost in the Machine: Vyrdnaya's body can be disorienting for her to control, and there's a certain amount of disconnect she feels from it, despite still retainning organic parts. The Unchosen One: Unlike the other Praetorians, Vyrdnaya was never officially knighted, serving only as staff engineer for the Praetorian spacecraft. Her powers came much later. As such, she is rather uncofident, when it comes to operating outside her engineering specialization. I'm In the Ship; I Am the Ship: Vyrdnaya melding into machines often has the result of her consciousness joinning with whatever she is currently fusing with. She has great affinity and empathy for whatever she joins with. Abilities: (-4) + 4 + 0 + 20 + 4 + 6 = 30PP Strength: 6 (-2) Dexterity: 14 (+2) Constitution: 10/26 (+0/+8) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Melee, +4 Ranged, +8 Adaptive Arsenal, +8 Machine Reconfiguration Grapple: +2/+9 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6/-11 Saving Throws: 0 + 4 + 8 = 12PP Toughness: +12 (+0/+8 Con, +4 [Defensive Roll]) Fortitude: +8 (+0/+8 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 80R = 20PP Computers 10 (+20)Skill Mastery Concentration 5 (+7) Craft (Electronic) 5 (+15)Skill Mastery Craft (Mechanical) 5 (+15)Skill Mastery Disable Device 5 (+15)Skill Mastery Investigate 5 (+15)Skill Mastery Knowledge (Technology) 10 (+20)Skill Mastery Knowledge (Physical Sciences) 5 (+15) Knowledge (Galactic Lore) 7 (+17)Skill Mastery Languages 3 (Delaztri[native], Lor, Galstandard, English) Notice 5 (+7) Pilot 5 (+7) Search 5 (+15)Skill Mastery Sense Motive 5 (+7) Feats: 15PP Defensive Roll 2 Dodge Focus 4 Eidetic Memory Equipment 4 Improvised Tools Inventor Skill Mastery 2 (Computers, Craft[Electronic], Craft[Mechanical], Disable Device, Investigate, Knowledge[Technology], Knowledge[Galactic Lore], Search) Powers: 24 + 39 + 4 = 67PP Enhanced Constitution 16 + Immunity 9 (Life Support; Drawbacks: Noticeable) [16 + 8 = 24PP] (Techno-organic Constitution) Technomorphing 15 (30PP Array; Feats: Alternate Powers 6, Dynamic 3) [39PP] Dynamic Base Power: Damage 12 (Feats: Accurate 2, Variable Descriptor 2[Any Technological]) [16PP] (Adaptive Arsenal: Melee) + Super-Strength 7 (Effective Strength 41, 3.68 tons Heavy Load)[14PP] Dynamic Alternate Power: Damage 12 (120-1200ft; Extras: Range[Ranged], Autofire, Flaws: Action[Full Round], Distracting, Feats: Accurate 2, Variable Descriptor 2[Any Technological]) [16PP] (Adaptive Arsenal: Ranged) + Damage 10 (50ft radius; Extras: Area[burst], Selective, Flaws: Action[Full Round], Medium[Machines], Feats: Indirect 2, Variable Descriptor 2[Any Technological]) [14PP] Dynamic Alternate Power: Flight 4 (100mph/1'000ft per Move Action)[8PP](Adaptive Arsenal:Transportation) + Burrowing 5 (25mph/250ft per Move Action)[5PP] + Swimming 5 (250mph/2'500ft per Move Action)[5PP] + Teleport 4 (Up to 400ft per Move Action/1 mile per Full Action; Extras: Accurate, Flaws: Medium[Machines], Feats: Change Facing, Change Velocity, Easy, Turnabout) [12PP] Alternate Power: Boost 6 (Any Mechanical Traits at Once[3]; Extras: Total Fade, Flaws: Action[Full-Round], Distracting, Others Only, Feats: Accurate 2, Slow Fade 2[12 Minutes]) [10PP] (Machine Augmentation) +Transform 6 (Machine to Machine, up to 2'500 pounds; Extras: Duration[Continuous], Flaws: Action[Full-Round], Distracting, Range[Touch], Feats: Accurate 2, Precise, Progression[Mass]5) [20PP](Machine Reconfiguration) Alternate Power: Healing 4 (500ft radius; Extras: Affects Objects, Area[burst], Restoration, Resurrection, Selective Attack, Total, Flaws: Distracting, Limited[Machines], Feats: Stabilize, Persistent, Progression[Area] 3, Regrowth) [30PP] (Machine Restoration) Alternate Power: Mind Control 10 (100ft radius; Extras: Area[burst], Conscious, Duration[sustained], Instant Command, Linked[Mind Reading], Flaws: Action[Full Round], Distracting, Limited[Machines], Range 2[Touch], Feats: Mental Link, Progression[Area], Subtle 2) + Mind Reading 10 (100ft radius; Extras: Area[burst], Linked[Mind Control], Flaws: Feedback, Limited[Machines], Range 2[Touch], Feats: Progression[Area], Subtle 2) [14 + 6 = 20PP] (Machine Control) + Datalink 6 (20 miles; Flaws: Action[Move], Feats: Cyberspace, Subtle) [5PP] + Quickness 10 (x2'500; Flaws: One Type[Mental Tasks]) [5PP] Alternate Power: Summon (Minion) 7 (105PP Minion, Up to 25 Minions; Extras: Fanatical, Horde, Type [Drones, +1], Flaws: Distracting, Duration[Concentration], Medium[Machines], Feats: Mental Link, Progression[Minions] 4) [19PP] (Machine Animation) + Impervious on Toughness 10[10PP] (Digital Forcefield) Comprehend 2 (Computers 2) [4PP] (De-cipher Protocol) Drawbacks: (-4) + (-6) = -10PP Vulnerable (Electromagnetism, Frequency: Very Common, Intensity: Moderate[x1.5]) [-4PP] Weakness (Terminus Tech, Frequency: Uncommon, Intensity: Major[Cumulative -1 on all Abilities], Once every minute[Dead in 26 Minutes]) [-6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC13 Toughness (Staged) Damage (Physical) Adaptive Arsenal: Melee (Damage) Touch DC27 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Adaptive Arsenal: Ranged (Damage R) Ranged DC27 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Adaptive Arsenal: Ranged (Damage A) Area DC25 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Machine Control (Mind Control + Mind Reading) Area 1d20+10 vs Will (Opposed) Mind Control (Machine) Mind Reading (Machine) Machine Augmentation (Boost) Touch DC16 Fortitude (Staged) Boost (Machine) Machine Reconfiguration (Transform) Touch DC16 Fortitude (Staged) Transform (Machine) Totals: Abilities (30) + Combat (16) + Saving Throws (12) + Skills (20) + Feats (15) + Powers (67) - Drawbacks (10) = 150/165 Power Points
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- technomorph
- mater vyrdna
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"...butthestabilityofthetargetingadjusterwouldbecompromisedifthepipesaretooheavyhmmishouldpropablyusesmallonesand... Wha-" Snapping him out of his reverie, the words of Silver Magus made him slow down and brought him back to reality. "Ah, sorry, my mind literally went off on its own there, didn't it? Ahhh, so, anyway, what did you want?" After hearing Silver Magus' request, the young hero brightened up considerably. "O-Of course! I'd be greatful, in fact, if you helped me. I know Fast-Forward is doing his best keeping the ship at bay, but I doubt I could finish up with the preperations all on my own in time." With the help of the Armored Sorcerer, Net Fly was able to further speeden up the process. In fact, the older superhero was significantly more knowledgeable in the science department, and he was able to spot and correct a lot of mistakes that Net Fly overlooked, both in due to his relative inexperience in applied mechanics, and due to his haste in completing the project as swiftly as possible. With the two of them working together at a fervent pace, they had completed the perimeter defenses in roughly 24 minutes, and they finished up the portable controller for the turrets in 5 minutes. "I think we're done! I can't believe we actually did it!" Net Fly congratulated himself and Silver Magus for completing the project with moments to spare. Looking at Fast-Forward, Serge clenched his hand. "Alright, see if the others are ready. I will try callibrating and preparing the turrets. We should be ready for the enemy to attack us at any minute now." Sure enough, Serge activated ten of the Turrets. He ordered 5 of them on standby, with an automated response, while he focused his efforts on callibrating the sights for the other 5.
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Right then. Net Fly will use his Standard action to summon 10 turrets, using the Mass Turret Controller. Net Fly will be maintaining the summon, remainning Distracted. Initiative for Turrets: 1d20+12 → [16,12] = (28) 5 Turrets take the Aim Action, with the Improved Aim Feat. 5 Turrets will Ready a Combined Attack against a single hostile entity that gets within 500'000 ft. Energy Setting: Electromagnetic. Attack Rolls, in case they're needed: 1d20+6 → [9,6] = (15) 1d20+6 → [4,6] = (10) 1d20+6 → [17,6] = (23) 1d20+6 → [4,6] = (10) 1d20+6 → [10,6] = (16) Toughness DC21+Autofire, +2 for every successful Combined Attack, if any(Though I doubt it). Penetrating 12.
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Hronos >Science Team Go Meatheral >God Squad Net Fly >Matter Over Mind GM Posts >Devil In The Dark DM Posts go to Net Fly
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Toughness Save: 1d20+11 → [18,11] = (29) Ah, If only Meatheral wasn't bruised. Oh well. One more Bruise won't hurt... he said, unironically.
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Naturally. Spending 1 HP to erase the fatigue.
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The Core Rulebook says that you can only spend 1 Heropoint on any given benefit per round. So, while you can spend many HPs in a round, they must each be spent on different benefits.
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Net Fly looked astounded, as Fast Forward went to work on delaying the space vessel. "Well... yeah, that will certainly do the job." He commented, while he stretched his brain to come up with a good plan. "That's probably a good idea, miss Grimalkin. Certainly in this situation, every little bit of extra protection helps..." he nodded at the experienced shapeshifter. Net fly continued listening to what the other heroes proposed. "I agree with miss Triakosia. The problem is... we don't know how many enemies we'll be up against... We could very easilly wind up getting overrun, if we're not careful... If only we had more manpower..." Net Fly pondered this conondrum, while he fervently scoured their surroundings for something that they could use. The observatory was filled with various high-tech equipment, high quality lenses, super-advanced computers, and enough energy resources to power an entire city or so. "... Or... we could make some manpower ourselves! Hmmm... There's... a lot of stuff in here. I think..." Net Fly begun explaining his plan to the others just as it was forming in his mind. "... yes, I think I'll be able to build a couple of laser cannons. There's certainly enough energy to operate quite a few of those at once, and with the proper tools, I could take some of those lenses and properly align them... that would help in making on-the-fly adjustments in the energy output and..." Net Fly continued rambling on, as he took out a couple of pens from his pouch, and started making notes on a small notebook that he kept stashed under his chestphone. He was too busy to notice that both his mind and body had been working in steadily increasing speeds "...wewouldneedawaytooperatetheturretsatonceperhapsicouldconnectthemalltotheobservatoryscomputersbutidoubticoulddesignanaithatcouldtakecareofsuchcomplexontheflycalculationhmmmwaitwhynothavethetargettingmadebyhandwhileusingthe computerstoassistbymakingadjustmentsand..." He was going faster and faster as his notes became more and more complex. In fact, Net Fly hadn't even noticed that, as he wrote, his body was releasing slight sonic vibrations, surrounding him in what looked like an aura. "...andbyaddingthethreerotationarypipesitwouldcreateanautofiringmechanismthatcouldincreasedamageoutputby120%... howeverIshouldslimdownthedesignidoubtillbeabletocompleteenoughofthemintimeiftheyretoocomplex..."
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The situation got progressively worse by the second, as Meatheral witnessed completely stunned the rising monsters. The Carpathian Eagle... Chimaera... Lamia... or at the very least, their mechanical representations thereof. Meatheral wanted to believe Sun Walker and Arrowhawk, he wanted to subscribe to their courage. But the fact remained. I know I wanted to play the hero, but... this is so out of my league it hurts. Crooks and the occasional costumed villain is one thing but monsters? Gods? The next moments lasted an eternity. As Arrowhawk let loose a barrage of arrows at the immortal god, despite them breaking at the merest of touches to the immortal's skin, Meatheral felt the flame inside him violently spreading throughout his body, as if to provide him strenght and incite him to action. Clenching his fiery fists as hard as he could, he shouted: "NO! I'M NOT GONNA COWER AND RUN AWAY LIKE A WHIPPED LITTLE CHILD!" Blasting off above the Eagle, fury burning like a wildfire that spreads uncontrollably through the forest, Meatheral decided to go for maximum impact, as he devised a plan. "I'll sooner burry you than let you take flight, ancient monster. TERRA DEORSUR ME TREMIT!" flying downwards, towards the Eagle, Meatheral started transforming, the flames surrounding his body steadily getting covered by a rocky shell. "I won't let you take flight!" His stature nonupled in size, and as he gained considerable mass, the now again transformed Meatheral landed on top of the mechanical abomination with the force of 200 tons! "You won't be feasting on anyone's innards, you overgrown chicken." The hit was tremendous, causing the beast's body to quake with tremors. As he landed on its backside, Meatheral brought down his fists like twin megaton hammers, applying the full force of his body behind the swings. In fact, it was such a tremendous hit, that even he felt it, the force reverbrating back to him and ejecting him backwards. "GRAAAHGHH!!" Meatheral screamed, more surprised by the feedback of the backlash than actually hurt, but it was enough to disorient him.
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This is a disaster. 1d20+12 → [1,12] = (13)
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Attack Roll: 1d20+10 → [20,10] = (30) That's a DC25 Toughness Save versus Unarmed. Unless it crits... Initiate Grapple Roll due to Improved Grab: 1d20+26 → [18,26] = (44) Meatheral has Improved Pin and Grappling Finesse.
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Move Action, Meatheral will fly above Anti-Eagle, at about 200ft above him. Standard Action, Meatheral will transform into Earth Form. Earth Form COMBAT Attack: +2 Melee, +2 Ranged, +4 Earthform Grapple: +26 Defense: +6, +1 Flat-Footed Knockback: -7 SAVES Toughness: +12 Fortitude: +10 Reflex: +1 Will: +7 Surging, as a 2nd Standard Action, Meatheral will Charge at the Eagle as he falls, combining it with All-Out Attack and Accurate Attack for a total of +6 atk, -2 dmg, -4 def. Improved Grab automatically initiates a grapple as well. In this form, his weight puts him to 192 tons. If possible, Meatheral will attempt stay on top of the Anti-Eagle. However, bear in mind that as Earth Form, Meatheral has +0 initiative, for a total of +11 initiative. If that would cause him to lose his action until he reaches his new initiative, Meahteral would instead hold all of his actions until then.
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Concentration Check for Defensive Roll: 1d20+4 → [6,4] = (10) That fails, so Tou Save +8 vs DC 22 1d20+8 → [16,8] = (24) And that's that!
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More and more Compu-Jackals were showing up. This was slowly getting out of hand, and Hronos knew that he didn't have the time to pick each one up seperately. As Citizen dispatched the cybermorph under a searing ray of heat, and Terrifica sped through the toxic surface, Hronos reconfigured his cannon back into an arm, and swiftly opened up his chest, revealing once more the Essence of Time. "You should allow me to dispose these creatures." The Purple colored spark pulsated once more at his command, and as soon as it was finished charging up, Hronos unleashed a massive wave of chronal energy, harmlessly passing by the heroes, while engulfing almost all of the still active Compu-Jackals. All but one of the mechanical abominations that were hit with the wave were frozen in place, as if unable to experience time. This would have been a cause to rejoice, if not for the fresh batch of Compu-Jackals that appeared, ready to take their fallen comrades' place. "Our actions do not seem to completely stop the advancement of the hostiles. If my calculations thus far are correct, not only do these creatures adapt to our means of dispatching their predecessors, but they also increase the numbers of them in a progressive rate. The sequence of the appearance of the enemy reinforcements that I have recorded so far is the following: 1, 1, 2, 3, 5, 8. The expected progression of the sequence is the following: 13, 21, 34, 55, 89, 144, 233, 377, 610. My conclusion is that we should strive to halt their method of increasing reinforcements in the following time period of 30 Earth Seconds." Hronos said, informing his allies of their predicament.