The Merge: Omega Company (IC)
Re: The Merge: Omega Company (IC)
Despite his mechanical nature, Peekaboo's lightning fails to have any appreciable effect on Sektor.
indeed - Lindsey is up.
indeed - Lindsey is up.
Bladewind's 3ed M&M BuildsThorpocalypse wrote: ↑Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
The Merge Setting document
Re: The Merge: Omega Company (IC)
Amy
Peekaboo whistled. "He's more annoying than a Scarmory!"
Peekaboo whistled. "He's more annoying than a Scarmory!"
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
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Re: The Merge: Omega Company (IC)
Lindsey curses under his breath...and delivers another strike to Sektor with his fiery blade...
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Re: The Merge: Omega Company (IC)
Randin Al'Thir
CND: -1 Toughness
HP: a few
Rand was all about piling on the bad guy. His Mandalorian training called this a 'team building' exercise. With the amount of melee combatants surrounding the robot he couldn't use one of his armor's area-affecting ordinance, so he went with the can opener option.
Blades extended from his forearms and hummed to life. This was very disconcerting coming from the illusion of McKay.
CND: -1 Toughness
HP: a few
Rand was all about piling on the bad guy. His Mandalorian training called this a 'team building' exercise. With the amount of melee combatants surrounding the robot he couldn't use one of his armor's area-affecting ordinance, so he went with the can opener option.
Blades extended from his forearms and hummed to life. This was very disconcerting coming from the illusion of McKay.
"Let's see what you got under there." he says.Vibro-Wrist-Blade, +6 vs. Parry, DC16 Fort vs. Weaken Toughness (affects Objects), DC21 Toughness, piercing, vibration
Close: 1D20+6 = [14]+6 = 20 to hit.
So Fort(or toughness if he's all inorganic) DC16 weaken toughness, then DC21 Toughness damage
"Something pithy this way comes."
Re: The Merge: Omega Company (IC)
Lindsey's blade glance off the armor, failing to do more than scratch it. Sektor hisses (yes, hisses) as his paint job is scratched.
Randin's follow up attack strikes harder, causing sparks to fly. The blades have little appreciable effect on weakening the armor, but they do cause the cyborg to recoil. You notice on the arm opposite to the one that you struck, a series of green blinking lights are flashing. They are reminiscent of the countdown from a Predator's wrist bomb.
Kar'Anna, there is a flash of light, and suddenly you see a cavern filled with the largest crystals you've ever seen, or read about. Nothing like this existed in any of the fiction you've read, even the stuff that is supposed to be "non-cannon." The blinking lights catch your eye as well, jerking you back to the now, and another eyeblink later and you see yourself standing among people who are partying - drinking, dancing, laughing - on a stage, three green-skinned women dance.
Toughness: 1d20+6-3 17 Toughness roll
Fortitude: 1d20+7 17
Sektor is at -4, and still dazed.
Amy has effectively neutralized the goons, returning us to Shannon.
Kar'Anna - post a Fortitude save please.
Randin's follow up attack strikes harder, causing sparks to fly. The blades have little appreciable effect on weakening the armor, but they do cause the cyborg to recoil. You notice on the arm opposite to the one that you struck, a series of green blinking lights are flashing. They are reminiscent of the countdown from a Predator's wrist bomb.
Kar'Anna, there is a flash of light, and suddenly you see a cavern filled with the largest crystals you've ever seen, or read about. Nothing like this existed in any of the fiction you've read, even the stuff that is supposed to be "non-cannon." The blinking lights catch your eye as well, jerking you back to the now, and another eyeblink later and you see yourself standing among people who are partying - drinking, dancing, laughing - on a stage, three green-skinned women dance.
Toughness: 1d20+6-3 17 Toughness roll
Fortitude: 1d20+7 17
Sektor is at -4, and still dazed.
Amy has effectively neutralized the goons, returning us to Shannon.
Kar'Anna - post a Fortitude save please.
Bladewind's 3ed M&M BuildsThorpocalypse wrote: ↑Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
The Merge Setting document
Re: The Merge: Omega Company (IC)
Kar'Anna Maraneth
Condition: Normal
HP: 1 (0)
I was going to ask if I could voluntarily fail the save, but I rolled a 10
Condition: Normal
HP: 1 (0)
I was going to ask if I could voluntarily fail the save, but I rolled a 10
Bladewind's 3ed M&M BuildsThorpocalypse wrote: ↑Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
The Merge Setting document
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Re: The Merge: Omega Company (IC)
“Wrist bomb maybe, like the Preds.” Rand says with some alarm.
"Something pithy this way comes."
Re: The Merge: Omega Company (IC)
Shannon
Shannon fired another burst from her pulser at Sektor. He ought to be easier to hit now.
The hypersonic darts found their target without the slightest bit of difficulty.
Shannon fired another burst from her pulser at Sektor. He ought to be easier to hit now.
The hypersonic darts found their target without the slightest bit of difficulty.
Attack Sektor.
atk: 1D20+6 = [19]+6 = 25
Base DC 21, single-target multiattack (+2 to save DC w/ 2 degrees of success; +5 with 3+), penetrating 6
My Characters:
Lt. Cmdr. Shannon Bradley
Lt. Cmdr. Shannon Bradley
Re: The Merge: Omega Company (IC)
Sektor takes the barrage, reeling under the onslaught. Sparks fly from various locations, it looks like he's about to collapse when the blinking on his wrist intensifies. A line not unlike a taser shoots from Sektor`s forearm and connects with Kar'Anna. There is a pulse of energy, for a moment Randin`s prediction seems to be accurate, but there is no explosion. Instead, there's a loud "thump" as Kar'Anna and Sektor both disappear.
Kar'Anna - when you regain your bearings, you find Sektor in a heap on the floor. The thin line of wire connecting the two of you is limp and easily detached. You hear the sound of music - or at least the beat of something that suggests a club is on another floor of wherever you are. You are standing on a lush carpet, couches and high end furnishings adorn the room. There is a stocked bar on one side of the room. You notice the ice-bucket is full.
There are two doors - one suggests a restaurant kitchen door, the other is more traditional. The latter doorkbnob begins to turn.
At the hotel, the sirens are much closer. People are also running from the building in panic.
OOC:
Sektor`s Dodge is 18, so the base save applies. However: Toughness: 1d20+6-4 6
Shannon effectively incapacitated him.
Everyone gets a HP.
We're now out of combat. You have the goons as prisoners.
Kar'Anna - when you regain your bearings, you find Sektor in a heap on the floor. The thin line of wire connecting the two of you is limp and easily detached. You hear the sound of music - or at least the beat of something that suggests a club is on another floor of wherever you are. You are standing on a lush carpet, couches and high end furnishings adorn the room. There is a stocked bar on one side of the room. You notice the ice-bucket is full.
There are two doors - one suggests a restaurant kitchen door, the other is more traditional. The latter doorkbnob begins to turn.
At the hotel, the sirens are much closer. People are also running from the building in panic.
OOC:
Sektor`s Dodge is 18, so the base save applies. However: Toughness: 1d20+6-4 6
Shannon effectively incapacitated him.
Everyone gets a HP.
We're now out of combat. You have the goons as prisoners.
Bladewind's 3ed M&M BuildsThorpocalypse wrote: ↑Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
The Merge Setting document
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Re: The Merge: Omega Company (IC)
Rand employs a few of his choicest Huttese phrases and bends to examine the area where they dissapeared, assuring himself that it wasn't some disintegration weapon. When he (I assume) finds not even the tracest residue he starts trying to raise Kar'anna on comms (ineffectually I imagine).
"Something pithy this way comes."
Re: The Merge: Omega Company (IC)
Correct on both counts. You have about 1 minute before you have to deal with local authorities.
Bladewind's 3ed M&M BuildsThorpocalypse wrote: ↑Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
The Merge Setting document
Re: The Merge: Omega Company (IC)
Amy
"Let's get out of here." she said and looked at the two goons. "You're coming with us," she said.
"Let's get out of here." she said and looked at the two goons. "You're coming with us," she said.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
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- Posts: 3349
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Omega Company (IC)
Lindsey
With a gesture, the burning blade was transformed into a simple kitchen knife again. " And while you come with us...you should talk. About, say...where our comrade just disappeared to....where Sektor is...and, of course...why you attacked us in the first place."
With a gesture, the burning blade was transformed into a simple kitchen knife again. " And while you come with us...you should talk. About, say...where our comrade just disappeared to....where Sektor is...and, of course...why you attacked us in the first place."
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Re: The Merge: Omega Company (IC)
Rand-McKay grabs the rented SUV keys from the small table by the door. "Amy and I can take these guys over the balcony and secure them in the transport. You others can meet us down there. Act casual, walk normally. We'll drive them to the outskirts of town." Rand touches the side of his arm, letting the illusion of McKay ripple like water revealing the armored form beneath so that his look finally matched the synthesized voice. "And how cooperative these Bantha scum are will determine how many bones are broken when the authorities finally find them." He says, steeling his empathic senses against the fear he was trying to cause.
He also checks that the blue crystal in his possession is secure in an outer storage pocket. (He had suggested Lindsey carry the red one and Amy the case. I assume Kal'Anna still had the volatile purple one on her when she disappeared.)
Rand will quickly outline a plan where he picks Amy up and over the balcony; she can telekinesis the goons down. He'll engage the child locks on the van doors using cloth taken from the room's drapes (smirking that Kobra will not be welcome at this establishment ever again). If everyone agrees they can get mobilized.intimidation: 1D20+8 = [15]+8 = 23
If there's a circumstance bonus or anyone does a successful aid we can get to 25
He also checks that the blue crystal in his possession is secure in an outer storage pocket. (He had suggested Lindsey carry the red one and Amy the case. I assume Kal'Anna still had the volatile purple one on her when she disappeared.)
"Something pithy this way comes."
Re: The Merge: Omega Company (IC)
The goons exchange looks with each other, and as they are brought down to the SUV, they are complaint. One tries to reach for his wrist and you discover that they have the same devices that whisked Kar'Anna and Sektor away. However, upon closer inspection, these might as well be glorified watches as there is no tech that would suggest teleportation tech.
Removing and destroying them is probably a good idea. Or wearing it to see if there is some kind of tech that will bring you to Kar'Anna. There are two of them, and no sign of a tether like the one used to snare the Drow Witch.
Removing and destroying them is probably a good idea. Or wearing it to see if there is some kind of tech that will bring you to Kar'Anna. There are two of them, and no sign of a tether like the one used to snare the Drow Witch.
Bladewind's 3ed M&M BuildsThorpocalypse wrote: ↑Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
The Merge Setting document