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Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.




Welcome to The Midwestern Marauders, a 4th editions Dungeons & Dragons Gamma World campaign.


The Current Party


Bailey, the friendly firebomb beetle, played by ObMeiste.

Brigit, the Goddess of the Spring, played by General Ironicus.

Buttercup, the Horsegirl Herald of Hermanubis, played by CommaToes.

Phaegghugha (Pete), the Lovecraftian horror, played by Christo.

Rex, does everything a spider can, played by MustacheRide.

Marauders Past


Sub-Baroness Jessica von Pilzenburg, the vampire, played by Dark080matter - Disintegrated by Enik in the StupendiCo Factory

Hermanubis Jr. (Junior), the godchild, played by CommaToes - Killed by Bawk Malone's Turkey Sausage in the Chicken Processing Plant.

Friendly Robotic Extermination Device (FRED), the defective killbot, played by ritorix - Returned home.

Smithsonian, the sentient wheel, played by Ryuujin - Blinked out of Existence.

The Adventure

Chapter 1 - The Steading of the Iron King

Introduction
Encounter 1 - Badder Tower Defense (110xp each)
Encounter 2 - Tower Interior (130xp each)
Encounter 3 - Warren Entry (145xp each)
Encounter 4 - Moth Infestation (240xp each)
Encounter 5 - StupendiCo Foyer (170xp each)
Encounter 6 - StupendiCo Restricted Area (175xp each)
Encounter 7 - StupendiCo Factory Floor (195xp each)
StupendiCo Aftermath
Return to Dlooth (50xp each Quest Completion, 50xp each Roleplay Bonus)
The Goddess of the Spring

Chapter 2 - The Famine in Far-Go

Welcome to North Dah-Koh-Tah
Encounter 1 - The Shuffling Menace (150xp each)
Exploring Fargo (150xp each)
Encounter 2 - Highway from Hell (175xp each)
Skill Challenge 1 - Befriending a Nutjob (90xp each)
Skill Challenge 2 - Entering the Compound - Stage 1 - Breaching the Perimeter
Encounter 3 - Angry Plant Men (215xp each)
Skill Challenge 2 - Entering the Compound - Stage 2 - The Locked Door (50xp each)
Skill Challenge 3 - Hatched Plots - Stage 1 - Halls and Rooms
Encounter 4 - The Gauntlet (230xp each)
Skill Challenge 3 - Hatched Plots - Stage 2 - Radiation Alley
Encounter 5 - Showdown (235xp each)
Skill Challenge 3 - Hatched Plots - Stage 3 - Secrets Revealed (150xp each)
Encounter 6 - Computer Science (250xp each)
Encounter 7 - Roach Revenge (200xp each)
Encounter 8 - Green with Anger (215xp each)
The Lizard Behind the Curitain (220xp each)
Encounter 9 - Kicking the Beehive (280xp each)
Encounter 10 - Take Me To Your Leader (300xp each)
Return to Far-Go (250xp each quest completion)

Chapter 3 - Legion of Gold

The Barony of Horn
Encounter 1 - Attack on Burl (260xp each)
Encounter 2 - Legion Reinforcements (300xp each)
Skill Challenge 1 - Tracking the Legion (100xp each)
Encounter 3 - Ruins of Muk Wana (300xp each)
Sneaking into LUCAS (250xp each)
Encounter 4 - LUCAS Control Room (310xp each)

Total XP Earned by Party: 5845xp each

Other Information

Current Alpha Mutations and Omega Tech!

OOC Thread
Alpha Mutations and Omega Tech Information

If you need to contact me at all, you can use PMs, post in the recruitment thread, message me on an IM program listed on my SA profile. I will also be hanging around the #mwm room on synIRC if you want to discuss various parts of the game.

EXTRAS!

Tank adventures! (Drawn by ObMeiste)

Mordiceius fucked around with this message at Jan 24, 2013 around 17:57

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ritorix
Jul 22, 2007

Vancian Roulette



FRED

pre:
FRED

AI, Magnetic, 
Level 4

Str: 15 +2     HP:     37 (Bloodied: 18)
Con: 10        AC:     23 (light armor+shield+magnetic+int) 
Dex: 16 +3     Fort:   16
Int: 18 +4     Reflex: 18
Wis: 14 +2     Will:   18
Cha:  9 -1     Init:   7

Acrobatics   +7
Athletics    +6
Conspiracy   +10
Insight      +6
Interaction  +3
Mechanics    +14
Nature       +8
Perception   +6
Science      +14 (+4 bonus skill)
Stealth      +7

+2 to psi overcharge
You don't grant combat advantage while dazed. 
You can take one standard action on your turn while stunned.
Whenever you are pulled, pushed, or slid, 
you can reduce the distance of the forced movement by 1 square.
AI Critical: When you score a critical hit, the attack deals 1d10 extra damage, and the target and each robot you can see becomes dazed until the end of your next turn.
Battle Hardened - Grade 1 Soldier of Fortune Feat:
When you take your second wind action, you regain additional hit points equal to twice your level.

Powers Subroutines
Blue Screen of Death: at-will psi psychic, standard action, close blast 3, 
target each creature in blast, +8 vs Will; 1d10+8  psychic and -2 to attack rolls/ENT
Lodestone Lure: at-will dark electricity, minor action, melee 5, 
target one creature, +7 vs fort; 1d8+11 electricity and pull 3
One-handed gun: d20+12, 1d8, 10 squares
One-handed weapon: d20+11, 1d8

Gear
light armor
shield
light one-handed melee weapon
light one-handed gun
explorers kit (backpack, bedroll, canteen (½ gallon of water), 
flint and steel, trail rations (10 days), rope (100 ft.))
Digital Camera
1 roll of duct tape
First Aid Kit - +1 to science checks for healing. 5 uses
Binoculars - +5 to Perception checks to observe distant details

Omega
Fish-Killer Grenade
Diskthrower
pre:
FRED
Stats                                           Subroutines
HP:       27/27 (bloodied 13)                   [-] BSOD
Init:     +5                                    [-] Lodestone Lure
AC:       21 (light armor+shield+magnetic+int)  [ ] *Strong as Stone
Fort:     14                                    [ ] Second Wind
Reflex:   16                                    [ ]
Will:     16                                    [ ]

Combat Modifiers
+2 psi overcharge     
Doesn't grant CA while dazed, takes one standard action while stunned.
Reduces distance of forced push/pull/slide by 1.

ritorix fucked around with this message at Sep 10, 2011 around 17:09

CommaToes
Dec 15, 2006

Yeah, she died, like, twenty minutes after that.


Hermanubis Jr. (Junior)

pre:
Hermanubis Junior
Mythic Prescient

Strength 	16	(+3)
Dexterity 	11	(+0)
Constitution 	8	(-1)
Intelligence 	13	(+1)
Wisdom 	        16	(+3)
Charisma 	18	(+4)
	
  Level:        4 (two alpha mutations)
  Height: 	6' 2"
  Weight: 	175 lb
  Eyes:   	Gold
  Hair:   	None
  Skin:   	Black

  Total Hit Points:	35	= 7 + (5 x level) + constitution
  Bloodied Value /
    Second Wind:  	17 = total hit points / 2 (round down)

  Armor Class:    	22 = 10 + 4 [level] + 7 [heavy armor] + 1 [prescient]
  Fortitude Def:  	18 = 10 + 4 [level] + 3 [strength] + 1 [mythic ]
  Reflex Def:           16 = 10 + 4 [level] + 1 [intelligence] + 1 [mythic]
  Will Defense:   	20 = 10 + 4 [level] + 4 [charisma] + 1 [mythic] + 1 [prescient]

  Speed:	         5 = 6 [base] -1 [heavy armor]
  Initiative modifier:	 8 = 4 [total levels] + 0 [dexterity modifier] + 4 [prescient third eye awareness]



Unarmed Attacks:      	                                                                       Damage [W]:	
   Quick attack:        d20+8	= 1 [intelligence] + 4 [total levels] + 3 [weapon accuracy]	  1d4	
   Powerful attack:	d20+9	= 3 [strength] + 4 [total levels] + 2 [weapon accuracy]	          1d8	

Weapons:

   2 Handed Heavy Melee: 
    (Parking Meter)      d20+9   = 3 [strength] + 4 [total levels] + 2 [weapon accuracy]           2d8
   1 Handed Heavy Ranged:
    (Steel Ahnk(3))      d20+9   = 3 [strength] + 4 [total levels] + 2 [weapon accuracy]           1d10


Novice Powers

Mythic Strike
At-will, physical, psi, weapon
Standard action
Melee / ranged weapon
One creature	d20+10 = charisma modifier [4] + level [4] + weapon accuracy [2 melee / 2 ranged]

Charisma attack + level + weapon accuracy vs. AC

	1[W] + 8 (cha mod [4] + level [4]) physical damage damage, and an ally within 5 squares gets 
        +2 on save to end of your next turn, or 5 temporary hp


Thwarted Defense
At-will, physical, psi, weapon
Standard action
Melee weapon
One creature	d20+9  =  wisdom modifier [3] + level [4] + weapon accuracy [2]

Wisdom attack + level + weapon accuracy vs. AC

	1[W] + 7 (wis mod [3] + level [4]) physical damage, target cannot shift to end of your next turn

Skill checks:

Acrobatics	d20+4	= 4 [level] + 0 [dexterity]
Athletics	d20+7	= 4 [level] + 3 [strength]
Conspiracy	d20+5	= 4 [level] + 1 [intelligence]
Insight 	d20+7	= 4 [level] + 3 [wisdom]
Interaction	d20+16	= 4 [level] + 4 [charisma] + 4 [mythic] + 4 [prescient]
Mechanics	d20+5	= 4 [level] + 1 [intelligence]
Nature  	d20+7	= 4 [level] + 3 [wisdom]
Perception	d20+11	= 4 [level] + 3 [wisdom] + 4 [bonus skill]
Science 	d20+5	= 4 [level] + 1 [intelligence]
Stealth 	d20+4	= 4 [level] + 0 [dexterity]

Mythic

    * +2 to psi overcharge
    * +4 to interaction checks
    * When dying, do not become unconscious until first failed saving throw
    * Mythic critical (level 2 or 6): 1d10 extra damage and make a free basic attack with +2 on attack rollf
    * Mythic utility (level 3 or 7): Miraculous Recovery
    * Mythic expert (level 5 or 9): Divine Judgment

Prescient

    * +2 to psi overcharge
    * +4 on interaction
    * +2 on opportunity attack rolls, +4 on initiative rolls
    * Prescient critical (level 2 or 6): 1d10 extra damage and target grants combat advantage to end of next turn
    * Prescient utility (level 3 or 7): Instinctive Shift
    * Prescient expert (level 5 or 9): Cunning Prediction

Equipment:

      Explorer's kit
          Bakpack
          Bedroll
          Canteen -- half gallon of water, 1 lb empty
          Flint and steel
          Rations, trail (10 days)
          Rope (100 ft)
      Canoe -- capacity 600 lb, speed 3 mph
      Computer, laptop
      Duct tape
      Night vision goggles -- darkvision 10, -5 on perception checks
pre:
Hermanubis Jr. (Junior) - Mythic Prescient

                      Defenses:           Powers:
HP: 35/35 (0/3 DST)    AC:     22         At Wills:   Mythic Strike: (Melee / Ranged) +10 vs AC - Ally within 5 gets 
THP: 0/0               Fort:   18                                      +2 to next save before EOMNT, or 5 THP. 
Initiative: +8         Reflex: 16                     Thwarted Defense: (Melee) +9 vs AC - Target cannot shift until EOMNT.
Speed: 5               Will:   20         Encounters: [ ] Second Wind
                                                      [ ] Alpha Mutation: Healing Roots
                                                      [ ] Miraculous Recovery
Skills:  
       Acrobatics:   +4                   Mechanics:    +5
       Athletics:    +7                   Nature:       +7
       Conspiracy:   +5                   Perception:   +11
       Insight:      +7                   Science:      +5
       Interaction:  +16                  Stealth:      +4

Omega Tech:
       [ ] Artificial Blood - Xi          [ ] Sentinel Orbiter - Area 52
       [ ] Energized Armor - Area 52      [ ] Autoskeleton - Area 52

Notes:
* When dying: do not become unconscious until first failed saving throw.
** +2 to Opportunity Attacks
*** +2 Psi Overcharge
+ Mythic critical: 1d10 extra damage and make a free basic attack with +2 on attack roll.
++ Beast Rider: You can ride a beast that is a mount. While you are mounted, your mount gains a +1 bonus to speed and AC.

CommaToes fucked around with this message at Sep 13, 2011 around 03:28

ObMeiste
Oct 7, 2003

The Boss doesn't like you. Get out now or you'll have some real trouble.

Bailey

pre:
Name: Bailey
Level: 1
Str 11 +0
Con 18 +4
Dex:12 +1
Int 14 +2
Wis 16 +3
Cha 10 +0

HP 30 (Bloodied: 15)
AC 18 (heavy armor+level)
Fort 15 (+4 con +1 level)
Will 14 (+3 wis +1 level)
Reflex 15 (+2 origin +2 int +1 level)
Initiative: +2 (+1 dex +1 level)
Speed: 5 (6-1 heavy armor)

Acrobatics   +2 (+1 dex +1 level)
Athletics    +1 (+1 level)
Conspiracy   +3 (+2 int + 1 level)
Insight      +4 (+3 wis + 1 level)
Interaction  +9 (+4 origin +4 origin +1 level)
Mechanics    +7 (+4 origin +2 int +1 level)
Nature       +4 (+3 wis +1 level)
Perception   +4 (+3 wis +1 level
Science      +3 (+2 int +1 level)
Stealth      +2 (+1 dex +1 level)

+2 to bio overcharge
Bug Legs (Level 1): You can climb your speed. You can even climb upside
down across horizontal surfaces. You can’t attack while climbing.
Fire Resistance (Level 1): Gain resist 10 fire.
Fiery Aura (Level 1): Whenever a creature ends its turn adjacent to you, it
takes 5 fire damage.

Powers
EAU DE ROACH
At-Will 3 Acid, Bio
Standard Action
Target: One creature
Melee 1
Attack: +5 vs. Fortitude
Hit: 2d8 + 6 acid damage, and you push the target 1 square.

FIERY FLARE
At-Will 3 Fire, Psi
Standard Action
Target: One creature
Attack: +4 vs. Reflex
Ranged 5
Hit: 2d8 + 5 fire damage

Gear
Heavy armor
Heavy Two-handed melee (+7 vs AC, 2d8+5)
Heavy Two-handed gun (+7 vs AC, 2d10+5, range 20)
explorers kit (backpack, bedroll, canteen (½ gallon of water), 
flint and steel, trail rations (10 days), rope (100 ft.))
miscellaneous starting gear: 1d4+1 2
Digital camera
Riding horse - averages 5 mph overland; includes riding gear. 
pre:
Bailey
Stats                                    Evolutionary Traits
HP:       30/30 (bloodied 15)                   [-] Eau De Roach
                                                [-] Fiery Flare
AC:       18 (Heavy armor+level)                [ ] Second Wind
Fort:     15                                    [ ]
Reflex:   15                                    [ ]
Will:     14                                    [ ]
Initiative: +2
Speed: 5 (6-heavy armor)

Skills:  
       Acrobatics:   +2                   Mechanics:    +7
       Athletics:    +1                   Nature:       +4
       Conspiracy:   +3                   Perception:   +2
       Insight:      +4                   Science:      +3
       Interaction:  +9                   Stealth:      +2

Combat Modifiers
+2 bio overcharge     
*Aura: Whenever a creature ends its turn adjacent to him, it
takes 5 fire damage.
*resist 10 fire.

ObMeiste fucked around with this message at Mar 13, 2011 around 00:38

Ryuujin
Sep 26, 2007
Dragon God



pre:
Smithsonian
Level 5 Wheeled Shapeshifter
Power Source: Dark
XP: 2540?

Str  05 (-3)      Int  13 ( +1)
Con  18 ( +4)     Wis  12 ( +1)
Dex  10 ( +0)     Cha  16 ( +3)

Hit Points
	Max HP:      50      Bloodied:    25

Defenses and Senses
	AC:   22
	Fort: 19
	Ref:  20
	Will: 18

	Initiative:  +6
	Speed:       6

Primary Traits
	Mutant Type
	     Constitution; Dark; +2 to dark overcharge.
	Skill Bonus (Level 1)
	     Gain a +4 bonus to Athletics checks.
	Great Turning Radius (Level 1)
	     Gain a +2 bonus to Reflex.
	All-Wheel Drive (Level 1)
	     Ignore difficult terrain and gain a +1 bonus to Speed.
	Wheeled Critical (Level 2 or 6)SELECTED
	     When you score a critical hit, the attack deals
	      1d10 extra damage, and you knock the target prone.  
     	      Can then shift your speed.

Secondary Traits
	Mutant Type
	     Charisma; Bio; +2 to bio overcharge.
	Skill Bonus (Level 1)
	     Gain a +4 bonus to Interaction checks.
	Rippling Flesh (Level 1)
	     Gain a +2 bonus to Reflex.
	Subtle Movement (Level 1)
	     You can shift 1 as a minor action.
	Shapeshifter Critical (Level 2 or 6)
	     When you score a critical hit, the attack
	      deals 1d10 extra damage, and the target grants combat advantage until 
	      the end of your next turn.

Powers
	Maximum Overdrive [At-Will • Dark, Physical]
	Standard Action	Melee weapon
	Effect:  Before the attack, shift 2 squares
	Target: One creature
	Attack: +11 vs. AC
	Hit: 1[W] + 9 physical damage, and the target takes a -2 penalty to attack 
               rolls against my allies until the end of your next turn.

	Shapeshifter's Feint [At-Will • Bio, Physical]
	Standard Action	Melee Weapon
	Effect:  Assume the form of any Medium humanoid until you change form again.
	Retain your statistics in new form, and clothing, armor, and possessions do not change.
	Gain a +5 power bonus to interaction checks to fool others with disguise.
	Can choose not to make the attack.
	Target: One creature
	Attack: +8 vs. Reflex
	Hit: 1[W] + 8 physical damage.  If you changed form to resemble the target, gain
	a +2 power bonus to all defenses until the end of your next turn while the target is
  	within 2 squares of you.

        Burning Rubber [Encounter • Dark, Fire]
        Move Action     Personal
        Effect:  You move your speed + 2. Each square you leave is filled with fire until
        the start of your next turn. Any creature that enters a fire square or starts its
        turn there takes 5 fire damage.

        Monster Truck [Encounter • Dark, Physical]
        Standard Action Personal
        Effect:  You move your speed.  You can move through enemies' spaces during
        this move, provided you end the move in an unoccupied space.  Make the following
        attack against each enemy the first time you enter its space during this movement.
        Free Action     Melee 1
        Target:  One creature
        Attack:  +9 vs Reflex
        Hit:  2d8 +9 physical damage, and you knock the target prone.

Skills
	Acrobatics	+5
	Athletics	+6
	Conspiracy	+6
	Insight 	+6
	Interaction	+12
	Mechanics	+6
	Nature  	+10
	Perception	+6
	Science 	+6
	Stealth 	+5

Vocation Feat:
       Alpha Adept - Grade 1 Witch Doctor Feat
       Prerequisite: none
       Benefit: You gain a +2 bonus to damage rolls with Alpha Mutation powers.

Inventory
	Weapons
	Iron Wheel (Heavy Two-Handed, Melee)
	     +11 accuracy vs. AC, 2d8+9 damage.
	Spiked Wheel Launcher (Heavy, Two-Handed, Gun)
	     +11 accuracy vs. AC, 2d10+9 damage, range 20.

	Armor
	Heavy Plating (Heavy Armor)

	Gear
         Explorers kit (backpack, bedroll, canteen (½ gallon of water), 
         flint and steel, trail rations (10 days), rope (100 ft.))
	Night Vision goggles (gain dark vision 10 but take a -5 penalty to Perception checks)
	Pick-up truck - averages 45 mph overland, 60 mph in ideal conditions; 
	10 mpg; capacity 2,500 lbs; seat three in front six in back.
	Umbrella, 30 meters of electrical cable, cologne, 



pre:
Smithsonian
Stats                                           Wheeled Forms
HP:       50/50 (bloodied 25)                   [-] Maximum Overdrive
Init:     +6                                    [-] Shapeshifter's Feint
AC:       22 (heavy armor)                      [ ] Second Wind
Fort:     19                                    [ ] Burning Rubber
Reflex:   20                                    [ ] Force Shield
Will:     18                                    [ ] Elecrostaff
                                                [ ] Ammo

Combat Modifiers
+2 Dark overcharge     
Can shift 1 as a minor action.
Ignore difficult terrain.
Wheeled Critical:  1d10 extra damage on a crit, and the target is knocked prone.  
I can then shift my speed.
Gain a +2 bonus to damage rolls with Alpha Mutation powers

Alpha Mutation 

Hyperactive - Psi, Psychic

You’re like a 5-year old with a bucket of Halloween candy. Standard Action, Personal; Effect: You make an 
initiative roll. While this card is readied, you act two times each round – once on your original initiative and 
once on your new initiative.

Overcharge: When you use this power, you can roll a d20.; 10+: You gain a +2 power bonus to AC and Reflex while 
this card is readied.; 9 or less: You become overcharged with energy while this card is readied. While you’re 
under this effect, if you don’t end your turn at least 5 squares away from the square you started in, you take 10 
psychic damage.

Hands of Time - Dark, Psychic

You touch a foe and send it spiraling through the space-time continuum. Standard Action, Melee 1; Target: One 
creature; Attack: Level + 3 vs. Reflex; Hit: 3d8 + twice your level psychic damage, and the target is removed from 
play. While under this effect, the target can’t take any actions and has neither line of sight nor line of effect 
to any creature, and no creature has line of sight or line of effect to it. When this effect ends, the target 
reappears in its square, or in the nearest unoccupied square of its choice. Roll a d6 to determine the duration of 
the effect:; 1-2: Until the start of your next turn.; 3-4: Until the end of your next turn.; 5-6: Save ends.

Overcharge: When you hit with this power, you can roll a d20.; 10+: The attack deals 3d8 extra physical damage.; 9 
or less: You’re also removed from play until the target reappears.

Omega Tech
Electrostaff - Xi

The electromagnetic pulse generators in each end of this staff deliver an 
electrifying punch to your foes. Weapon: 2-hand melee; Power: Encounter 
Electricity; Standard Action, Melee 1; Target: One Creature; Attack: Level + 6 vs. 
Reflex; Hit: 3d8 + Constitution modifier + twice your level electricity damage, 
and the target is stunned (save ends).; Salvage 6: A 6th-level character can 
salvage theelectrostaff. It becomes a heavy 2-hand melee weapon: Str/Con; +2 
accuracy; 3d8 + Constitution modifier electricity damage, and the target is slowed 
until the end of your next turn. 

Force Shield - Ishtar

This silver-tinted gauntlet generates a shield-shaped disk of crackling energy 
that can protect you from most attacks. Arms; Power: Encounter Force; Immediate 
Interrupt, Personal; Trigger: You are hit by an attack; Effect: You gain resist 20 
to all damage until the end of your next turn.; Salvage 6: A 6th-level character 
can salvage the force shield. It becomes a shield: +1 shield bonus to AC; +2 shield 
bonus to Reflex; you gain resist 3 to all damage while you aren’t granting combat 
advantage.

Ryuujin fucked around with this message at Jan 28, 2012 around 23:50

Dark080matter
Aug 26, 2010

Hold still Slick.

Something in your eye.


Jessica von Pilzenburg

pre:
Jessica
Vampire Fungoid

Strength 	10	(+0)
Constitution 	16	(+3)
Dexterity 	 7 	(-2)
Intelligence 	10	(+0)
Wisdom 	        11	(+0)
Charisma 	18	(+4)
	
  Level:        2 (one alpha mutation)
  Height: 	5' 11"
  Weight: 	140 lb
  Eyes:   	Red
  Hair:   	Black
  Skin:   	Phosphorescent

  Total Hit Points:	33 = 7 + (5 x level) + constitution
  Bloodied Value / Second Wind:  	16 = total hit points / 2 (round down)

  Armor Class:    	20 = 10 + 2 [level] + 7 [heavy armor] + 1 [vampire]
  Fortitude Def:  	16 = 10 + 2 [level] + 3 [constitution] + 1 [vampire]
  Reflex Def:           13 = 10 + 2 [level] + 0 [intelligence] + 1 [vampire]
  Will Defense:   	19 = 10 + 2 [level] + 4 [charisma] + 1 [vampire] + 2 [fungoid]

  Speed:	         5  = 6 [base] -1 [heavy armor]
  Initiative modifier:	 +0 = 2 [level] -2 [dexterity modifier]



Unarmed Attacks:      	                                                                       Damage [W]:	
   Quick attack:        d20+5	= 0 [intelligence] + 2 [level] + 3 [weapon accuracy]		  1d4	
   Powerful attack:	d20+7	= 3 [constitution] + 2 [level] + 2 [weapon accuracy]	          1d8	

Weapons:

   2 Handed Heavy Melee: 
    (Chainsaw)             d20+7   = 3 [strength] + 2 [level] + 2 [weapon accuracy]		2d8
   1 Handed Ranged Gun:
    (.44 Mag Revolver)     d20+7   = 3 [constitution] + 2 [level] + 2 [weapon accuracy]           2d6


Novice Powers

Eyes of the Vampire
At-will, psi, psychic
Standard action
Area burst 1 within 10 squares (each enemy in burst)
d20+6 vs. Will = charisma modifier [4] + level [2] 

	1d8 + 6 (cha mod [4] + level [2]) psychic damage, and the target is slowed and takes a -1 penalty
	to Will until the end of my next turn.  If I bloody a creature or reduce a creature to 0 hit points with
	this power, I gain 2 temporary hit points.


Toxic Spores
At-will, bio, poison
Standard action
Close burst 1 (each enemy in burst)
d20+5 vs. Fortitude  =  constitution modifier [3] + level [2]

	1d6 + 5 (con mod [3] + level [2]) poison damage, and the target grants combat advantage until the end of my next turn.

Skill checks:

Acrobatics	+0 = 2 [level] - 1 [dexterity]
Athletics	+2 = 2 [level] + 0 [strength]
Conspiracy	+6 = 2 [level] + 0 [intelligence] + 4 [bonus skill]
Insight		+2 = 2 [level] + 0 [wisdom]
Interaction	+14 = 2 [level] + 4 [charisma] + 4 [vampire] + 4 [fungoid]
Mechanics	+2 = 2 [level] + 0 [intelligence]
Nature		+2 = 2 [level] + 0 [wisdom]
Perception	+9 = 2 [level] + 3 [wisdom] + 4 [bonus skill]
Science		+2 = 2 [level] + 0 [intelligence]
Stealth		+2 = 2 [level] + 0 [dexterity]

Vampire

    * +2 to psi overcharge
    * +4 to interaction checks
    * +1 bonus to all defenses
    * Vampire critical (level 2 or 6): 1d10 extra damage and the target grants combat advantage until end of my next turn.
    * Vampire utility (level 3 or 7): Psychic Reserve
    * Vampire expert (level 5 or 9): Do What I Say

Fungoid

    * +2 to bio overcharge
    * +4 to interaction checks
    * +2 bonus to Will
    * Once per turn when I regain hit points, each ally within 3 squares regains hit points equal to my level.
    * Fungoid critical (level 2 or 6): 1d10 extra damage and the target is blinded until the end of my next turn.
    * Fungoid utility (level 3 or 7): Spore Cloud
    * Fungoid expert (level 5 or 9): Madness Spores

Equipment:

      Explorer's kit
          Bakpack
          Bedroll
          Canteen -- half gallon of water, 1 lb empty
          Flint and steel
          Rations, trail (10 days)
          Rope (100 ft)
      Lantern - 8 hours of lamp fuel; illuminates a 10-square radius
      Generator - provides power; runs 8 hours on 1 gallon of fuel
      Beer, six pack
      Chem-stick (4) - casts dim light in 6-square radius for 5 hours
      Matches - box of 50


pre:
Jessica
Stats                                           Vampiric Mysteries
HP:       28/28 (bloodied 14)                   [-] Eyes of the Vampire
THP:      00                                    [-] Spore Cloud
Init:     -1                                    [ ] Second Wind
AC:       19                                    [x]
Fort:     15                                    [x]
Reflex:   12                                    [x]
Will:     18                                    [x]

Combat Modifiers
+2 psi overcharge     
When I regain hit points, each ally within 3 squares of me gains +1 hit point.

Dark080matter fucked around with this message at Apr 18, 2011 around 00:45

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.


Current Alpha Mutations

All current Alpha Mutations will be listed here (to avoid clogging up the read of the thread).
Remember: Just like Origins, you can adapt the flavor of the Alpha Mutation to better fit your character.


Bailey

Ultrashriek - Psychic

You unleash a mental shriek that mashes every living brain nearby into gray paste. Standard Action, Close Burst 5; Target: Each creature in burst; Attack: Level + Charisma vs. Will; Hit: 6d8 + Charisma modifier + your level psychic damage, and the target is stunned (save ends).; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 4d8 extra psychic damage.; 9 or less: You take 6d8 psychic damage and are stunned while this card is readied.

Hands of Power - Dark, Varies

You draw on random ambient dark energy in the area and blast it from your hands. Standard Action, Close Blast 3; Target: Each creature in blast; Attack: Level + 3 vs. Reflex; Hit: 4d8 + twice your level damage. Roll a d6 to determine the damage type. 1-2: electricity; 3-4: fire; 5-6: radiation.; Overcharge: When you use this power, you can roll a d20.; 10+: The attack deals 2d8 extra damage of the same type.; 9 or less: After the attack, you are stunned until the end of your next turn.

Brigit

Anti-Life Leech

Nobody better life leech you, or they'll be sorry. Benefit: You gain resist 10 necrotic. In addition, you are immune to life-leech attacks. When a creature targets you with life leech, it is stunned until the end of its next turn, and its hit point total drops to its bloodied value (or to 1 hit point if it is already bloodied); Overcharge: None.

Kinetic Absorption - Dark, Healing

You absorb your foe's attack to make yourself stronger.; Immediate Interrupt, Personal.; Trigger: You take physical damage.; Effect: Instead of taking the triggering damage you regain hit points equal to that damage.; Overcharge 10+: You gain a bonus to the next melee attack roll you make before the end of your next turn equal to the triggering damage.; 9 or less: You absorb too much energy from the triggering damage and also take ongoing 10 damage (save ends).

Buttercup

Infravision - Bio

You can see thermal energy. Benefit: You can see in darkness and through fog, smoke, and other obscuring conditions. You can also see invisible creatures or objects.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +5 power bonus to Perception checks while this card is readied. ; 9 or less: While this card is readied, you can see only thermal radiation and take a -2 penalty to attack rolls and Perception checks.

Plaything - Psi, Force

You lock telekinetic hooks into your foe and do the puppet master routine. Standard Action, Ranged 20; Target: One creature; Attack: Level + Intelligence vs. Fortitude; Hit: 3d10 + Intelligence modifier + twice your level force damage.; Effect: While this card is readied, slide the target 2 squares as a free action at the start of each of your turns.; Overcharge: When you hit with this power, you can roll a d20.; 10+: While this card is readied, slide the target 5 squares instead of 2.; 9 or less: While this card is readied, the target slides you 2 squares as a free action at the start of each of its turns.

Pete

Machine Command - Psi

You telepathically seize control of a robot, computer, or similar device. Standard Action Ranged 10; Target: One android, robot, computer, or vehicle; Attack: level + 3 vs Will; Hit: You dominate the target (save ends).; Aftereffect: The target is dazed (save ends).; Special: You can cause a target that does not normally take actions, such as a vehicle or excavator, to operate as you direct - for example, you could order a robot excavator to dig a trench. Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: The target gets a +5 bonus to attack rolls against you while this card is readied.

Inhabit Corpse - Healing, Psi

You project your mind into a recently dead body, taking it for your own. Immediate Interrupt, Personal; Trigger: An enemy bloodies you or drops you to 0 hit points or fewer.; Effect: Choose any humanoid corpse within 10 squares of you to inhabit. You alter the corpse to be identical to your old self and the corpse becomes you. In addition, you regain hit points equal to your bloodied value. Your gear remains with your old body, which dies.; Overcharge: When you use this power, you can roll a d20.; 10+ You are restored to maximum hit points instead, and you can stand up (in your new body) as a free action.; 9 or less: You are dazed (save ends).

Rex

Gravity Well - Dark, Zone

You create a temporary area of gravity that pulls creatures toward it.; Standard action, Area burst 5 within 20.; Target: Each creature in burst; Attack: Level + 3 vs Fortitude; Hit: The target is pulled 5 squares toward the burst's origin square.; Effect: the burst becomes a zone that lasts until the start of your next turn. If the target moves away from the burst's origin square, each square of that movement it treated as difficult terrain.; Overcharge 10+: Whenever a creature ends its turn within the zone, make the attack against that creature as a free action.; 9 or less: You fall prone and can't stand up (save ends).

Body of Light - Dark, Fire, Zone

Your flesh expands into burning light. Standard Action, Close Burst 3; Target: Each enemy in burst; Attack: Level + Constitution vs. Reflex.; Hit: 3d6 + Constitution modifier + your level fire damage.; Effect: The burst creates a zone that lasts until the end of your next turn or until you leave its space. Whenever an enemy ends its turn within the zone, it takes 10 fire damage.; Overcharge: When you use this power, you can roll a d20.; 10+: An enemy that ends its turn within the zone takes 20 fire damage instead of 10.; 9 or less: You target each ally in the burst instead of each enemy.


Current Omega Tech

Bailey

Force Shield - Ishtar

This silver-tinted gauntlet generates a shield-shaped disk of crackling energy that can protect you from most attacks. Arms; Power: Encounter Force; Immediate Interrupt, Personal; Trigger: You are hit by an attack; Effect: You gain resist 20 to all damage until the end of your next turn.; Salvage 6: A 6th-level character can salvage the force shield. It becomes a shield: +1 shield bonus to AC; +2 shield bonus to Reflex; you gain resist 3 to all damage while you aren’t granting combat advantage.

Jet Boots - Ishtar

These metal boots are very stylish, and the jet nozzles in each sole put an extra hop in your step! Feet; Power: Encounter, Minor Action, Personal; Effect: You gain a fly speed equal to your speed until the end of your next turn. If you take damage while flying, as an immediate reaction, “auto-jets” in the boots push you away from the triggering attacker a number of squares equal to your speed.; Salvage 5: A 5th-level character can salvage the jet boots. It becomes a feet item with the following property: You gain a +10 item bonus to Athletics checks to jump.

Eternalight - Ishtar

This fist-sized crystal globe glows like a star. Property: The eternalight continually produces bright light in a 10-square radius.; Power: Encounter; Standard Action, Close burst 5; Target: Each enemy in burst; Attack: Level + 6 vs. Will; Hit: The target is blinded (save ends).

Chameleon Shield - Area 52

This shield’s surface changes color and texture to blend with its surroundings. Arms; Power: Encounter; Minor Action, Personal; Effect: You become invisible until the end of your next turn. In addition, you gain a +5 power bonus to Stealth checks until the end of the encounter.

Unreliable Jet Pack - Area 52

Up, up, and... whoa! Waist; Power: Consumable; Minor Action; Effect: You gain a fly speed equal to your speed until the end of your next turn. Each time you take damage before the end of your next turn, the “auto-jet” engages and pushes you away from the triggering attacker a number of squares equal to your speed after the damage is dealt.

Fusion Lance - Ishtar
This ornate metallic lance glows with sun-hot plasma. Weapon: 2-handed ranged; Power: Encounter * Electricity, Fire; Standard Action Ranged 10; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 4d8 + Constitution modifier + twice your level electricity and fire damage.; Salvage 9: A 9th-level character can salvage the fusion lance. It becomes a heavy 2-hand ranged 10 weapon: Str/Con; +2 accuracy; 3d10 electricity and fire damage.


Brigit

Eternalight - Isthar

This fist-sized crystal globe glows like a star. Property: The eternalight continually produces bright light in a 10-square radius.; Power: Encounter; Standard Action, Close burst 5; Target: Each enemy in burst; Attack: Level + 6 vs. Will; Hit: The target is blinded (save ends).

Inertial Armor - Area 52

This grey bodysuit protects you from harm. When an attack strikes you, the suit transforms the energy of the attack into potential extra movement. Armor: Light; Property: You gain a +3 armor bonus to AC and a +1 armor bonus to Reflex.; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage from an attack; Effect: You instead take no damage from the triggering attack, and you can shift 1 square.; Salvage 2: A 2nd-level charter can salvage the inertial armor. It becomes light armor: +3 armor bonus to AC; +1 armor bonus to Reflex.

Marauder Armor - Xi

This sleek suit of powered armor gives you limited flight, making it perfect for scouting. Armor: Light; Power: Encounter; Move Action, Personal; Effect: You gain a fly speed equal to your speed until the end of the encounter. You must land at the end of your turn, or you crash.; Salvage 8: An 8th-level character can salvage the marauder armor. It becomes light armor: +4 armor bonus to AC; you can fly your speed as a move action once during each of your turns.

Blather Gecko - Area 52

This tiny gecko-like biological construct perches on your shoulder and translates foreign languages into something you understand. Power: Encounter; Minor Action; Effect: Until the end of the encounter, you speak and understand (through the translating gecko) all languages. In addition, you don’t grant combat advantage when you are flanked, because the gecko continually informs you of creatures that are in the area.

Envirocape - Area 52

This flaring, nanofacture cloak wraps you in protective folds when radiation threatens. Neck; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take radiation damage.; Effect: You gain resist 15 radiation against the triggering attack. In addition, you gain resist 5 radiation until the end of the encounter.

Sentinel Orbiter - Area 52

This dented and burned drone constantly orbits your head in a tight circle. It dips and swerves to stay between you and your foes. Head; Power: Encounter Electricity; Minor Action; Effect: You gain a +1 power bonus to AC and Reflex until the end of the encounter. In addition, whenever an enemy ends its turn adjacent to you, it takes 1d10 + your level electricity damage.

Buttercup

Electro-Flail - Ishtar

This serviceable bludgeon delivers an unpredictable electric shock. Weapon: 1-hand melee; Power: Encounter Electricity, Physical; Standard Action, Melee 2; Target: One creature; Attack: Level + 8 vs. AC; Hit: 2d8 + Strength modifier physical damage plus 1d8 + twice your level electricity damage.. Salvage 2: A 2nd-level character can salvage the Electro-Flail. It becomes A heavy 1-hand melee weapon: Str/Con; +2 accuracy; 1d12 electricity damage.

Leaky Fusion Rifle - Xi

This energy weapon emits a stream of sun-hot plasma. Weapon: 2-hand ranged; Power: Encounter Fire, Radiation; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 7d8 + Intelligence modifier + twice your level fire damage. You take 2d8 + your level radiation damage.

Chameleon Shield - Area 52

This shield’s surface changes color and texture to blend with its surroundings. Arms; Power: Encounter; Minor Action, Personal; Effect: You become invisible until the end of your next turn. In addition, you gain a +5 power bonus to Stealth checks until the end of the encounter.

Inflatable Friend - Ishtar

When you pull the ripcord, a disturbingly lifelike manikin inflates and follows you around. Power: Encounter Electricity; Minor Action; Effect: The inflatable friend appears in an unoccupied square adjacent to you. Enemies can’t move through its space, but allies can. Whenever you move, you can move the friend 6 squares as a free action. You and your allies can use the friend to flank enemies (its disturbing visage freaks them out). The friend has AC 18, Fortitude 12, Reflex 16, and Will 12. When an attack deals 5 or more damage to the friend, it implodes and each adjacent creature takes 5 electricity damage.

Pete

MK III Scout Armor - Area 52

Lightweight but durable, this armor helps you cover a lot of ground quick. Power: Encounter; Move Action; Personal; Effect: You make an Athletics check to jump with a +10 bonus. The distance jumped is not limited by your speed. Salvage 4: A 4th-level character can salvage the scout armor. It becomes heavy armor: +6 armor bonus to AC; +1 armor bonus to Fortitude and Reflex; +1 armor bonus to speed.

Matter Bomb Prime - Area 52

Pushing the candy-apple-red button causes the device to begin flashing. You'd better start running. Now. Power: Consumable * Fire, Radiation; Standard Action; Personal; Effect: You activate the matter bomb. You can place the bomb in your square or a square adjacent to you as a minor action. At the start of each of your turns, roll a d6. On a 6, the matter bomb detonates and you make the following attack centered on the bomb's square. No action; Close burst 5; Target: All creatures within burst; Attack: Level +6 vs. Reflex; Hit: 6d6 + twice your level fire and radiation damage; Miss: Half damage.

Electroflail - Ishtar

This serviceable bludgeon delivers an unpredictable electric shock. Weapon: 1-hand melee; Power: Encounter Electricity, Physical; Standard Action, Melee 2; Target: One creature; Attack: Level + 8 vs. AC; Hit: 2d8 + Strength modifier physical damage plus 1d8 + twice your level electricity damage.. Salvage 2: A 2nd-level character can salvage the Electro-Flail. It becomes A heavy 1-hand melee weapon: Str/Con; +2 accuracy; 1d12 electricity damage.

Optic Neurojack - Xi

When you plug this shiny jack into the back of your neck, you upgrade your auditory and optical processing. Neck; Power: Encounter; Minor Action; Effect: Until the end of the encounter, whenever you make a Perception check, you can roll two d20s and take the total result. If you do so, and you roll a natural 1 on either die, this effect ends and you are blinded (save ends).

Rex

Omniscient Goggles - Ishtar

You can see what others can't. Head; Power: Encounter; Minor Action, Personal; Effect: Until the end of the encounter, you can see through blocking and obscuring terrain, can see clearly in darkness, and can see invisible creatures. Salvage 4: A 4th level character can salvage the omniscient goggles. It becomes a head item with the following property: You can see clearly in darkness.

Razor Grenade - Ishtar

This green oval is perfectly balanced for throwing, and it explodes in a hail of razor-sharp shrapnel. Weapon: 1-hand ranged; Power: Consumable Physical; Standard Action, Area burst 2 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 2d10 + Dexterity modifier physical damage, and ongoing 5 physical damage (save ends).; Miss: Half damage.

Holoscanner - Area 52

This handheld sensor detects unusual energy signatures, life signs, and rare elements or compounds, including packages of those really tasty cheese puffs. Held Item; Power: Encounter; Minor Action, Close Burst 10; Effect: Until the end of the encounter, you know the exact location of all living creatures, energy sources, and unusual materials within 10 squares of you. In addition, you gain a +8 power bonus to Perception checks.; Salvage 6: A 6th-level character can salvage the holoscanner. It becomes a held item with the following property: You gain a +4 item bonus to Perception checks.

Mindbore Orbiter - Area 52

As this tiny silver drone circles your head, it continually yammers on about what those around you are thinking. It can get pretty annoying. Head; Power: Encounter Psychic; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d6 + Intelligence modifier + twice your level psychic damage.; Salvage 4: A 4th-level character can salvage the mindbore orbiter. It becomes a head item with the following property: You can communicate telepathically with any creature within 5 squares of you.

Mordiceius fucked around with this message at Apr 27, 2013 around 14:57

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.


Chapter 1 - The Steading of the Iron King

The village of Dlooth, Mini-Sohtah. Population: 641

The signs had been up for a few days now. "Halp Wanted! Meet with the mayor in village center on Tuesday at high noon! There may be rewards!" they said.

As the sun reached its apex, a crowd had begun to gather around the pedestal set up in the town square. Murmurs and whispers filled the crowd. "What does those the mayor want?" "Is this about those robots?" "I heard he is finally retiring!" "Somebody said there was going to be a potluck after the meeting."

The stench of the mayor was apparent long before anyone ever saw him walking up to the crowd. The zombie hobbled up onto the podium.



Mayor Bartholomew Jackson was currently celebrating his 80th year in office as Mayor for Life and Afterlife. Rumor has it that in his first time running as mayor, the election process took 361 weeks. Having never want to deal with that much politics again, the citizens elected him as Mayor for Life. During his 38th year in office, the Mayor was struck down by a stray bolt of lighting from a trandimensional solar storm. The citizens of Dlooth, fearing they would have to deal with another election, instead decided to pay to have the mayor scientifically reanimated to serve the public office once more.

"Citizens of Dlooth!" the mayor began to speak, "I am sure you have heard the news that this village is under attack. Robots have been slowly trying to erode the defenses of our great city. But fear not, I have devised a plan to put an end to this menace. I seek brave citizens to track down these robots and find their master. This is surely a mistake and if we can find the master of the robots, then we can settle this misunderstanding."

"Screw you!" one voice in the crowd shouts out. "Sounds like too much work," another voice can be heard.

The crowd begins to disperse as the mayor begins speaking again, a hint of desperation in his voice, "Wait! Wait! You will be rewarded! Whoever assists in this task will be given a 'Dlooth Platinum Card!' for discounts and special offers from local businesses!"

The crowd wasn't listening. The people that had gathered were now leaving in droves. The town square continued to empty until only five remained.

Defeated, the mayor looked at the five still there. "Will... will you take up this task to save this precious village? I fear I am losing the support of the people. They won't listen to me anymore. I am sure if you follow the tracks of the robots, you will find where they came from. All I know is that they have been coming from the west."

You now have time for introductions and anything you need to do in Dlooth. The village is small and does not have much. It is up to you if you want to stay around to try to find out more information or just start heading out. Figure out how you want to travel and the journey will continue when everyone meets at the village's gate.

Alpha Mutation Assignment
Bailey - Shaggy Pelt
FRED - Dart Cough
Jessica - Mind Killer
Junior - Gas Emission
Smithsonian - Anti-Life Leech

Mordiceius fucked around with this message at Mar 8, 2011 around 03:51

Dark080matter
Aug 26, 2010

Hold still Slick.

Something in your eye.




One among the tiny sampling of remaining beings cleared her throat and raised a finger hesitantly.

"I think..." Her sentence faltered for a second as she swept the remaining other four with her blood-red (but nonetheless friendly?) eyes in search of approval for her next comment, "I think we can all agree that Platinum is definitely one of the shiniest kinds of metal. Which means your discount card is probably extremely flashy and therefore recognized as valid by any citizen of your fair city. That's indisputable, and I won't presume to call into question the official nature of this promised reward. However-!"

"Any veteran exploding-robot hunter knows that the first order of business before embarking on an exploding-robot hunt is to, err... wow I really don't know the first thing about hunting robots of any sort at all. Somebody here does though, I can assure you. And he... or it... couldn't have asked for a better apprentice then me! Since we're clearly all professionals at this, or will be soon, it seems only fitting that you be more upfront about the reward that was promised from our experienced halp. I mean help."

She smiled brightly and continued, certain that the zombie-mayor was now hanging on every word as she improvised it. "So I guess what I'm really trying to say is exactly how much is this worth to us? If these people don't listen to you in the first place just how useful is this discount card actually supposed to be?"


Interaction check - The mayor: 1d20+13 17
Rolling a four on my only good skill, that's a great start. Don't you dare ever change, Orokos.

pre:
Jessica

Stats                                           Vampiric Mysteries
HP:       28/28 (bloodied 14)                   [-] Eyes of the Vampire
THP:      00                                    [-] Spore Cloud
Init:     -1                                    [ ] Second Wind
AC:       19                                    [x]
Fort:     15                                    [x]
Reflex:   12                                    [x]
Will:     18                                    [x]

Combat Modifiers
+2 psi overcharge     
When I regain hit points, each ally within 3 squares of me gains +1 hit point.

Alpha Mutations
[ ] Mind Killer - Psi, Psychic
You impart a phantasmal image of the most fearsome creature imaginable directly into your foe’s unprotected brain.
Standard Action, Ranged 20; Target: One creature; Attack: Level + Charisma vs. Will
Hit: 3d10 + Charisma modifier + twice your level psychic damage, and ongoing 10 psychic damage (save ends).

Overcharge: When you hit with this power, you can roll a d20.

10+: If the target is bloodied after the attack, it falls unconscious (save ends).
9 or less: You fall unconscious (save ends). You can’t save against this effect during the turn you overcharge it.

ObMeiste
Oct 7, 2003

The Boss doesn't like you. Get out now or you'll have some real trouble.

Bailey

While most of the town's own citizenry met the semi-deceased mayor's call to action with grumbling dismissal, Bailey was nearly so excited that he could chitter to himself.
Robot hunting would be another first for him, as beside F.R.E.D, the young insectoid had little experience with these curious thinking machines.

Bailey looked to his fellows to gauge their responses, his eyes somewhat recessed now within a exo-skeleton which had developed a sudden growth spur and had densified considerably.
He met Jessica's approval searching gaze as she began to speak, which he could only return with a puzzled look as he was unsure where she was going initially.
"Oh yeah!" he said though upon realising the potential little value of their reward. Bailey looked back to Dlooth's de-abso-facto authority figure.

"How would that work, Major?" he queried as well. Cheerily enough, though with a slight misunderstanding on Bartholomew Jackson's title. "Not to sound greedy mind. Just got to afford expenses and stuff. Got a horse to feed, not to mention armor piercing rounds aren't cheap."

I'm not sure if it's possible here, but if I could I'd try to aid Jessica's skill check.

Also until further notice I keep the flaming aura off, just so as to avoid torching people


pre:
Bailey
Stats                                    Evolutionary Traits
HP:       30/30 (bloodied 15)                   [-] Eau De Roach
                                                [-] Fiery Flare
AC:       19 (Heavy armor+level+AM)             [ ] Second Wind
Fort:     15                                    [-]*Shaggy Pelt
Reflex:   15                                    [ ]
Will:     14                                    [ ]
Initiative: +2
Speed: 5 (6-heavy armor)                        *Alpha Mutation

Skills:  
       Acrobatics:   +2                   Mechanics:    +7
       Athletics:    +1                   Nature:       +4
       Conspiracy:   +3                   Perception:   +2
       Insight:      +4                   Science:      +3
       Interaction:  +9                   Stealth:      +2

Combat Modifiers
+2 bio overcharge     
*Aura: Whenever a creature ends its turn adjacent to him, it
takes 5 fire damage.
*resist 10 fire.
*Resist 5 cold

ObMeiste fucked around with this message at Feb 27, 2011 around 00:47

CommaToes
Dec 15, 2006

Yeah, she died, like, twenty minutes after that.


Hermanubis Jr. (Junior)

Standing near the front of the pack, the obsidian jackal headed figure's ears perked up at the very pale woman's suggestion. He looked rather odd wearing what looked to be an orange blazer over a toga and sandals that looked to have sprouted wings. The name tag on the blazer reads "Hermanubis Junior".

"They do have a point, Mr. Mayor," he interjected. "I've heard of these Platinum Cards before and, from what I understand, it actually hurts the merchants' profits!. I'm not sure why, but I have a certain, kinship, to the merchants of this fair town and I don't know if I feel right with this compensation."

"Now, I don't mean to brag, but I fancy myself quite the problem solver," the mythical creature raises his arms as if he were stretching into a yawn, but quickly flexes into the pose of an Olympian god, "and I'd be glad to take care of your problems. But you're going to have to convince me that your problems are worth the reward to make them my problem. Tell me what you can offer, and I'll tell you what I want."

Interaction Check - Sweetening the Pot: 1d20+13 25

CommaToes fucked around with this message at Feb 27, 2011 around 00:53

ritorix
Jul 22, 2007

Vancian Roulette


FRED

Fred could barely contain his artificial excitement parameters. Other robots! Replacement parts were getting harder to come by. And who knows, maybe they would have what he had sought for years: the long-lost Backup Tape. It was worth a look.

Standard communication protocols had been on the fritz for months, but Fred fired them up and spoke. The voice that emerged, this time, was a deep male voice with the perfect accent of a Southern English gentleman.

"Excuuuse me, Mayor Bartholomew Jackson, as a Friendly Robotic Extermination Device I wish to lend my vast expertise in defeating these robots. Call me Fred! I have quite a bit of knowledge abo**BIOLOGICAL WARFARE PACKAGE INITIALIZED**ut robotics and can be very useful!"



pre:
FRED
Stats                                           Subroutines
HP:       22/22 (bloodied 11)                   [-] BSOD
Init:     +4                                    [-] Lodestone Lure
AC:       20 (light armor+shield+magnetic+int)  [ ]
Fort:     13                                    [ ]
Reflex:   14                                    [ ]
Will:     15                                    [ ]

Combat Modifiers
+2 psi overcharge     
Doesn't grant CA while dazed, takes one standard action while stunned.
Reduces distance of forced push/pull/slide by 1.

Ryuujin
Sep 26, 2007
Dragon God

Smithsonian

A kindly old man speaks up, ignoring the strange stretching man's words, adding his own to the burning bug. "True and neither is fuel cheap."

Until he had spoken one might have expected him to simply be a common villager who had the kindness to remain through the Mayor's speech, the only thing unusual in his appearance is that he is not noticeably a mutant at first glance. A second glance may note that his bare feet seem to be slightly off the floor as if something not quite visible from this angle supports him.

He glances toward the obsidian headed greegyptian god, and responds to his words. "I admit I am still fairly new to this village myself but that seems like strange reasoning to me."

The old man shifts, producing a strange metalic clink rather than the rustling clothes sound one would expect, yawns and continues. "This could be fun, and so long as this compensation, whatever it may be, proves useful I see no reason not to try."

pre:
Smithsonian
Stats                                           Wheeled Forms
HP:       30/30 (bloodied 15)                   [-] Maximum Overdrive
Init:     +2                                    [-] Shapeshifter's Feint
AC:       18 (heavy armor)                      [ ]
Fort:     15                                    [ ]
Reflex:   16                                    [ ]
Will:     14                                    [ ]

Combat Modifiers
+2 Dark overcharge     
Can shift 1 as a minor action.
Ignore difficult terrain.

Mutation
Resist Necrotic 10
Immune Life Leech, with side effects for leecher

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.




The mayor sighs, his body slumping. He looks back at the group and tries to answer all their questions, "This is a poor village, but I will see what we can spare. I should be able to provide you with bullets for your guns and some fuel for your traveling vehicles, if you have any. There is no telling how far these robots have traveled so I may not even be able to provide you with as much fuel as you'll need to hunt them down."

He steps off the platform and begins pacing back and forth, "The robots only started coming a month ago. First they just came and self destructed. It is not until recent that they began firing missiles. Who knows what they'll be able to do soon. We've never worked with robots before. About five years ago, a contingent of the Archivists came inquiring about robots. They wanted to know if we had any or knew where to find them. Why would a small village like Dlooth know anything about robots?!"

"None the less, I can give you food and bullets. Who knows what you'll find when you track the source of the robots. Maybe you will find some technology from the Ancients. Take what you want if you do. Just don't bring it around here. The last thing we need is more useless junk! Now I have to figure out what to do with the massive pile of robot scrap piling up outside our walls!"

The Mayor will provide you with 10 gallons of fuel and bullets for everyone with guns. Remember that ammo works on a 'you have it or you don't' basis. If you fire your gun 2+ times in one encounter, you will be considered out of bullets at the end of the encounter until you find more.

Mordiceius fucked around with this message at Mar 8, 2011 around 03:51

ritorix
Jul 22, 2007

Vancian Roulette


FRED


"Mayor Bartholomew Jackson, I do declare that I know nearly everything about robots! For example, their increasing weaponization suggests a linear increase in rate of..."

Fred goes into a lengthy, overtly detailed explanation of everything from robotic manufacturing, AI adapations to maintenance. He scours his memory banks for anything useful, and instead comes up with everything.


Mechanics +10: 1d20+10 30
Critical! Orokos owed me bigtime.

CommaToes
Dec 15, 2006

Yeah, she died, like, twenty minutes after that.


Hermanubis Jr. (Junior)

"Well, I was always going to do it," Junior dusts off his blazer, "I just wanted to see how much you wanted me to."

He then turns to the kill bot, who is reciting volumes of mechanical specifications and remarks. "So, what I get from what you're saying is that if we smash the robots, they will no longer work? That's what I'm hearing, anyway. No offense intended, of course."

CommaToes fucked around with this message at Feb 27, 2011 around 02:19

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.




The mayor looks at Fred quizzically before motioning him over, "Come with me. I will show you the scrap. Maybe you will gain some insight from that." The mayor leads the group over to the mountain of scrap metal forming up outside the wall.

Burnt and broken pieces of metal fill the pile. At first glance, everything appears to be complete junk. The mayor grabs what appears to be an almost completely in tact metal plate. It has the words "StupendiCo Security Shieldbot 200xi" printed in large letters. Smaller letters below that read "This robot meets all safety regulations mandated by QUANTEX and NERO."

Fred only: You visualize how the pieces of this robot once fit together and scan it against your robot database memory bank. The Shieldbot was a generally weak, unintelligent robot created for cheap domestic security. They were defensive bots, however. They were never programmed to be attack bots.

Mordiceius fucked around with this message at Mar 8, 2011 around 03:51

ritorix
Jul 22, 2007

Vancian Roulette


FRED


Fred scans the scrapheap for several minutes. He turns to the others, his cyclopean eye glowing brighter in simulated alarm.

"Caution advised! These Shieldbots have been re-purposed for offensive use! At this rate of weaponization, estimated time until thermonuclear attack capability is developed is..."

Fred's head slumps as he seems to shut down. Whatever calculation was coming seems to have glitched out.

Dark080matter
Aug 26, 2010

Hold still Slick.

Something in your eye.




Jessica flew into a panic at the sight of FRED's malfunction.

"Oh dear! He was definitely the best exploding-robot hunter amongst us, probably most likely!! Hang on Fred, I know just what you need!"

The pale woman immediately threw her pack on the ground and drew a heavy chainsaw, which she seemed quite set on using to lobotomize the apparently-malfunctioning droid. Her red eyes gleamed with dark intent as she fired up the chainsaw belt with one hearty pull on the starter cord. **BRACK-BRAAAHhhhAHHAHAHHAHAHAH**

...She then set the chainsaw on the ground and popped open a plate in FRED's back. She was now rummaging around for some sort of battery or actuator she could link up to the chainsaw belt and kickstart their friend back to life. In spite of the reduced danger from her previous frightening idea, it was absolutely clear that the lady had no idea what she was doing.

Mechanics check to save FRED's life: 1d20+1 2

YES.

Dark080matter fucked around with this message at Feb 27, 2011 around 03:00

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.


Jessica tampers with the wires, unplugging some and plugging in others. Fred's cyclopean begins flashing bright red and then bright orange, then yellow, they green. The flashes are slow at first but they quickly pick up speed until they are too fast for anyone to pick out a single color.

The eye suddenly stops on the color red.

Fred's body locks in place as his eye focuses on the pile of scrap. A pulsing noise can be heard as a beam of energy shoots from his eye to the scrap pile, sending metal bits flying.

The mayor's mouth is agape as bits of metal rain down around him.

"GET OUT!! GO!" he screams, "Before you cause more damage!! Get out of here! And do not bring that robot back here again!"

He rushes back through the gates of Dlooth and they quickly slam shut behind him.

You hear him speaking with a guard behind the village gate, "From now on, no more robots are allowed in this town! I order you to shoot on sight!"

Mordiceius fucked around with this message at Mar 8, 2011 around 03:51

ObMeiste
Oct 7, 2003

The Boss doesn't like you. Get out now or you'll have some real trouble.

Bailey

Bailey tries his best and fails to keep up with FRED as the robot shares his seemingly endless facts about his own machine-kind. The insectoid thus turns his diminshed attention back to the mayor as he leads them to the robotic remains, giving the undead politican a agreeable nod to his explained reward and compensation.
"I'll never turn down a good meal to do a good deed," he says with a pleased chirp. "And I'm sure what else you can spare should be a great help too. So don't worry, major, I'm sure we'll be up for stopping these robots from causing you anymore grief."

The scrapheap piled up outside the walls are initially disapointly lacking in anything obviously useful to Bailey's scavenger trained eyes.
What FRED though deduces from his kind's remains is of far more interest and alarm, even if the firebomber doesn't quite understand or catch it all before the robot shuts down.
"Wha, really?" he says, shocked. "That sounds bad!" Bailey looks to the other to confirm his unsure deduction.

He is about to approach and nudge the now silent FRED, when Jessica in a panicked fit sees to try and fix the steel man herself.
"I'm not sure that's..." Bailey begins to say, hoping to avert a potentially dangerous mechanical resucitation attempt. He fails.
As the resulting metal debris falls down in a shower of small smoldering metal pieces, Bailey gives a slightly awkward cough and shifts uneasily where he stands.
After the mayor stomps back into town, slamming the gates on them, the young firebomber produces his camera and takes a picture of the leftover carnage.
He saves it on his digital camera as 'Out With A Bang.jpg'

Dark080matter
Aug 26, 2010

Hold still Slick.

Something in your eye.




Stowing her chainsaw and clapping her hands together, Jessica offered a broad grin to the rest of the group. "Well that was close! You almost died, poor robot! Who cares what the town thinks, I'm sure you didn't mean to blow up their silly junkpile."

She considered the others then gave a bright grin (revealing pointed incisors) and extended one hand, which upon close inspection glowed with a mild phosphorescent green, as did all of her exceedingly pale skin. "My name is Jessica, and since we're going to be hunting malfunctioning robots (not good robots like ours!) I think we should all introduce ourselves! I'm from the Great Benearth, as you can probably tell."

ritorix
Jul 22, 2007

Vancian Roulette


FRED

After the mayoral rebuke, Fred walks away slowly, his head pointed downward. His lone eye now glows a dim blue color, flashing slowly. He almost seems sad.

When he again speaks, his voice sounds like a small child. A small child that is very, very sad.

"Fred...sorry. Fred promise to be good! Please don't make Fred go aw**APOLOGY ROUTINE INTERRUPT: ERROR IN 0x0EAC3D1**"

Fred's eye returns to his normal red color and he returns to the group. He seems back to normal, whatever that means.

Ryuujin
Sep 26, 2007
Dragon God

Smithsonian

Smithsonian doesn't quite understand just what FRED is saying, as Bailey interjects his own unsure worries Smithsonian agrees. "Yeah that sounds bad, big word like that."

Again he finds that he agrees with the fire bug when they witness Jessica's robo-medical attempts. He calmly watches the explosion, and the mayour exploding in anger and stomping back into town. "Huh. Does that mean we are going to have to do without the fuel?"

He spins around without lifting his feet and looks toward the others. "I am Smithsonian, perhaps some of you have seen me around the village? Ah but perhaps not like this? I am from somewhere out that way." He vaguely motions toward the east.

CommaToes
Dec 15, 2006

Yeah, she died, like, twenty minutes after that.


Hermanubis Jr. (Junior)

Seeing the gate close behind him, Junior calls to the Mayor. "Hey! Can I at least get my stuff? I'm not fighting in this blazer!"

Immediately a canoe full of junk and equipment is tossed over the gate. "Great!" Junior says as he claps his hands together and turns to the group.

"Jessica, Smithsonian, robot, bug, a pleasure to meet you all formally. I've seen most of you around these parts but never introduced myself. I'm Junior. I was named after my father, I think, but he had a dumb name, so I just go by 'Junior'." He offers his hand to shake.

ObMeiste
Oct 7, 2003

The Boss doesn't like you. Get out now or you'll have some real trouble.

Bailey

As the group takes a moment for proper introductions, Bailey aknowledges each of his new companions and puts their names to memory. He gives FRED a momentary look of concern, only for it become one of puzzlement as the robot's brief strange child-like wave of guilt vanishes as quickly as it came.

After Junior introduces himself, Bailey slips his camera back into one of his outfits many pockets and takes the offered hand.
"Well my name's Bailey," he says and looks to everyone as he shakes the jackalheaded man's hand. "I'm rather new to these parts, originally more from the south of here." He looks somewhat sheepish to Smithsonian. "So you'll have to excuse if I'm bit of ignorant of some of your reputations...And well I suppose customs, protocols and oh burial rites. But hopefully we'll get to know one another well on this robo-hunting trip!"

The young insectoid beams brightly, literally as his optimism unconciously generates a glowing heat to his carapace.
As he begins to cool again he puts two digits past his mandibles to his mouth and gives a distinct whistle. This signals for a mutated broody dark blue six-legged horse to spring from it's hiding place among the brush.
As it approaches, Bailey takes the horse's reins and looks back to his companions.

"So uh..." he gives FRED a guilty look of his own. "How was it you tracked robots? I sort of missed that part of your uh, lecture?."
He glances to the others as well for help.

ObMeiste fucked around with this message at Feb 27, 2011 around 06:14

Dark080matter
Aug 26, 2010

Hold still Slick.

Something in your eye.




"So... FRED, Smithsonian, Junior, and Bailey! Now that's out of the way we can go, I guess."

She glanced about in search of the tracks and scorch marks that would be evident from the robot raids, then stopped abruptly.

"Hey, before we saw the scrap pile and FRED nearly broke down (poor little robot!) didn't the mayor say something about the Archivists coming to Dlooth a few years back?" The vampiress thought about that for a few long moments before waving it off. "...Whatever, it was probably completely unimportant!! Forwards, brave exploding-robot hunters!"


Conspiracy check for the Archivists: 1d20+5 10

Cut my dice into pieces, this is my last roll come up short...

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.


Jessica only: You have heard of the Archivists before but very little. Someone said something about how they like technology.

CommaToes
Dec 15, 2006

Yeah, she died, like, twenty minutes after that.


Hermanubis Jr. (Junior)

Taking off his blazer and placing it into the canoe, Junior picks up a kevlar vest with metal plates riveted onto the shoulders and various other places. He puts on the vest and picks up his trusty parking meter before addressing the group.

"The Mayor says a lot of things, Jessica. In fact, I distinctly remember him saying that he wanted us to follow the tracks of the robots and 'take care' of this problem. The tracks are to the west, but let's see what else I can pick up." The demigod then closes his two regular eyes as his centre eye emits a glowing green light.

Figuring out where the robots are coming from. Perception + 8.: 1d20+8 18

Lets see what I can perceive about the tracks.

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.


Near the wall, there begins a very clear set of tire tracks. The tracks lead almost due west without any deviation. Nothing can be seen in the distance that way other than the tire tracks continuing until they are out of sight.

CommaToes
Dec 15, 2006

Yeah, she died, like, twenty minutes after that.


Hermanubis Jr. (Junior)

"Using my Godly powers of second sight, I can say with 100% certainty that we need to go west."

He then opens his eyes. "And using my ordinary powers of normal vision I can confirm that ascertation."

Ryuujin
Sep 26, 2007
Dragon God

Smithsonian

"West, of course." Smithsonian glances at the various tracks, not all that unlike his own, sometimes. He looks back toward the closed off village, "Ah I hate to part with you my precious wheels, um and the truck around you I guess, but the Mayor quite forgot to give us any fuel and I would hate more to abandon you to the harsh wastes and wilds, at least here I will know were to find you."

He gives a sad sigh before turning back west. His body shifts and flows and where an old man, with tiny pop out rollerskate wheels hidden on the bottom of his feet, once was now stands a fancy 3-wheeled vehicle, the front taking on a somewhat animated and face like quality. "Well unless we have anything else to do here we may as well start our westward journey."


Like this

Do we have all our equipment, except the exceptionally large stuff like the truck which would have required fuel anyway? Do we start out with enough ammo as starting chaacters to use our guns for one encounter, unless we ration the ammo?

ritorix
Jul 22, 2007

Vancian Roulette


FRED


"Shotgun!"

Dark080matter
Aug 26, 2010

Hold still Slick.

Something in your eye.


Jessica

Jessica turned blank eyes on the sudden exclamation from the robot before wising up to the game.

"Uh... I'll take the wheel!"

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.


The group begins heading westward falling the tracks. After a few hours of travel, a whirling and buzzing noise can be heard in the distance. Starting as a dot on the horizon, a small robot can be seen moving eastward. It appears to be moving through the exact same tracks the group is tracking.

As it gets closer, it does not even seem to notice the existence of your group. Thinking back to the scrap metal pile outside Dlooth, parts of this robot certainly look familiar. Is it heading to Dlooth now?

ObMeiste
Oct 7, 2003

The Boss doesn't like you. Get out now or you'll have some real trouble.

Bailey

At the sight of the approaching robot, Bailey emits a clicking chirp to his mount before pulling at the reins to slow it's pace. The firebomb beetle peers out at their first hunted down robot, noting the obvious similarities to it and the remains of those back at the town walls.
"Looks like another of Dlooth's harassers," Bailey notes. "We'll have to stop it here before it causes any trouble back in town."
Bailey pulls up his oversized rifle from the horse's side, loading it quickly with a bottle-sized bullet. A thought occurs though and he halts in his arming process to look over at FRED.
"Could we possibly just disable it?" he asks, "or can you speak robot-eese to talk it out of being a jerk?"

Thinking of ways to stop robot without outright blowing it up again(mechanics check): 1d20+7 23

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.


Bailey: There doesn't seem to be any way to impede the motion of the robot. And if these robots are as unstable as the Mayor made them out to be, approaching it might not be the best decision.

Ryuujin
Sep 26, 2007
Dragon God

Smithsonian

Smithsonian too slows to a stop, the only difference is he maneuvers himself such that he blocks the path the robot would have to take if it continued to traverse along the tracks. He was curious as to what would happen, how it would react. "If this turns violent try to avoid the poor wheels."

Mordiceius
Nov 10, 2007

Believe those who are seeking the truth. Doubt those who say they have found it.




The buzzing robot continues along the path until it reaches Smithsonian. Before a collision can occur the robot stops. The whirling noise begins to pick up as a robotic voice can be heard, "Threat detected! Initiate... initiate... initiate **BZZZTTTTTTT**fensive protocol!"

Within a flash the robot explodes. Shards of metal shoot outward towards Smithsonian, scraping across his exterior.

Smithsonian takes 5 damage.

Mordiceius fucked around with this message at Mar 8, 2011 around 03:52

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Ryuujin
Sep 26, 2007
Dragon God

Smithsonian

"Ow! Guess I should have expected an explosion. These things seem to have a problem with a deviation from whatever they are supposed to do."

The scraped motor vehicle begins to frantically look amongst the wreckage. "The wheels! The wheels are they ok?" He searches for any sign of the robots treads.

pre:
Smithsonian
Stats                                           Wheeled Forms
HP:       25/30 (bloodied 15)                   [-] Maximum Overdrive
Init:     +2                                    [-] Shapeshifter's Feint
AC:       18 (heavy armor)                      [ ]
Fort:     15                                    [ ]
Reflex:   16                                    [ ]
Will:     14                                    [ ]

Combat Modifiers
+2 Dark overcharge     
Can shift 1 as a minor action.
Ignore difficult terrain.

Mutation
Resist Necrotic 10
Immune Life Leech, with side effects for leecher

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