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Everything posted by The Legonater
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Dean looks back at the airlock, a horrified expression still on his face. I... I understand... I just... stars, how did it come to this? The eye follows Merei as she steps over to the body, and finds a dog tag identifying him as Quincy Shaw. At this, the eye turns back to face Zaria. Kirwin finds the room cleared of any Hydra. The cargo cell is wide open, leaving the contents available for access.
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Round Five: Merei moves to A4 Merei steps into airlock Kirwin moves to A4 Kirwin steps into airlock Zaria moves to A4 Zaria steps into airlock Varen moves to A4 Varen steps into airlock Viper moves to A4 Viper steps into airlock The group makes an expeditious retreat as the doors open. One by one they shuffle into the airlock, racing as a veritable wave of Hydra surges across the cargo bay after them. Zaria has to practically drag Dean from his catatonic state into the chamber. Kirwin waits impatiently at the airlock doorway, slamming the button to close the doors as Viper leaps through. The mass of Hydra congeals into a single entity hurtling at the airlock, but the doors seal before it with a pneumatic hiss. There is a moment of pause before a squealing sound reverberates in the chamber. Varen spots a small Hydra tendril on the ground, and crushes it with his boot. Everything falls back into silence, save for the cycling of the airlock and the still-surging Hydra muffled beyond the doorway. Loot: ITA Badge Dean's Birthday Gift Plasma Potion Everyone gains 1 Character Point for surviving the horde! Well, that could have been a hel of a lot worse, I suppose. I'm sorry... I'm... I'm so... He stares uncomfortably at Zaria's blade, still dripping with Duncan's blood. There is a cold, frozen stillness in the airlock before it opens to Container Gamma. Its layout is the same as Beta's, two rooms, and a central cargo chamber at the end of the corridor. The sights are, at this point, hauntingly familiar. A corpse lies against the container floor with Hydra tendrils all around him. An eye has grown on the nearest Hydra stalks, and gazes at the group unblinkingly.
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MM Note: I’ll get the spores back in a minute. As much fun as it would be to roll this round by round, the way I’m going to rule it as once you take an action to enter the airlock, you’re off the board. So no one should need to be in conflict with each other.
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Round Four: Merei rallies Viper (+3) Kirwin defends themself (+1) Zaria casts Interposing Ward on herself (+5) Viper vs Calyx A - (2, 4, 5, 3, 6, +1, -1) Three successes vs. (3, 2) Zero successes = Three damage Varen vs Calyx A - (3, +1) One success vs. (1, 1) Zero successes = One damage Hydra Sprout A moves to D3 Hydra Sprout A vs. Viper - (6, 6, 1, +1) Three successes vs. (1, 1, +1) One success = Two damage Hydra Sprout C vs. Kirwin - (5, 5, 2, +1) Three successes vs. (3, 6 +1) Two successes = One damage Hydra Sprout D vs. Merei - (1, 4, 6, +1) Three successes vs. (1, 2, 4, 4, 1) Two successes = One damage Hydra Calyx B moves to E6 Hydra Calyx B vs. Varen - (4, 5, 3, +1) Three successes vs. (6, 1) One success = Two damage Hydra Calyx A vs. Zaria - (2, 3, 3, +1) Three successes vs. (2, 3, +1, +5) Six successes = Zero damage Hydra Meiospore A moves to G3 Hydra Meiospore A vs. Viper (5, 3, 3, 1, +1) Two successes vs. (6, 5, +1) Three successes = Zero damage Hydra Meiospore B vs. Zaria (2, 6, 1, 1, +1) Two successes vs. (6, 4, +1) Three successes = Zero damage Hydra ???? enters combat Things get bloody as the mass of Hydra crashes into the party. Zaria whispers a prayer and casts a shimmering shield over herself while Kirwin preps their drone and flamethrower to scare off anything that attacks. Merei gives an encouraging word to Viper, who opens fire on the nearest Calyx with Varen. They're able to sned hunks of liquid flesh flying off the creature, but are not able to put it down for good. The amorphous mass of Hydra attacks, hacking and slashing at the party and chipping away at their steady defenses. Only Zaria, still shielded, is able to get away unscathed. The Meiospores spit globs of acid into the crowd but, miraculously, none of the party is hit. Behind them, the airlock dings pleasantly and the door swings open. They're barely able to appreciate the relief when a rumbling violently shakes the room. Looking up, they see a giant hand-like configuration of Hydra crawling over crates, barreling towards them. Time is tight. Airlock is open. To enter airlock, end your position turn on A4 and take an action to step inside. The Enemy: Hydra Sprout A Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 5 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout C Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Aether BrewInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Calyx A Vitality: 6/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: 10 Credits, Plasma Potion Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Calyx B Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: Aether Brew x2 Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Meiospore A Vitality: 3/3 Velocity: 1 Skill: 2 Smarts: 3 Proficiencies: Artillery Weapons 4, Nature 1, Survival 1 Equipment: Sack of Acid, 5 Credits Innate: Acid Spit (Standard Artillery Weapon, poisons) Passive Ability: Propagation - Forgoes an attack turn to add its Skill to its Velocity stats for its Position action Hydra Meiospore B Vitality: 3/3 Velocity: 1 Skill: 2 Smarts: 3 Proficiencies: Artillery Weapons 4, Nature 1, Survival 1 Equipment: Sack of Acid, Plasma Potion Innate: Acid Spit (Standard Artillery Weapon, poisons) Passive Ability: Propagation - Forgoes an attack turn to add its Skill to its Velocity stats for its Position action Hydra ???? Vitality: 20/20 Velocity: 1 Strength: 3 Skill: 3 Smarts: 1 Proficiencies: Melee Weapons 5, Long Range Weapons 2, Nature 2 Equipment: None Innate: Crushing Hand (Calibrated Kinetic Melee Weapon), Long Reach (Calibrated Kinetic Long Range Weapon) Passive Ability: ??? The Party: Kirwin (karmajay)Character Points: 4/17 Vitality: 3/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 3 Hampering Minor Chemical Contained grenades, 2 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 3/17 Vitality: 2/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 0/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 4/16 Vitality: 3/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 4/18 Vitality: 6/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 1/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour), Farsight GogglesInventory: Plasma Potion (3), Aether Brew, Essence of Toughness, Holoscroll (Enhanced Vision), Repulsor (Armour Attachment +1 to Defend Rolls when wearing this armor) Viper Carpathia (Will take suggestions) Vitality: 5/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
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Round Three: Merei moves to B3 Merei defends herself Kirwin defends Viper Zaria drinks a plasma potion (4) Viper vs Sprout B - (5, 5, 3, 4, 5, +1) Five successes vs (4) One success = Four damage Viper moves to C3 Varen moves to C5 Varen drinks a plasma potion (5) Hydra Sprout A vs. Zaria - (6, 1, 6, +1) Three successes vs. (2, 2, +1) One successes = Two damage Hydra Sprout C moves to B5 Hydra Sprout C vs. Kirwin - (1, 6, 1, +1) Two successes vs. (5, 4 +1) Three successes = Zero damage Hydra Sprout D moves to C4 Hydra Sprout D vs. Viper - (2, 2, 4, +1) Two successes vs. (4, 2, 1, +1) Two successes = Zero damage Hydra Calyx B moves to F5 Hydra Calyx B vs. Varen - (6, 2, 3, +1, -1) One success vs. (3, 1) Zero successes = One damage Hydra Calyx A moves to F2 Hydra Calyx A vs. Zaria - (2, 4, 3, +1) Two successes vs. (1, 4, +1) Two successes = Zero damage Hydra Sprout B death roll (4) Hydra Meiospore A, B enter combat - initiative rolls: Hydra Meiospore A - (5) One success Hydra Meiospore B - (3) Zero successes The battle intensifies as the Hydra close in. Zaria and Varen both down potions, recovering their health, while Kirwin readies their flamethrower and Merei prepares herself for the struggle. There is a maelstrom of whirling tendrils and gnashing teeth. Viper rolls past Varen, annihilating one of the sprouts as he moved. Zaria shrugged off a hit from a calyx, but in doing so stepped in the path of a hungry sprout. The heat from Kirwin's flamethrower shakes off both a sprout attacking them as well as one going after Viper. The other calyx goes after Varen, but the lawyer is able to shrug off the worst of the attack. The heroes are so thick in the battle they barely notice as two new Hydra creatures form at the top of the crate summit, ready to strike the group from afar. One turn before airlock opens. The Enemy: Hydra Sprout A Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 5 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout C Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Aether BrewInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Calyx A Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: 10 Credits, Plasma Potion Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Calyx B Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: Aether Brew x2 Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Meiospore A Vitality: 3/3 Velocity: 1 Skill: 2 Smarts: 3 Proficiencies: Artillery Weapons 4, Nature 1, Survival 1 Equipment: Sack of Acid, 5 Credits Innate: Acid Spit (Standard Artillery Weapon, poisons) Passive Ability: Propagation - Forgoes an attack turn to add its Skill to its Velocity stats for its Position action Hydra Meiospore B Vitality: 3/3 Velocity: 1 Skill: 2 Smarts: 3 Proficiencies: Artillery Weapons 4, Nature 1, Survival 1 Equipment: Sack of Acid, Plasma Potion Innate: Acid Spit (Standard Artillery Weapon, poisons) Passive Ability: Propagation - Forgoes an attack turn to add its Skill to its Velocity stats for its Position action The Party: Kirwin (karmajay)Character Points: 4/17 Vitality: 4/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 3 Hampering Minor Chemical Contained grenades, 2 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 3/17 Vitality: 3/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 0/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 4/16 Vitality: 4/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 4/18 Vitality: 4/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 1/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour), Farsight GogglesInventory: Plasma Potion (3), Aether Brew, Essence of Toughness, Holoscroll (Enhanced Vision), Repulsor (Armour Attachment +1 to Defend Rolls when wearing this armor) Viper Carpathia (Will take suggestions) Vitality: 7/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
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Round Two: Merei rallies Viper (+3) Kirwin defends themself (+1) Zaria defends herself (+2) Varen vs. Hydra Sprout B - (5, 6, 5, 5, +1, -1) Four Successes vs. (6) One Success = Three damage Viper defends Varen (2) Hydra Sprout A moves to E3 Hydra Sprout A vs. Zaria - (4, 6, 2, +1) Three successes vs. (3, 3, 4, 1 +1) Two successes = One damage Hydra Sprout C moves to D5 Hydra Sprout C vs. Viper - (4, 4, 4, +1) Four successes vs. (4, 5, 6, 1, +1) Four successes = Zero damage Hydra Sprout B moves to D3 Hydra Sprout B vs Varen - (4, 4, 6, +1) Four successes) vs. (3, 5, 4, 1) Two successes = Two damage Hydra Sprout D moves to E6 Hydra Calyx A, B enter combat - initiative rolls: Hydra Calyx A - (2, 3) Zero successes Hydra Calyx B - (5, 2) One success The party readies themselves to hold the line as the sprouts charge. Merei uses her wisdom to line up Viper's position, while Kirwin and Zaria brace themselves for the coming onslaught. Viper fires the first shot, putting a blast through the length of one sprout and almost eliminating it outright, were it not for its alien flexibility. In a fury, the sprout bares down on Varen. Acting fast, Viper is able to push the sprout off of the lawyer before it is able to down him, but it still scratches deep through Varen's clothes. The mercenary is able to shrug off a sprout himself, whilst Zaria pushes off a third sprout as it digs into her skin. Looking up, the heroes see two calyxes cross the summit of crates. They're not nearly out of this yet. Two turns before airlock opens. The Enemy: Hydra Sprout A Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 5 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout B Vitality: 2/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Plasma PotionInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout C Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Aether BrewInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Calyx A Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: 10 Credits, Plasma Potion Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Calyx B Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: Aether Brew x2 Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier The Party: Kirwin (karmajay)Character Points: 4/17 Vitality: 4/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 3 Hampering Minor Chemical Contained grenades, 2 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 3/17 Vitality: 3/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 0/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 4/16 Vitality: 1/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 4/18 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 1/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour), Farsight GogglesInventory: Plasma Potion (3), Aether Brew, Essence of Toughness, Holoscroll (Enhanced Vision), Repulsor (Armour Attachment +1 to Defend Rolls when wearing this armor) Viper Carpathia (Will take suggestions) Vitality: 7/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
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Heroica: Glory Amongst The Stars - General Discussion
The Legonater replied to Waterbrick Down's topic in Heroica! The RPG!
Heroica shouldn't take priority over life. While it's always nice when everyone is able to keep on the same pace, work/family/etc. are all going to take precedent over the fun communal story-telling game. -
MM Note: Going to let @karmajay reply to this before posting. Also thanks to Zeph for posting an action for Varen; I hope you've been alright, @KotZ! No pressure if things have been busy!
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Round One: Merei moves to A5 Merei initiates the airlock cycle Kirwin defends Merei (+1) Zaria vs. Duncan - (4, 6, 4 +1) 4 Successes vs. (4) One success = 3 damage Varen rallies himself (+2) Viper defends himself (+2) Hydra Sprouts A, B, C, D enter combat - initiative rolls: Hydra Sprout A - (5) One success Hydra Sprout B - (2) Zero successes Hydra Sprout C - (6) One success Hydra Sprout D - (2) Zero successes Merei charges past Duncan to the airlock controls, starting up the cycle that comes between them and safety. Kirwin's drone follows, protecting Merei from any potential danger. As Merei rushes by, Zaria coldly steps towards what remains of the ITA officer. She flips the khopesh into her hands. Looking past the human and seeing only the parasite, Zaria swings her blade and cuts the man in twain before he can even attack. Not satisfied, she comes around for a second attack to bisect the tendrils connections and render it innert. But the party is hardly safe yet. Varen and Viper ready their weapons side-by-side as the first wave of the Hydra crest over the line of crates, a group of smaller sprouts with their mandibles gnashing hungrily. Three turns before airlock opens. The Enemy: Hydra Sprout A Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 5 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout B Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Plasma PotionInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout C Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Aether BrewInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. The Party: Kirwin (karmajay)Character Points: 4/17 Vitality: 5/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 3 Hampering Minor Chemical Contained grenades, 2 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 3/17 Vitality: 3/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 0/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 4/16 Vitality: 3/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 4/18 Vitality: 4/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 1/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour), Farsight GogglesInventory: Plasma Potion (3), Aether Brew, Essence of Toughness, Holoscroll (Enhanced Vision), Repulsor (Armour Attachment +1 to Defend Rolls when wearing this armor) Viper Carpathia (Will take suggestions) Vitality: 7/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
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MM Note: I'm realizing I can just specify that you need to be in A5 to activate the switch. Merei and Kirwin are both two squares away, the rest of the party are all three squares away. I've docked you the Aether Brew, but just to be clear, Merei didn't have the spirit for the second set of healing, right? I counted both into the current health pools, so with only one set Kirwin would be at 5/6 and Varen would be at 3/5. MM Note: Another point of clarity, no one can enter the airlock until the three turns of cycling out the air have passed.
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Merei Religion Check (DC 1/3) - (3) 0 Success Merei cautiously steps towards Duncan. One of his arms has turned entirely into the Hydra substance, as well as one of his legs. Reaching out her hands and keeping her distance, Merei attempts to burn the Hydra out of Duncan, but it reacts differently than it did before. Duncan's hand twitches as the tendrils recoil, but instead of fleeing, they dig back into Duncan's hand. Merei casts Healing Light - (2, +1) 1 Vitality restored. In a panic, Merei reaches out, trying to mend Duncan's injuries. Her burning magic covers Duncan's body, trying to patch together his many injuries, but it's not able to act faster than the Hydra is. Agitated, the substance surges through the officer's body. For a moment Duncan collapses and goes still. Then, the body of Duncan rights itself, and turned to give a fixed stare at Merei and Kirwin. ▂▂▃▃▄▄▅▅! An unholy screech erupts from within Duncan's body. The room shakes. There is a brief moment where all is still, but the quiet is broken by the sound of shifting that reverberates all throughout the cargo container. Skittering and slithering echoes all around the party. Looking past the convulsing mass that is Duncan, Kirwin and Merei settle on the glowing control panel for the airlock. There may only be one way out of this... PREPARE FOR BATTLE! Kirwin Initiative Check - (4) One success Merei Initiative Check - (5, 1) One success Varen Initiative Check - (2, 2) Zero successes Zaria Initiative Check - (3, 5, 2) One success Duncan Initiative Check (2, 1) Zero successes The Enemy: Duncan Vitality: 3/3 Velocity: 2 Strength: 2 Skill: 1 Smarts: 3 Proficiencies: Insight 1, Short Range Weapons 1, Technology 1 Equipment: ITA Badge, Birthday gift for Dean Innate: Hydra Parasite (Calibrated Kinetic Short Range Weapon) The Party: Kirwin (karmajay)Character Points: 4/17 Vitality: 6/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 3 Hampering Minor Chemical Contained grenades, 2 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 3/17 Vitality: 3/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 0/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 4/16 Vitality: 5/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 4/18 Vitality: 4/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 1/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour), Farsight GogglesInventory: Plasma Potion (3), Aether Brew, Essence of Toughness, Holoscroll (Enhanced Vision), Repulsor (Armour Attachment +1 to Defend Rolls when wearing this armor) Viper Carpathia (Will take suggestions) Vitality: 7/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon) Cargo Fight Rules: - Every round a new wave of Hydra creatures will arrive - If a hero is at any point in their turn adjacent to the airlock controls (symbolized by the glowing yellow panel) they can use an action to initiate the airlock cycle - Once the airlock is initiated, it will take three turns to cycle through the air and open to the party. After these three turns, the airlock will close again once all the party members pass into the airlock. This will end combat.
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I- we- that thing in Engineering attacked us! We were able to jump through the airlock, but Duncan got hurt - he got hurt bad. I think it swiped his shin or something, cut him right to the bone. We were able to patch him up and... I don't know, he seemed fine. He was still walking, somehow, so we pushed through. I thought he was getting better! He looked like he was healing! But then we got to the other side of that damn maze and... he just started shaking. He's... he's going to be okay, right? He can shake this off! We've always been able to shake things off... to keep moving...
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MM Note: Or I'll post because Zeph got on that very quickly. Kirwin throws up a drone, and begins leading the way alongside Zaria. Merei quickly picks up the trail as well, leaving Varen to follow behind, gun at the ready. With careful steps, the group moves through the cargo bay, careful not to disturb any of the Hydra. When they successfully get to the other side of bay they breathe out a collective sigh of relief, and Zaria, Merei, and Kirwin all feel a little more experienced. They aren't able to rest for very long, however... Standing before the functioning airlock to Container Gamma are Dean and Duncan. Dean appears to have lost his glasses and is in something of a panic; behind him, Duncan is hunched over, convulsing against the bulkhead. Thank the gods you're here! Please, help! You have to do something!
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Zaria reaches the top of a stack of boxes, and looks down on the cargo hold, seeing the array of Hydra creatures and cargo crates below her. Quickly, Zaria figures the party will need to through without waking the mass of Hydra in the room. It wouldn't take much for these creatures to overwhelm them. She drops down and regales the party with her information. While the Hydra are currently sleeping, the party is aware from their fights of how sensitive the Hydra is... Maze Rules: The party starts in the lower-left doorway. The goal is to get to the top right doorway without waking any Hydra. The party wakes a Hydra when they pass in front of its sight line. Despite being asleep, the Hydra still have tremendous forward senses. Each Hydra has a direct line down which they will sense movement if the heroes pass through it, but their sight line is blocked by any cargo that passes in between the party and the Hydra. The heroes can get as close as they want to the Hydra so long as they don't pass in front of its vision. Send the MM a PM within the next 24 hours featuring the solution to the maze (the easiest way to do this would probably be to copy the image and draw a line from one end to the other) for a bonus character point.
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MM Note: All the Hydra are currently asleep - are you sure you want to do that? No problem if you are, I just want to double check.
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Viper cradles the gun in his hands for a beat before stuffing it in a holster. I appreciate the vote of confidence. Let's hope it doesn't blow up in our face, eh? The group steps back into the cargo hold. Surrounded by crates with little clear way to proceed, the party again finds themselves wishing they could get a higher perspective. MM Note: The last image appeared way darker than intended on most screens, so I've lightened it up a little. It shouldn't change anything, just gives a better visual.
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MM Note: To be clear, the passageway to the next container is through the main cargo hold.
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From this vantage point it is impossible for Merei to look around the entire cargo space, obstructing her search for the bodies. She steps back out into the corridor, joining Varen, Zaria, and Viper.
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Viper stands up and walks out his cell, stretching as he does. Zaria can clearly hear the audible creaking and popping of bones as he adjusts his knees, shoulders, and neck. Gonna be honest, love - I'm not sure I'm gonna be much use in a fight against... whatever those things are. I don't have a solid blaster with me, and I'm a bit outta practice given... prison and all that. Besides, he glances down the corridor and into the sight Merei and Kirwin have uncovered, I'm not exactly sure I want to risk my head any more than I have. I'll leave you the choice, though, you seem to have some know-how. If you want to put up the effort protecting my hide, I'll come along. If not, I can stick back here or find a spot to hide somewhere else. I'm content either way.
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Merei and Kirwin step into the room that makes up the majority of the container, a large space with a high ceiling filled wall-to-wall with crates and boxes of all sorts. Given Valencia's rocky journey, the crates have been jostled around out of their typically organized configuration. The mass of cargo obscures their vision of the space, making it difficult if not impossible to see the entirety of the room from their vantage. They do, however, see a Hydra Sprout in front of them, laying in some sort of prone position, its eye apparently closed. Merei and Kirwin freeze, watching the creature - it seems to be still, perhaps even sleeping, though low insect-like chittering still emerges from it as it sub-consciously breathes. The more they wait, the more they hear similar chittering all around them, echoing off the high walls of the container.
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Kirwin Technology Check (DC 3) - 5, 4, 1, 3, 5 (Three successes) Hearing Zari's voice, Kirwin works away at the console, and before long, has the shield down. Zaria watches as the faint shimmer fades from view, and the lock on the cell door blinks to a pleasant green. Well, how about that?