STAR WARS ROLE PLAY star wars the old republic d20 role play, what is your character's story? |
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Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Sun 30 Sep - 19:11 | |
| The member 'Skye' has done the following action : Dice Roll
#1 'd20' : 11, 11
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#2 'd20' : 4, 3 |
| | | Pax Holocron Admin
Posts : 904 Experience : 1128 Join date : 2016-12-07
Character Sheet Health Points: (100/100) Shield Points: (75/100) Armor Percentage: (50/100)
| Subject: Re: JEDI EXTRACTION Sun 30 Sep - 23:21 | |
| Skye |5 Bolts Damage| Wall Turret 2 Skye Survival Success: It appears that left wall is weak - Round14:
Lindrala (177/136HP) Aya (36/36HP) (Maintaining the Force Field)Murriel Oyo (45/108HP) Axo Skye (102/102HP) ►Benna (2/72HP) Aspen (42/42HP) Wall Turret1 (45HP|20SP)(5AC|15AB|10DC)(0REF|0FOR|0WILL|7COM)(Damage 30 Bolts|18-20x2) Wall Turret2 (25/45HP|0SP)(5AC|15AB|10DC)(0REF|0FOR|0WILL|7COM)(Damage 30 Bolts|18-20x2) (Frozen R15)HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (Murriel Hack Round18)- HXI-55 Juggernaut:
This model greatly reminds on HXI-54 Juggernaut but is smaller in size and has few modifications, most obvious are strong empire colors. It stands heavy at the passage, blocking it, while wall turrets support with massive damage, capable of destroying weak walls. It's attacks deal 50 points of electric damage to initial target, and -10 points of electric damage to next target in chain, maximum 3 targets. For chain to connect, targets must be within 3 squares of each other. If all 3 targets are connected they are automatically stunned for 1 round. Critical Hits stun automatically. Reflex save for half damage. While lightsabers can protect you from direct hit, they do not stop the chain, you have to be missed (reflex) to stop the chain. Mist of Nightmare: Conjured by the Grand Necro Witch, with assistance of the Grand Mind Witch, the Mist of Nightmare uses the energy collected from the dreams and nightmares of Dathomorian inhabitants that the witches have invaded during their centuries long slumber. The nightmare creatures can cross over to the real world as manifestations but they cannot go far away from the mist, they however can enter the barrier. This dark art of the Force slays living creature that finds its way inside the mist. If the living creature stays longer than 1 full round within the mist, it must make Fortitude 17 or die and rise as zombie in next round, if wins then it loses half of its maximum health points (25% if cyborg). Creatures that are within the mist gain 50% concealment. A Force User may create a field safe for living, centered at the caster with 5 square radius. The caster is unable to use standard actions, free actions, or full round actions. It can use only 1 move action per round and when doing so, it must win Use the Force DC or the field radius will shrink by 1 square each time it fails. The closer to the Grand Necro Witch, the stronger Mist of Nightmare becomes, and higher Use the Force DC will be required. Hall part1: Use the Force 5DC Hall part2: Use the Force 10DC Hall part3: Use the Force 15DC If the caster flawlessly reaches the GateWay point 1J, move actions will remain default and carry over to next hall part. If the caster fails even one DC, the Mist of Nightmare will affect the caster, reducing the movement speed by 1 square for entire next hall part, making the caster more tired and slowing the movement down to minimum 1 square per movement action at Hall part3. Reahcing GateWay 1J in the Hall part3, without any failed Use the Force since the start of Hall Part1, unlocks special option. Coordination of chosen specialist will be commanded by the protagonist as a free action during her turn. Aura of Force Disturbance: All hostile beings within the area suffer 90% penalty to all Use the Force skill results. Lindrala's Grasp: Target loses 10hp per round, and loses 1 field range on the Force Barrier against Mist of Nightmare. Target is unable to move and be moved. The hand persists until destroyed. Anomaly of Light Side Energy S11: In presence of Master Lindrala, force energy manifested in the middle of Mist of Nightmare. But it cannot withstand for long. At start of round 6 it will expire if not collected. Eligible: Aspen, Lindrala. Orbs collected 1/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
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| | | Benna
Posts : 191 Experience : 639 Join date : 2017-06-06
Character Sheet Health Points: (72/72) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Mon 1 Oct - 9:26 | |
| Benna steps back behind Oyo muttering to herself but several keywords might have been loud enough for the group to notice
#?%!¤!!"¤)= driods %/""#!!§> and turrets "!#%/(¤&(%# blasted stupid siths and all their &"//#%%"#¤#¤!!
Move Action: L1 -> J4 Standard Action: Medpack (rank 2): 10 + 2 (int) Target: Benna |
| | | Aspen
Posts : 70 Experience : 99 Join date : 2017-08-25 Age : 26 Location : MD
Character Sheet Health Points: (42/42) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 15:59 | |
| Aspen runs up beside Aya and asks: "You sure she is a jedi Because that was not very jedi like"
Move Action: L8 to K6 Standard action: Healing orbs (x2)Benna, (x1)Oyo |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 15:59 | |
| The member 'Aspen' has done the following action : Dice Roll
'd20' : 2, 4, 19 |
| | | Pax Holocron Admin
Posts : 904 Experience : 1128 Join date : 2016-12-07
Character Sheet Health Points: (100/100) Shield Points: (75/100) Armor Percentage: (50/100)
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 17:09 | |
| Benna |Heal 12hp| Benna Aspen |Heal 2x18hp| Benna Aspen |Critical Heal 36hp| Oyo - Round14:
Lindrala (177/136HP) Aya (36/36HP) (Maintaining the Force Field)Murriel Oyo (81/108HP) Axo Skye (102/102HP) Benna (50/72HP) Aspen (42/42HP) ►Wall Turret1 (45HP|20SP)(5AC|15AB|10DC)(0REF|0FOR|0WILL|7COM)(Damage 30 Bolts|18-20x2) Wall Turret2 (25/45HP|0SP)(5AC|15AB|10DC)(0REF|0FOR|0WILL|7COM)(Damage 30 Bolts|18-20x2) (Frozen R15)HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (Murriel Hack Round18)- HXI-55 Juggernaut:
This model greatly reminds on HXI-54 Juggernaut but is smaller in size and has few modifications, most obvious are strong empire colors. It stands heavy at the passage, blocking it, while wall turrets support with massive damage, capable of destroying weak walls. It's attacks deal 50 points of electric damage to initial target, and -10 points of electric damage to next target in chain, maximum 3 targets. For chain to connect, targets must be within 3 squares of each other. If all 3 targets are connected they are automatically stunned for 1 round. Critical Hits stun automatically. Reflex save for half damage. While lightsabers can protect you from direct hit, they do not stop the chain, you have to be missed (reflex) to stop the chain. Mist of Nightmare: Conjured by the Grand Necro Witch, with assistance of the Grand Mind Witch, the Mist of Nightmare uses the energy collected from the dreams and nightmares of Dathomorian inhabitants that the witches have invaded during their centuries long slumber. The nightmare creatures can cross over to the real world as manifestations but they cannot go far away from the mist, they however can enter the barrier. This dark art of the Force slays living creature that finds its way inside the mist. If the living creature stays longer than 1 full round within the mist, it must make Fortitude 17 or die and rise as zombie in next round, if wins then it loses half of its maximum health points (25% if cyborg). Creatures that are within the mist gain 50% concealment. A Force User may create a field safe for living, centered at the caster with 5 square radius. The caster is unable to use standard actions, free actions, or full round actions. It can use only 1 move action per round and when doing so, it must win Use the Force DC or the field radius will shrink by 1 square each time it fails. The closer to the Grand Necro Witch, the stronger Mist of Nightmare becomes, and higher Use the Force DC will be required. Hall part1: Use the Force 5DC Hall part2: Use the Force 10DC Hall part3: Use the Force 15DC If the caster flawlessly reaches the GateWay point 1J, move actions will remain default and carry over to next hall part. If the caster fails even one DC, the Mist of Nightmare will affect the caster, reducing the movement speed by 1 square for entire next hall part, making the caster more tired and slowing the movement down to minimum 1 square per movement action at Hall part3. Reahcing GateWay 1J in the Hall part3, without any failed Use the Force since the start of Hall Part1, unlocks special option. Coordination of chosen specialist will be commanded by the protagonist as a free action during her turn. Aura of Force Disturbance: All hostile beings within the area suffer 90% penalty to all Use the Force skill results. Lindrala's Grasp: Target loses 10hp per round, and loses 1 field range on the Force Barrier against Mist of Nightmare. Target is unable to move and be moved. The hand persists until destroyed. Anomaly of Light Side Energy S11: In presence of Master Lindrala, force energy manifested in the middle of Mist of Nightmare. But it cannot withstand for long. At start of round 6 it will expire if not collected. Eligible: Aspen, Lindrala. Orbs collected 1/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
Turret1: 15+d20 vs Aspen 15+d20 |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 17:09 | |
| The member 'Pax Holocron' has done the following action : Dice Roll
'd20' : 7, 9 |
| | | Pax Holocron Admin
Posts : 904 Experience : 1128 Join date : 2016-12-07
Character Sheet Health Points: (100/100) Shield Points: (75/100) Armor Percentage: (50/100)
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 17:13 | |
| Aspen Uneralthy Grace Success - Round14:
Lindrala (177/136HP) Aya (36/36HP) (Maintaining the Force Field)Murriel Oyo (81/108HP) Axo Skye (102/102HP) Benna (50/72HP) Aspen (42/42HP) Wall Turret1 (45HP|20SP)(5AC|15AB|10DC)(0REF|0FOR|0WILL|7COM)(Damage 30 Bolts|18-20x2) Wall Turret2 (25/45HP|0SP)(5AC|15AB|10DC)(0REF|0FOR|0WILL|7COM)(Damage 30 Bolts|18-20x2) (Frozen R15)►(Murriel) HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (Murriel Hack Round18)- HXI-55 Juggernaut:
This model greatly reminds on HXI-54 Juggernaut but is smaller in size and has few modifications, most obvious are strong empire colors. It stands heavy at the passage, blocking it, while wall turrets support with massive damage, capable of destroying weak walls. It's attacks deal 50 points of electric damage to initial target, and -10 points of electric damage to next target in chain, maximum 3 targets. For chain to connect, targets must be within 3 squares of each other. If all 3 targets are connected they are automatically stunned for 1 round. Critical Hits stun automatically. Reflex save for half damage. While lightsabers can protect you from direct hit, they do not stop the chain, you have to be missed (reflex) to stop the chain. Mist of Nightmare: Conjured by the Grand Necro Witch, with assistance of the Grand Mind Witch, the Mist of Nightmare uses the energy collected from the dreams and nightmares of Dathomorian inhabitants that the witches have invaded during their centuries long slumber. The nightmare creatures can cross over to the real world as manifestations but they cannot go far away from the mist, they however can enter the barrier. This dark art of the Force slays living creature that finds its way inside the mist. If the living creature stays longer than 1 full round within the mist, it must make Fortitude 17 or die and rise as zombie in next round, if wins then it loses half of its maximum health points (25% if cyborg). Creatures that are within the mist gain 50% concealment. A Force User may create a field safe for living, centered at the caster with 5 square radius. The caster is unable to use standard actions, free actions, or full round actions. It can use only 1 move action per round and when doing so, it must win Use the Force DC or the field radius will shrink by 1 square each time it fails. The closer to the Grand Necro Witch, the stronger Mist of Nightmare becomes, and higher Use the Force DC will be required. Hall part1: Use the Force 5DC Hall part2: Use the Force 10DC Hall part3: Use the Force 15DC If the caster flawlessly reaches the GateWay point 1J, move actions will remain default and carry over to next hall part. If the caster fails even one DC, the Mist of Nightmare will affect the caster, reducing the movement speed by 1 square for entire next hall part, making the caster more tired and slowing the movement down to minimum 1 square per movement action at Hall part3. Reahcing GateWay 1J in the Hall part3, without any failed Use the Force since the start of Hall Part1, unlocks special option. Coordination of chosen specialist will be commanded by the protagonist as a free action during her turn. Aura of Force Disturbance: All hostile beings within the area suffer 90% penalty to all Use the Force skill results. Lindrala's Grasp: Target loses 10hp per round, and loses 1 field range on the Force Barrier against Mist of Nightmare. Target is unable to move and be moved. The hand persists until destroyed. Anomaly of Light Side Energy S11: In presence of Master Lindrala, force energy manifested in the middle of Mist of Nightmare. But it cannot withstand for long. At start of round 6 it will expire if not collected. Eligible: Aspen, Lindrala. Orbs collected 1/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
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| | | Murriel
Posts : 79 Experience : 289 Join date : 2017-12-19 Age : 50 Location : Georgia
Character Sheet Health Points: (30/30) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 17:23 | |
| Murriel is just as tired as everyone else is of all the droid BS, not to mention just being in the place. It feels like it's almost been a year. There were poles to dance on, drinks to be had and beings to seduce. All of this combat was bad for her complexion. And she hasn't even been in the place as long as the others. Gritting her teeth as the CTI flashes green with a successful slice and connection, Murriel turns the HXI on the wall mounted turrets.
And seeing as how this is some kind of super-juggernaut droid, it really should have two attacks to go with its two arm mounted blaster cannons.
Movement: Remain in position Action: Attack - Wall mounted Turrets - Slice (1d20) |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 17:23 | |
| The member 'Murriel' has done the following action : Dice Roll
'd20' : 20 |
| | | Pax Holocron Admin
Posts : 904 Experience : 1128 Join date : 2016-12-07
Character Sheet Health Points: (100/100) Shield Points: (75/100) Armor Percentage: (50/100)
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 17:44 | |
| HXI (Murriel) |Critical Hit 150 Electricity Damage kill| Turret1 HXI (Murriel) |Critical Hit 120 Electricity Damage kill| Turret2 - Round15:
►Lindrala (177/136HP) Aya (36/36HP) (Maintaining the Force Field)Murriel Oyo (81/108HP) Axo Skye (102/102HP) Benna (50/72HP) Aspen (42/42HP) (Murriel) HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (Murriel Hack Round18)- HXI-55 Juggernaut:
This model greatly reminds on HXI-54 Juggernaut but is smaller in size and has few modifications, most obvious are strong empire colors. It stands heavy at the passage, blocking it, while wall turrets support with massive damage, capable of destroying weak walls. It's attacks deal 50 points of electric damage to initial target, and -10 points of electric damage to next target in chain, maximum 3 targets. For chain to connect, targets must be within 3 squares of each other. If all 3 targets are connected they are automatically stunned for 1 round. Critical Hits stun automatically. Reflex save for half damage. While lightsabers can protect you from direct hit, they do not stop the chain, you have to be missed (reflex) to stop the chain. Mist of Nightmare: Conjured by the Grand Necro Witch, with assistance of the Grand Mind Witch, the Mist of Nightmare uses the energy collected from the dreams and nightmares of Dathomorian inhabitants that the witches have invaded during their centuries long slumber. The nightmare creatures can cross over to the real world as manifestations but they cannot go far away from the mist, they however can enter the barrier. This dark art of the Force slays living creature that finds its way inside the mist. If the living creature stays longer than 1 full round within the mist, it must make Fortitude 17 or die and rise as zombie in next round, if wins then it loses half of its maximum health points (25% if cyborg). Creatures that are within the mist gain 50% concealment. A Force User may create a field safe for living, centered at the caster with 5 square radius. The caster is unable to use standard actions, free actions, or full round actions. It can use only 1 move action per round and when doing so, it must win Use the Force DC or the field radius will shrink by 1 square each time it fails. The closer to the Grand Necro Witch, the stronger Mist of Nightmare becomes, and higher Use the Force DC will be required. Hall part1: Use the Force 5DC Hall part2: Use the Force 10DC Hall part3: Use the Force 15DC If the caster flawlessly reaches the GateWay point 1J, move actions will remain default and carry over to next hall part. If the caster fails even one DC, the Mist of Nightmare will affect the caster, reducing the movement speed by 1 square for entire next hall part, making the caster more tired and slowing the movement down to minimum 1 square per movement action at Hall part3. Reahcing GateWay 1J in the Hall part3, without any failed Use the Force since the start of Hall Part1, unlocks special option. Coordination of chosen specialist will be commanded by the protagonist as a free action during her turn. Aura of Force Disturbance: All hostile beings within the area suffer 90% penalty to all Use the Force skill results. Lindrala's Grasp: Target loses 10hp per round, and loses 1 field range on the Force Barrier against Mist of Nightmare. Target is unable to move and be moved. The hand persists until destroyed. Anomaly of Light Side Energy S11: In presence of Master Lindrala, force energy manifested in the middle of Mist of Nightmare. But it cannot withstand for long. At start of round 6 it will expire if not collected. Eligible: Aspen, Lindrala. Orbs collected 1/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
Lindrala's Options: 1. Attack HXI (it becomes hostile again). 2. [Use the Force 12] Take down the weak wall with TK. 3. Proceed to third, final part of the misty hall. |
| | | Lindrala
Posts : 301 Experience : 842 Join date : 2017-06-03
Character Sheet Health Points: (177/136) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 17:56 | |
| 2. [Use the Force 12] Take down the weak wall with TK.
Seeing the turrets destroyed and the HXl droid is still under Murriel's control. Lindrala attempts to use the force to knock down the weak wall to the left, she can feel another orb is present. |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 2 Oct - 17:56 | |
| The member 'Lindrala' has done the following action : Dice Roll
'd20' : 10 |
| | | Lindrala
Posts : 301 Experience : 842 Join date : 2017-06-03
Character Sheet Health Points: (177/136) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Wed 3 Oct - 13:27 | |
| Movement action: I3 to G1
Lindrala closed her eyes for a moment as she channeled her force energy, her eyes opened as she focused the energy at the weak wall easily knocking it down. Carefully she walked over the wall and made her way to the orb that she could sense. |
| | | Aya
Posts : 154 Experience : 510 Join date : 2017-04-23
Character Sheet Health Points: (36/36) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Wed 3 Oct - 14:08 | |
| Move Action: J5 to K2 Use the Force: 14+d20 vs 10
"Aspen, I don't know who are you asking me about." |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Wed 3 Oct - 14:08 | |
| The member 'Aya' has done the following action : Dice Roll
'd20' : 4 |
| | | Pax Holocron Admin
Posts : 904 Experience : 1128 Join date : 2016-12-07
Character Sheet Health Points: (100/100) Shield Points: (75/100) Armor Percentage: (50/100)
| Subject: Re: JEDI EXTRACTION Wed 3 Oct - 14:46 | |
| "Aspediolus? No ... this is someone else. But why does it work? I have never felt a living force as my own outside of our species before. Is this what awoke Aspediolus, this Force Signature?" The voice was curious but it could not sustain for long. Silence takes over as more orbs are needed. The Spirit of Marr no longer addresses Lindrala. Aspen gains Lavania's Favor Rank 2 - Round15:
Lindrala (177/136HP) Aya (36/36HP) (Maintaining the Force Field)►Murriel Oyo (81/108HP) Axo Skye (102/102HP) Benna (50/72HP) Aspen (42/42HP) (Murriel) HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (Murriel Hack Round18)- HXI-55 Juggernaut:
This model greatly reminds on HXI-54 Juggernaut but is smaller in size and has few modifications, most obvious are strong empire colors. It stands heavy at the passage, blocking it, while wall turrets support with massive damage, capable of destroying weak walls. It's attacks deal 50 points of electric damage to initial target, and -10 points of electric damage to next target in chain, maximum 3 targets. For chain to connect, targets must be within 3 squares of each other. If all 3 targets are connected they are automatically stunned for 1 round. Critical Hits stun automatically. Reflex save for half damage. While lightsabers can protect you from direct hit, they do not stop the chain, you have to be missed (reflex) to stop the chain.
Mist of Nightmare: Conjured by the Grand Necro Witch, with assistance of the Grand Mind Witch, the Mist of Nightmare uses the energy collected from the dreams and nightmares of Dathomorian inhabitants that the witches have invaded during their centuries long slumber. The nightmare creatures can cross over to the real world as manifestations but they cannot go far away from the mist, they however can enter the barrier. This dark art of the Force slays living creature that finds its way inside the mist. If the living creature stays longer than 1 full round within the mist, it must make Fortitude 17 or die and rise as zombie in next round, if wins then it loses half of its maximum health points (25% if cyborg). Creatures that are within the mist gain 50% concealment. A Force User may create a field safe for living, centered at the caster with 5 square radius. The caster is unable to use standard actions, free actions, or full round actions. It can use only 1 move action per round and when doing so, it must win Use the Force DC or the field radius will shrink by 1 square each time it fails. The closer to the Grand Necro Witch, the stronger Mist of Nightmare becomes, and higher Use the Force DC will be required. Hall part1: Use the Force 5DC Hall part2: Use the Force 10DC Hall part3: Use the Force 15DC If the caster flawlessly reaches the GateWay point 1J, move actions will remain default and carry over to next hall part. If the caster fails even one DC, the Mist of Nightmare will affect the caster, reducing the movement speed by 1 square for entire next hall part, making the caster more tired and slowing the movement down to minimum 1 square per movement action at Hall part3. Reahcing GateWay 1J in the Hall part3, without any failed Use the Force since the start of Hall Part1, unlocks special option. Coordination of chosen specialist will be commanded by the protagonist as a free action during her turn. Aura of Force Disturbance: All hostile beings within the area suffer 90% penalty to all Use the Force skill results. Lindrala's Grasp: Target loses 10hp per round, and loses 1 field range on the Force Barrier against Mist of Nightmare. Target is unable to move and be moved. The hand persists until destroyed. Anomaly of Light Side Energy: Orbs collected 2/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
|
| | | Murriel
Posts : 79 Experience : 289 Join date : 2017-12-19 Age : 50 Location : Georgia
Character Sheet Health Points: (30/30) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Thu 4 Oct - 1:27 | |
| All the 'mysticism', Murriel doesn't get it. Directing the droid toward the wall, she orders it over to the other side as she moves up closer to the now opened pathway.
Movement: L6 to H4 Action: Hack - Droid Movement, over the wall (Droid is still under control for two more turns) |
| | | Pax Holocron Admin
Posts : 904 Experience : 1128 Join date : 2016-12-07
Character Sheet Health Points: (100/100) Shield Points: (75/100) Armor Percentage: (50/100)
| Subject: Re: JEDI EXTRACTION Thu 4 Oct - 4:58 | |
| The crew makes it to the final hall that leads to the coven according to the Murriel's plans. The closer to the Grand Necro Witch, the stronger the Mist of Nightmare becomes. It becomes difficult for young padawan Aya to maintain the barrier. Her Use the Force skill will have to push even higher now. - Round1:
Lindrala (177/136HP) Aya (36/36HP) (Maintaining the Force Field)Murriel ►Oyo (81/108HP) (ForceSpeed2 R5)Axo Skye (102/102HP) Benna (50/72HP) Aspen (42/42HP) (Murriel) HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (Murriel Hack R4)- HXI-55 Juggernaut:
This model greatly reminds on HXI-54 Juggernaut but is smaller in size and has few modifications, most obvious are strong empire colors. It stands heavy at the passage, blocking it, while wall turrets support with massive damage, capable of destroying weak walls. It's attacks deal 50 points of electric damage to initial target, and -10 points of electric damage to next target in chain, maximum 3 targets. For chain to connect, targets must be within 3 squares of each other. If all 3 targets are connected they are automatically stunned for 1 round. Critical Hits stun automatically. Reflex save for half damage. While lightsabers can protect you from direct hit, they do not stop the chain, you have to be missed (reflex) to stop the chain.
Mist of Nightmare: Conjured by the Grand Necro Witch, with assistance of the Grand Mind Witch, the Mist of Nightmare uses the energy collected from the dreams and nightmares of Dathomorian inhabitants that the witches have invaded during their centuries long slumber. The nightmare creatures can cross over to the real world as manifestations but they cannot go far away from the mist, they however can enter the barrier. This dark art of the Force slays living creature that finds its way inside the mist. If the living creature stays longer than 1 full round within the mist, it must make Fortitude 17 or die and rise as zombie in next round, if wins then it loses half of its maximum health points (25% if cyborg). Creatures that are within the mist gain 50% concealment. A Force User may create a field safe for living, centered at the caster with 5 square radius. The caster is unable to use standard actions, free actions, or full round actions. It can use only 1 move action per round and when doing so, it must win Use the Force DC or the field radius will shrink by 1 square each time it fails. The closer to the Grand Necro Witch, the stronger Mist of Nightmare becomes, and higher Use the Force DC will be required. Hall part1: Use the Force 5DC Hall part2: Use the Force 10DC Hall part3: Use the Force 15DC If the caster flawlessly reaches the GateWay point 1J, move actions will remain default and carry over to next hall part. If the caster fails even one DC, the Mist of Nightmare will affect the caster, reducing the movement speed by 1 square for entire next hall part, making the caster more tired and slowing the movement down to minimum 1 square per movement action at Hall part3. Reahcing GateWay 1J in the Hall part3, without any failed Use the Force since the start of Hall Part1, unlocks special option. Coordination of chosen specialist will be commanded by the protagonist as a free action during her turn. Aura of Force Disturbance: All hostile beings within the area suffer 90% penalty to all Use the Force skill results. Lindrala's Grasp: Target loses 10hp per round, and loses 1 field range on the Force Barrier against Mist of Nightmare. Target is unable to move and be moved. The hand persists until destroyed. Anomaly of Light Side Energy: Orbs collected 2/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
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| | | Oyo
Posts : 133 Experience : 477 Join date : 2017-01-24
Character Sheet Health Points: (108/108) Shield Points: (0/0) Armor Percentage: (30/100)
| Subject: Re: JEDI EXTRACTION Thu 4 Oct - 5:00 | |
| |
| | | Axo
Posts : 115 Experience : 365 Join date : 2017-07-04
Character Sheet Health Points: (48/48) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Thu 4 Oct - 5:02 | |
| Move Action: H20 to I17 Move ACtion: I17 to I15 |
| | | Skye
Posts : 148 Experience : 477 Join date : 2017-07-12
Character Sheet Health Points: (102/102) Shield Points: (0/0) Armor Percentage: (15/100)
| Subject: Re: JEDI EXTRACTION Mon 8 Oct - 10:46 | |
| Movement action: switch weapon - Equip Haven's Bolt Main Hand Shotgun AB: +15|+10
Skye switches weapon equipping the new shotgun, she waits for the rest of the group before moving further. |
| | | Benna
Posts : 191 Experience : 639 Join date : 2017-06-06
Character Sheet Health Points: (72/72) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Tue 9 Oct - 17:10 | |
| Once again Benna moves closer to the edge of the barrier as she equips her new blade.
Standard Action: Weapon switch: Equip Night's Ally Move Action: H19 -> H16 |
| | | Aspen
Posts : 70 Experience : 99 Join date : 2017-08-25 Age : 26 Location : MD
Character Sheet Health Points: (42/42) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Wed 10 Oct - 1:58 | |
| Aspen follows Oyo closely "Why dose it smell like burnt hair in here?" Move Action: K20 to K16 |
| | | Pax Holocron Admin
Posts : 904 Experience : 1128 Join date : 2016-12-07
Character Sheet Health Points: (100/100) Shield Points: (75/100) Armor Percentage: (50/100)
| Subject: Re: JEDI EXTRACTION Wed 10 Oct - 2:13 | |
| NPCing Murriels control over HXI Move Action: L18 to L15 - Round2:
►Lindrala (177/136HP) (Soresu2)Aya (36/36HP) (Maintaining the Force Field)Murriel Oyo (81/108HP) (Soresu2)(ForceSpeed2 R5)Axo Skye (102/102HP) Benna (50/72HP) Aspen (42/42HP) (Murriel) HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (Murriel Hack R4)- HXI-55 Juggernaut:
This model greatly reminds on HXI-54 Juggernaut but is smaller in size and has few modifications, most obvious are strong empire colors. It stands heavy at the passage, blocking it, while wall turrets support with massive damage, capable of destroying weak walls. It's attacks deal 50 points of electric damage to initial target, and -10 points of electric damage to next target in chain, maximum 3 targets. For chain to connect, targets must be within 3 squares of each other. If all 3 targets are connected they are automatically stunned for 1 round. Critical Hits stun automatically. Reflex save for half damage. While lightsabers can protect you from direct hit, they do not stop the chain, you have to be missed (reflex) to stop the chain.
Mist of Nightmare: Conjured by the Grand Necro Witch, with assistance of the Grand Mind Witch, the Mist of Nightmare uses the energy collected from the dreams and nightmares of Dathomorian inhabitants that the witches have invaded during their centuries long slumber. The nightmare creatures can cross over to the real world as manifestations but they cannot go far away from the mist, they however can enter the barrier. This dark art of the Force slays living creature that finds its way inside the mist. If the living creature stays longer than 1 full round within the mist, it must make Fortitude 17 or die and rise as zombie in next round, if wins then it loses half of its maximum health points (25% if cyborg). Creatures that are within the mist gain 50% concealment. A Force User may create a field safe for living, centered at the caster with 5 square radius. The caster is unable to use standard actions, free actions, or full round actions. It can use only 1 move action per round and when doing so, it must win Use the Force DC or the field radius will shrink by 1 square each time it fails. The closer to the Grand Necro Witch, the stronger Mist of Nightmare becomes, and higher Use the Force DC will be required. Hall part1: Use the Force 5DC Hall part2: Use the Force 10DC Hall part3: Use the Force 15DC If the caster flawlessly reaches the GateWay point 1J, move actions will remain default and carry over to next hall part. If the caster fails even one DC, the Mist of Nightmare will affect the caster, reducing the movement speed by 1 square for entire next hall part, making the caster more tired and slowing the movement down to minimum 1 square per movement action at Hall part3. Reahcing GateWay 1J in the Hall part3, without any failed Use the Force since the start of Hall Part1, unlocks special option. Coordination of chosen specialist will be commanded by the protagonist as a free action during her turn. Aura of Force Disturbance: All hostile beings within the area suffer 90% penalty to all Use the Force skill results. Lindrala's Grasp: Target loses 10hp per round, and loses 1 field range on the Force Barrier against Mist of Nightmare. Target is unable to move and be moved. The hand persists until destroyed. Anomaly of Light Side Energy: Orbs collected 2/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
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