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 10 Oct - 9:49
Movement action: J18 to J15
Lindrala moves forward in between Axo and Oyo. "The Darkness is strong in this place... Everyone stay on your guard."
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 10 Oct - 12:28
Move Action: J20 to I17 Use the Force: 14+d20 vs 15
Using both hands now, Aya makes her steps forward, breathing heavily.
Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
Subject: Re: JEDI EXTRACTION Wed 10 Oct - 12:28
The member 'Aya' has done the following action : Dice Roll
'd20' : 7
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 - 17:29
With Aya pushing forward and little to the west, Lindrala could sense the light side anomaly again once the force barrier removes the dark mist from it. But with it, ahead of the crew is revealed a hall guardian droid of human size with both arms being designed into shotgun weapons, similar to the breach droid that Lindrala and Aya fought on the landing ship. But that was not the only enemy ahead of them. There were two creatures still lurking in the mist, next to the wall of the force barrier itself. Only their red eyes could be seen, dashing in a blur. They lean their hands on the force barrier, beginning to feed on it, drilling through it. The mist of nightmare begins to pours inside the safe zone, and soon they will follow in themselves. Their eyes seem to focus on the Force Users only. One is clear, Witches' and Jadus' forces are both present in the final part of the misty hall.
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) Hall Guardian Droid (60HP)(40SP)(15AC|15AB|10DC)(2REF 4FOR 10COM)(ArmsShotgunx22)(HeadScan Rank3) Energy Vampire 1 (80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed) Energy Vampire 2 (80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed)
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.
Force Feed: Energy Vampires feed on the Force Barrier, allowing them to move through the hall and bring the Mist of Nightmare with them in 1square radius passively which grants them all the mist advantages. They are additionally having 50% DR against force powers unless it is Force Light. If they feed on a Force User, they may replicate their feats and force powers for 3 rounds. Feeding also damages Force User for 40% of their maximum HP, half on successful fortitude save
Anomaly of Light Side Energy: Orbs collected 2/5
Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
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 11 Oct - 0:02
NPCing Murriel's turn Move Action: M20 to L17 Standard Action: Hack Rank 2 (refresh attempt): Target HIX-55 Juggernaut 10+d20 vs 15+d20
Oyo's turn Move Action: K15 to K13 Standard Action: Attack +14|+9 (Force Speed) Saber-Staff Damage: d20+11 Saber-Staff Critical: 18-20 x3 Target: Hall Guardian Droid
Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
Subject: Re: JEDI EXTRACTION Thu 11 Oct - 0:02
The member 'Oyo' has done the following action : Dice Roll
#1 'd20' : 11, 10
--------------------------------
#2 'd20' : 2, 15
--------------------------------
#3 'd20' : 10, 11
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 11 Oct - 0:10
Standard Action: Weapon Overheat 2 Backfire Damage: 40%+4 Target: Hall Guardian Droid
Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
Subject: Re: JEDI EXTRACTION Thu 11 Oct - 0:10
The member 'Axo' has done the following action : Dice Roll
'd20' : 2
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 11 Oct - 0:18
Murriel Hack 21vs25 HXI Failed (old duration remains) Oyo |43 Plasma Damage| Hall Guardian Droid Axo overheats Hall Guardian Droid
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) Hall Guardian Droid (57/60HP)(0/40SP)(15AC|15AB|10DC)(2REF 4FOR 10COM)(ArmsShotgunx22)(HeadScan Rank3)(WeaponOverheat2 R7) Energy Vampire 1 (80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed) Energy Vampire 2 (80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed)
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.
Force Feed: Energy Vampires feed on the Force Barrier, allowing them to move through the hall and bring the Mist of Nightmare with them in 1square radius passively which grants them all the mist advantages. They are additionally having 50% DR against force powers unless it is Force Light. If they feed on a Force User, they may replicate their feats and force powers for 3 rounds. Feeding also damages Force User for 40% of their maximum HP, half on successful fortitude save
Anomaly of Light Side Energy: Orbs collected 2/5
Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
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 Thu 11 Oct - 8:41
Movement action: M19 to M15
Skye moves forward knowing she will need to be closer to use her shotgun.
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 Thu 11 Oct - 19:27
Benna moves in close range of the guardian droid opposite side of Oyo. "Let's se what you're made of" she says as she's about to strike, unclear about whether she means her blade or the droid.
Lindrala (177/136HP)(Soresu2) Aya (36/36HP) (Maintaining the Force Field) Murriel Oyo (108/108HP)(Soresu2)(ForceSpeed2 R5) Axo Skye (102/102HP) Benna (72/72HP) Aspen (42/42HP) ►(Murriel) HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3)(Murriel Hack R4) Hall Guardian Droid (55/60HP)(0/40SP)(15AC|15AB|10DC)(2REF 4FOR 10COM)(ArmsShotgunx22)(HeadScan Rank3)(WeaponOverheat2 R7) Energy Vampire 1 (80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed) Energy Vampire 2 (80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed)
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.
Force Feed: Energy Vampires feed on the Force Barrier, allowing them to move through the hall and bring the Mist of Nightmare with them in 1square radius passively which grants them all the mist advantages. They are additionally having 50% DR against force powers unless it is Force Light. If they feed on a Force User, they may replicate their feats and force powers for 3 rounds. Feeding also damages Force User for 40% of their maximum HP, half on successful fortitude save
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) HXI-55 Juggernaut Move Action: L15 to L12 Standard Action: Electric Weapon Attack 15+d20 Target1: Energy Vampire 2 Concealment + Reflex Target2: Guardian Droid Reflex Target3: Energy Vampire 1 Concealment + Reflex
Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
Subject: Re: JEDI EXTRACTION Fri 12 Oct - 3:55
The member 'Pax Holocron' has done the following action : Dice Roll
#1 'd20' : 13
--------------------------------
#2 'd20' : 56, 8
--------------------------------
#3 'd20' : 3
--------------------------------
#4 'd20' : 74, 5
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 Fri 12 Oct - 4:09
Murriel HXI |50 Electric Damage| Energy Vampire 2 Murriel HXI |80 Electric Damage| Hall Guardian Droid Murriel HXI |30 Electric Damage| Energy Vampire 1
Round2:
Lindrala (177/136HP)(Soresu2) Aya (36/36HP) (Maintaining the Force Field) Murriel Oyo (108/108HP)(Soresu2)(ForceSpeed2 R5) Axo Skye (102/102HP) Benna (72/72HP) Aspen (42/42HP) (Murriel) HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3)(Murriel Hack R4) ►Hall Guardian Droid (15/60HP)(0/40SP)(15AC|15AB|10DC)(2REF 4FOR 10COM)(ArmsShotgunx2)(HeadScan Rank3)(WeaponOverheat2 R7) Energy Vampire 1 (50/80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed) Energy Vampire 2 (30/80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed)
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.
Force Feed: Energy Vampires feed on the Force Barrier, allowing them to move through the hall and bring the Mist of Nightmare with them in 1square radius passively which grants them all the mist advantages. They are additionally having 50% DR against force powers unless it is Force Light. If they feed on a Force User, they may replicate their feats and force powers for 3 rounds. Feeding also damages Force User for 40% of their maximum HP, half on successful fortitude save
Anomaly of Light Side Energy: Orbs collected 2/5
Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
Hall Guardian Droid Standard Action: Attack 15+d20|15+d20 Damage: d15|d15 (20-20x5) Target: Oyo Soresu 12+d20|12+D20
Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
Subject: Re: JEDI EXTRACTION Fri 12 Oct - 4:09
The member 'Pax Holocron' has done the following action : Dice Roll
#1 'd20' : 13, 20
--------------------------------
#2 'd15' : 9, 11
--------------------------------
#3 'd20' : 10, 13
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 Fri 12 Oct - 4:31
Hall Guardian Droid |45 Bolts Damage| Oyo
Round2:
Lindrala (177/136HP)(Soresu2) Aya (36/36HP) (Maintaining the Force Field) Murriel Oyo (63/108HP)(Soresu2)(ForceSpeed2 R5) Axo Skye (102/102HP) Benna (72/72HP) Aspen (42/42HP) (Murriel) HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3)(Murriel Hack R4) Hall Guardian Droid (15/60HP)(0/40SP)(15AC|15AB|10DC)(2REF 4FOR 10COM)(ArmsShotgunx2)(HeadScan Rank3)(WeaponOverheat2 R7) ►Energy Vampire 1 (50/80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed) Energy Vampire 2 (30/80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed)
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.
Force Feed: Energy Vampires feed on the Force Barrier, allowing them to move through the hall and bring the Mist of Nightmare with them in 1square radius passively which grants them all the mist advantages. They are additionally having 50% DR against force powers unless it is Force Light. If they feed on a Force User, they may replicate their feats and force powers for 3 rounds. Feeding also damages Force User for 40% of their maximum HP, half on successful fortitude save
Anomaly of Light Side Energy: Orbs collected 2/5
Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
Energy Vampire 1 Move Actionx2: I11 to H17 Energy Vampire 2 Move Actionx1: L11 to L13 Energy Vampire 2 Standard Action: Force Feed Oyo 15vs14
Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
Subject: Re: JEDI EXTRACTION Fri 12 Oct - 4:31
The member 'Pax Holocron' has done the following action : Dice Roll
'd20' : 20, 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 Fri 12 Oct - 4:48
Energy Vampire 2 |Critical Force Feed 86 Dark Energy Kill| Oyo Oyo Racial Gladiator Trait Energy Vampire 2 |Force Feed 43 Dark Energy| Oyo
Round3:
►Lindrala (177/136HP)(Soresu2) Aya (36/36HP) (Maintaining the Force Field) Murriel Oyo (20/108HP)(Soresu2)(ForceSpeed2 R5) Axo Skye (102/102HP) Benna (72/72HP) Aspen (42/42HP) (Murriel) HXI-55 Juggernaut (100HP|25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3)(Murriel Hack R4) Hall Guardian Droid (15/60HP)(0/40SP)(15AC|15AB|10DC)(2REF 4FOR 10COM)(ArmsShotgunx2)(HeadScan Rank3)(WeaponOverheat2 R7) Energy Vampire 1 (50/80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed) Energy Vampire 2 (30/80HP)(15AC|105AB|150DC)(15REF 5FOR 15WILL)(Force Feed)(OyoPower R6)
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.
Force Feed: Energy Vampires feed on the Force Barrier, allowing them to move through the hall and bring the Mist of Nightmare with them in 1square radius passively which grants them all the mist advantages. They are additionally having 50% DR against force powers unless it is Force Light. If they feed on a Force User, they may replicate their feats and force powers for 3 rounds. Feeding also damages Force User for 40% of their maximum HP, half on successful fortitude save
Anomaly of Light Side Energy: Orbs collected 2/5
Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
As Benna hits with her new weapon, she barely scratches the droid. Just a metal poke sound plays. Aspen does healing, which was enough to save Oyo's life in the coming attacks. Hall Guardian Droid critical hits Oyo but the rattatki still stands. The first vampire seems to hunt for Aya. It enters the barrier followed by the mist and moves into the range, ready to attach itself on either Aya or Aspen. The second vampire also enters the barrier and moves behind Oyo, successfully feeding on the Jedi, and gaining his powers. The feeding forces Oyo into screams, almost killing the jedi in the process.
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 Fri 12 Oct - 9:02
Movement action: I18 to H18 Standard Action: Soresu Attack: +12+d20 x2 Damge: Damage: 2+d15 Plasma Energy x 2 Target: Energy Vampire 1
Lindrala quickly rushes to defend Aya as one of the creatures from the mist draws close her. "There is no chaos, there is harmony." She strikes at the energy vampire with her lightsaber.
Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
Subject: Re: JEDI EXTRACTION Fri 12 Oct - 9:02
The member 'Lindrala' has done the following action : Dice Roll
#1 'd20' : 14, 11
--------------------------------
#2 'd15' : 8, 7
--------------------------------
#3 'd100' : 95, 93
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 Fri 12 Oct - 9:41
Move Action: I17 to I14 Use the Force: 14+d20 vs 15
Aya attempts to escape the hungry vampire and the mist that shrouds him.
Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
Subject: Re: JEDI EXTRACTION Fri 12 Oct - 9:41
The member 'Aya' has done the following action : Dice Roll