Avatar of Genni
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    1. Genni 11 yrs ago
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8 yrs ago
Current We are such stuff as dreams are made on; and our little life Is rounded with a sleep.
11 yrs ago
Round and round and round we go...

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Rock walk: {Requires urban camouflage} When in use, Brick actually shares space with the material he has absorbed for camouflage, granting him the merged status, while merged he cannot be the target of direct attack or Aoe Unless it specifically causes damage to walls (example being demolition charges) in which his defense is treated as 1 for purposes of damage resolution.

With that I take it he'd actually be inside the wall? If that's the case I'd have to say it'd be an ability which would need to be triggered when he wanted to enter the wall, as this would take time and leave him possibly vulnerable for a few seconds while he did his Merging. Only a cost of 2 Energy though, since it's a simply action.

I'd also say Merged would cancel the Armoured and Weaponised status effect, since Brick would now be part of the wall rather than pulling parts of it away to upgrade himself. To counter that, Metamorphic Rock would be automatically expanded to include Merged so when exiting the wall Brick could choose to take a cheap action to bring part of it with him. He could also choose to use Metamorphic Rock to enter a suitable surface, but since Rock Walk would be cheaper anyway there wouldn't be much point.

There will be times when I may allow a targeted or AoE ability to still hit Brick while he's using this ability, but this will only be when it's situationally appropriate. For instance, a burst of fire strong enough to damage the building, a psychic attack which would be able to target Brick mentally rather than physically, a magical attack with the ability to target extradimensional opponents, etc. I'll give you hints when that's likely to happen though, so as not to leave you at a disadvantage.

Gopher Hole: Brick opens a small hole to trap a single limb (attack versus defense) if he succeeds, the enemy is unharmed but trapped, unable to ESCAPE but still able to attack.

No problem with that. Simple entrapment would cost 2 Energy.

Snakebite: {requires Gopher Hole} Brick opens a small hole to trap a single limb (attack versus defense) if he succeeds, the enemy takes the difference in damage AND is trapped, unable to ESCAPE but still able to attack.

As an upgrade to Gopher Hole you could either spend Skill Points to add the effect to the existing power increasing its cost to 3 Energy, or take Snake Bite as a separate power with a cost of 4 Energy.

Grave Plot: {requires Snakebite} Brick opens a large hole to trap a single opponent (attack versus defense) if he succeeds, the enemy is unharmed but captured, unable to ESCAPE or attack.

Since this would alter the effect of Snake Bite, if you'd taken that as an upgrade to Gopher Hole then Grave Plot would have to be a separate power with a cost of 7 Energy, or 5 Energy if you put a timer on it (3 turns?) If Snake Bite was taken as a separate power then Gopher Hole could be upgraded with this ability instead, increasing its cost to 6 Energy, or 4 Energy with a time.

Either way there may be times when an opponent will be able to escape the 'grave' early through some special ability or technique.

Tombstone: {Requires Grave Plot} Brick opens a large hole to trap a single opponent (attack versus defense) if he succeeds, the enemy takes the difference in damage AND is captured, unable to ESCAPE or attack.

This would have to be taken as an upgrade to Grave Plot, since it'd be too powerful to have on its own, and would increase the cost to 9 Energy, or 7 Energy with a timer.

Alternatively Grave Plot and Tombstone's costs could be reduced by 2 Energy each if you granted the captive a Defence bonus while they were trapped underground.



I thought you'd mistake me for 1 of those intolerant turd sandwiches who believe homosexuality is wrong and have the mods ban me.

I'd never bother mods with a problem like that. It's the reason I went to all the time and hassle of cybernetically upgrading the chihuahuas after all.

Anyway, I just took it that you were surprised I was married, rather than the fact I'm a raging lesbo dyke.1

1 - Although I usually define myself as 'homoflexible' since I'm mostly into women but still occasionally play around with men. With open and honest permission from my fully lesbian wife, of course.



While we're waiting on @Behemoth542 the team have a couple of decisions to make.

Firstly, do they want to keep Nightingale on the team, or would they like to switch her out at this point for Nightbeast or Fandancer?

Second, the front of the bank is well covered by the police but Flare discovered a rear corridor leading to the garage, the back alley, a staircase leading up and a third unmarked doorway. The team can head for any of these five routes in pursuit of the Gungirls and the information gained from the investigations should give clues as to where they should go next.
I've edited Bumblebee's actions to include her flying to check upstairs.

Added some extra detail to the report post giving information on what she found.

...Please don't set the mods on me.

Mods? Why would I set the mods on you?

*carefully lowers the kill switch which would've released the cybernetically enhanced killer chihuahuas*
...You have a wife? A wife?

You sound surprised? Yes; I have a beautiful, hardworking lesbian wife.

...but I want to make sure the girls aren't waiting with out pants down.

Funny, I was hoping for the exact opposite.

Flare, you think using an empty gun to aim with might make you shoot better? Otherwise we need to get you some pitching lessons for baseball.

Nice idea. I'd allow him a small Attack bonus if he had an empty pistol to channel his flame attacks through.

Technically you're not supposed to be taking any more actions until after Sigma has completed his second action and we move into the next encounter, but since this is all just interactions I'm going to allow it. No need to dump the loaded guns though, if you need to make a Full Auto attack the spare should come in handy. Even the Smoke Bomb might be useful depending on which way you decide to head next.
There's no such thing as Lawful Chaotic.

You haven't met my wife. She can lay done the law in the most chaotic manner you've ever seen.

I meant Lawful Neutral though. :)
Yay lawful justification!

That's for Lawful Good.

Lawful Evil would just say they're commandeering the supplies for the Greater Good, and you'll thank them for it later. Lawful Chaotic would just say "Guns! Cool."
Could I just ask everyone to give me a list of the upgrades they're taking for their level up? Just the Health, Attack and Defence upgrades as well as the name of any skill will do. I just want to make sure you've all spent your 5 Skill Points, unless you want to hold on to some for later.
Just to check, Brick picks up the gun, gining armed andsetting is attack to 4, he then uses stone skin for weaponized to raise his attack by 5 from 4 to 9, or does armed supersede weaponized?

Brick's already picked up the Pistols and he's carrying them in whatever he uses for carrying things. If he chooses to draw a Pistol then his basic Attack would change from 1 to 4. If he used 'Stone Skin' and became Weaponised he'd then gain an extra 5 Attack giving him a total of 9 Attack. He'd lose the option to use any abilities to attack an opponent directly while using a Pistol, but since he doesn't have any abilities which target opponents I don't see that being a problem.

Also, if Brick was already Weaponised when he decided to draw the Pistol he'd still get a +3 boost to his overall Attack, since his basic Attack would be affected by the equipped weapon and the buff would remain in play for however long it had left.

There's no disadvantage for Brick carrying the three Pistols and the Smoke Bomb, although I'll probably introduce a plot development at some point to stop him simply lugging them around permanently if he's not choosing to use them. Or he could sell them and get himself something better after the mission when the team returns to base. In my opinion looting fallen enemy's supplies would be a Lawful action, since you wouldn't want to leave them around for some kid to find.
  • Unconfined Rage - Energy Cost: 2
    The burning, devilish gore lust inside Heretic grows to an enormous amount, allowing him to twirl through battle in a blinding set of claws and blood much faster then the average humanoid. Next round, Heretic may take one extra Action in addition to that round's base maximum amount of Actions.

Nice idea, but if the ability just gives Heretic an extra action in the following turn you'll end up spending 2 Energy and one action this turn in order to trigger two actions the turn after, overall spending 2 Energy and getting no extra opportunities to attack. The only advantage would be the extra +1 XP for using a demonic ability.

I'd suggest either increase the cost to 4 Energy and gain the Rushed status effect granting two extra actions the following round, or keeping the cost as 2 Energy change the trigger time so that Heretic may immediately use two extra actions the same turn Unconfined Rage is triggered.
@knighthawk
You've only mentioned Brick taking one action IC so far, but should I take it that he's also Trained to gain his two new skills?

Also, I edited the report entry after Brick's search to note that he found three loaded Pistols and a Smoke Bomb left behind by Gungirl 1. At the moment Brick would be carrying these items but can pass any of them to the other party members at any point without having to spend an action.

While held the Pistols give this ability:
  • Pistol - Energy Cost: 1
    The Hero draws a pistol, gaining the Armed status effect which replaces their own basic Attack rating1 with a rating of 4 and disables all abilities which would normally require targeting an opponent. Abilities which target a friend are unaffected.
    During their turn an Armed Hero may choose to use a Full Auto attack, emptying their clip into their opponents. All enemy targets suffer an attack at 1/2 the Hero's Attack rating which can be defended against as normal and disables the Armed status effect, forcing the Hero to discard the pistol.

While held the Smoke Bomb gives the ability:
  • Smoke Bombs: - Energy Cost: 2
    The Hero tosses a homemade smoke bomb into the middle of the room, inflicting the Disorientated status effect which reduces Attack and Defence by 1/3 (rounded down) of the Hero's Attack on everyone, even themselves. This status effect lasts for two turns before the smoke clears.
1 - Basic Attack rating is the rating which appears on the Hero's CS, before any buffs or debuffs are applied. Any status effects already affecting the Hero would remain, unless they were directly linked to the Hero's usual weapon, such as Sigma's Primed status effect which affects the ammunition he's currently loaded with.
As a side-sidenote, if Sigma used his
'Incendiary Rounds' ability while Armed with pistol, the pistol would gain the Primed status effect if he wanted it to be, otherwise he could discard the Armed status effect in favour of switching to his basic Attack instead. Similar rule applies for all other weapon-based skills.

@Behemoth542@SimplyJohn Since you've both only Trained in IC at the moment you could both choose to take an action at this point as well. For instance, Recuperate to regain Energy, Investigate to try and earn bonus XP or head outside to interact with the police, medics or freed hostages.

I knew someone would get the reference.

Coo coo cachoo
Rocksmith trains and gains a new ability
Rocksmith recovers +1 Energy
Rocksmith learns the I Am The Walrus ability
Rocksmith gains +1 Defence
Rocksmith gains +1 Attack
Rocksmith gains +5 Health

Sigma trains and gains a new ability
Sigma recovers +1 Energy
Sigma is currently Primed! - Next attack will be AoE with heat-based damage and will cause Burning.
Sigma learns Bullet Barrage ability
Sigma gains +1 Defence
Sigma gains +2 Attack

Bumblebee trains and gains a new abilities
Bumblebee recovers +1 Energy
Float Like A Butterfly: -1 Energy; Bumblebee is Levitating! - Immune to ground-based attacks and effects
Bumblebee is currently Inspired! (4/5) - +1 Defence, +2 Attack
Bumblebee is currently Armoured! - +3 Defence
Bumblebee discovers three heavily armed SWAT Officers currently entering the building through a roof entrance. As they spot the Hero they give her a quick salute, showing respect for the good job clearing out the civilians without any casualties.
Bumblebee hears a door slam shut down the hallway, but decides not to head away from the rest of the team without backup.
Investigator: bonus 10 XP!
Bumblebee learns the Sting Like A Bee ability
Bumblebee learns the Afterburners ability
Bumblebee gains the Padded Flightsuit trait

Heretic searches for evidence
Heretic recovers +1 Energy
Heretic is currently Inspired! (4/5) - +2 Defence, +1 Attack
Heretic discovers several video cameras set high on the walls of the bank. Most of them appear to have been blasted apart by weapon's fire either during the gunfight or prior to the team's arrival, but one is still working.
Heretic quickly heads into a back room and finds the security station.
Heretic removes the DVD recordings of everything that happened this morning in the bank, not much good for now but maybe analysing them back at base would be useful later.
Heretic notices several of the other cameras around the building appear to have ceased functioning as well, including the safety deposit room, the vault and the back alley behind the bank. The cameras in the garage are still operational, showing a couple of heavily armoured trucks parked up idly.
Investigator: bonus 10 XP!
Heretic learns the Unconfined Rage ability
Heretic gains the Unhallowed Presence trait
Heretic gains +1 Attack

Flare attempts to track Gungirls
Flare recovers +1 Energy
Flare is currently Inspired! (4/5) - +2 Defence, +1 Attack
Flare discovers a rear door leading into a corridor with three entrances and a staircase leading upwards. One of the entrances is clearly marked 'Garage' while another is a fire escape leading out into the back alley. The alarm on the fire escape has not been triggered.
Investigator: bonus 10 XP!
Flare learns the Fireball ability
Flare gains the Flame Body trait
Flare gains +5 Health

Nightshade interviews the Gunmen, trains and gains new traits.
Nightingale recovers +1 Energy
Nightingale is currently Inspired! (4/5) +1 Attack, +1 Defence
Nightingale discovers nothing from the Gunmen, they were just in the wrong place at the wrong time following the Gungirls' orders. They'd never met or seen the girls before and had no idea who they were. One of the men had a very obvious erection, and kept commenting on how sexy the girls had looked together. Nightingale gave him a sedative to make sure he didn't cause any trouble.
Nightingale gains the Driven trait
Nightingale gains the Healing Hands trait
Nightingale gains +1 Attack
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