Avatar of Genni
  • Last Seen: 6 yrs ago
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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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"So we get to play decoy? I guess I can live with that if I get to crack a few skulls together, I like being in the thick of things anyways."

"Playing decoy's fun," Idaho declared merrily, "All the fun of beating people up and if things go wrong you can always run away, after helping yourself to any shiny new swords which may happen to be laying around."

As she made her last comment Idaho looked straight over at Washington with a determined intensity which was almost immediately ruined by Theta suddenly appearing in the air between them. "Please don't let the mad lady have the energy sword." He pleaded in the best impression of a lisping five year old Wash had ever heard, which in turn was ruined a moment later when he suddenly said, "Would it be possible to dial back her O2 supply a little, just enough to make her groggy so that I can... umm, guide her actions a little more directly during the mission?" In a tone which was anything but childish, and entirely sincere.
Btw; sorry I haven't been posting lately guys, got distracted with real life :P

No problem. Worst case scenario we just grab Heretic and use him as a human shield.1
1 - And before anyone asks, yes that is a legitimate, if slightly mean, option.

Fixed the health issue, knew I forgot something somewhere but couldn't remember what exactly. Also good to see someone else jumping in as well.

All I'd ask is for you not to jump in on the current fight. It's tricky enough for me to keep track of things as it is without new players jumping in halfway through the battle. The next fight should be on the roof of the bank and so any new characters can be airdropped in to join the fray at that point, once the team's had a chance to heal themselves up a little.

The way things are going I'd expect the battle to be over in two or three rounds.

I looks like everyone's posted. The time has come for a new round, @Genni.
I'm gonna guess the post is in progress since Genni hasn't left the page for a bit.

It takes me a little while to work out all the stats and status effects which are bouncing around, which is the main reason for having the status effect flags to help me keep track of who's having what done to them. Feel free to proofread my entry for any glaring mistakes I've deliberately added to see who's paying attention. :p
The team engage the SWAT Officers guarding the rooftop stairwell.

Rocksmith blindly shoots fireballs down the hallway at the SWAT Officers, inadvertently hitting his teammates as they arrive up the stairs.
Rocksmith is currently Disorientated! (1/2) - -2 Attack, -2 Defence
SWAT Officer 1 hit by Rocksmith's fire-based ranged attack for 4 Attack, 4 Defence, 0 Health loss. SWAT Officer 1 is Startled for one turn! - -1 Defence
SWAT Officer 2 hit by Rocksmith's fire-based ranged attack for 4 Attack, 6 Defence, 0 Health loss. SWAT Officer 2 is Startled for one turn! - -1 Defence
SWAT Officer 3 hit by Rocksmith's fire-based ranged attack for 4 Attack, 6 Defence, 0 Health loss. SWAT Officer 3 is Startled for one turn! - -1 Defence
Sigma hit by Rocksmith's fire-based ranged attack for 4 Attack, 4 Defence, 0 Health loss. Sigma's is not affected by Startled: robot mind manages to process incoming attack.
Flare hit by Rocksmith's fire-based ranged attack and absorbs 4 Attack, healing 2 Health. Flare feels temporarily Invigorated by the influx of power, gaining +1 Attack for one turn!
Brick avoids Rocksmith's fire-based ranged attack: No effect!
Rock Hard: bonus 1 XP!

Flare shoots his 'Firearm' at SWAT Officer 1
Flare is no longer Inspired!
Flare is currently Armed! (1/2) - +2 Attack
Flare is currently Disorientated! (1/2) - -2 Attack, -2 Defence
Flare is currently Invigorated! (1/1) - +1 Attack
SWAT Officer 1 hit by Flare's fire-based ranged attack for 7 Attack, 3 Defence, 4 Health loss.
Flare gains 4 XP!

Brick uses Flare's attack to help guide his own, firing at the SWAT Officer down the corridor.
Brick recovers +1 Energy
Brick is no longer Inspired!
Brick is currently Weaponized! (1/3) - +5 Attack
Brick is currently Armed! - Base Attack = 4, all hostile targeted abilities disabled
Brick is currently Disorientated! (1/2) - -2 Attack, -2 Defence
Flare is currently Guided! (1/1) - +1 Attack
SWAT Officer 1 hit by Brick's ranged attack for 8 Attack, 3 Defence, 5 Health loss.
Brick gains 5 XP!

Sigma fires Bullet Barrage down the corridor towards SWAT Officer 1 using Incendiary Rounds, other two SWAT Officers are caught in the conflagration.
Sigma recovers +1 Energy
Sigma is currently Primed! - Next attack will be AoE with heat-based damage and will cause Burning.
Sigma uses Bullet Barrage!
SWAT Officer 1 hit by Sigma's Bullet Barrage for 6 Attack, 3 Defence, 3 Health loss. SWAT Officer 1 is now Burning! SWAT Officer 1 automatically suffers 3 Attack heat-based damage each round.
SWAT Officer 1 hit by Sigma's Bullet Barrage for 6 Attack, 3 Defence, 1 Health loss. SWAT Officer 1 is already Burning: No effect! SWAT Officer 1 is now KO'd!
SWAT Officer 1 missed by Sigma's Bullet Barrage: Already KO'd!
SWAT Officer 2 hit by Sigma's Bullet Barrage for 6 Attack, 5 Defence, 1 Health loss. SWAT Officer 2 is now Burning! SWAT Officer 2 automatically suffers 3 Attack heat-based damage each round.
SWAT Officer 2 hit by Sigma's Bullet Barrage for 6 Attack, 5 Defence, 1 Health loss. SWAT Officer 2 is already Burning: No effect!
SWAT Officer 3 hit by Sigma's Bullet Barrage for 6 Attack, 5 Defence, 1 Health loss. SWAT Officer 3 is now Burning! SWAT Officer 3 automatically suffers 3 Attack heat-based damage each round.
SWAT Officer 3 hit by Sigma's Bullet Barrage for 6 Attack, 5 Defence, 1 Health loss. SWAT Officer 3 is already Burning: No effect!
Sigma gains 8 XP!
Sigma is no longer Primed!
Sigma is now Overheated! - May not attack until weapons have been Cooled.
Target incapacitated: bonus 10 XP!
Heavy Weapon: bonus 1 XP!

Heretic uses unholy speed to storm up the stairs and pounce on his opponents.
Heretic recovers +1 Energy
Heretic is no longer Inspired!
Heretic moves to Upper Hallway - Heretic is no longer Ranged!
Demonic Chorus: -5 Energy; Heretic is now Weaponized for two turns! - +1 Attack and attacks cause Bleeding
Heretic is currently Rushed! - May use 2 additional Actions next round.
Heretic attacks SWAT Officer 1
SWAT Officer 1 missed by Heretic's melee attack: Already KO'd!
Heretic attacks SWAT Officer 2
SWAT Officer 2 hit by Heretic's melee attack for 5 Attack, 5 Defence, 0 Health loss. SWAT Officer 2 is now Bleeding! - SWAT Officer 2 takes an extra 10% damage (rounded up) while Bleeding is in effect.
Hellspawn: bonus 2 XP!

Bumblebee grabs SWAT Officer 2, lifts him over the main hall and drops him.
Bumblebee recovers +1 Energy
Float Like A Butterfly: -1 Energy; Bumblebee is Levitating! - Immune to ground-based attacks and effects
Bumblebee is no longer Inspired!
Bumblebee is currently Armoured! - +3 Defence
Bumblebee is currently Disorientated! (1/2) - -2 Attack, -2 Defence
Bumblebee uses plummet attack
Bumblebee is now Speeding! - +5 Attack
SWAT Officer 2 is now Speeding! - +5 Attack
SWAT Officer 2 hit by Stone Floor's melee attack for 9 Attack, 5 Defence, 4 Health loss.
SWAT Officer 2 is Bleeding! - +1 Health loss.
SWAT Officer 2 is now Ranged! - May only use ranged attacks and abilities on the opponents. Opponents gain +5 Defence against ranged attack and abilities.
Bumblebee gains 5 XP
Flight Control: bonus 1 XP!

Stumbling to his feet SWAT Officer 2 runs for the stairs, heading back up to rejoin the fight.
SWAT Officer 2 is currently Mind Controlled! (2/20)
SWAT Officer 2 is currently Armoured! - +5 Defence
SWAT Officer 2 is currently Ranged! - May only use ranged attacks and abilities on the opponents. Opponents gain +5 Defence against ranged attack and abilities.
SWAT Officer 2 moves to Upper Hallway; SWAT Officer 2 is no longer Ranged!

SWAT Officer 3 panics and opens fire on Full Auto at the group on the balcony.
SWAT Officer 3 is currently Mind Controlled! (2/20)
SWAT Officer 3 is currently Armoured! - +5 Defence
Full Auto:
Rocksmith is hit by Full Auto for 4 Attack, 1 Defence, 3 Health loss.
Rocksmith gains 2 XP!
Bumblebee is hit by Full Auto for 4 Attack, 4 Defence, 0 Health loss.
Bumblebee gains 2 XP!
Nightingale is hit by Full Auto for 4 Attack, 3 Defence, 1 Health loss.
SWAT Officer 3 is now Out of Ammo! - May not attack again until he reloads.

Nightingale quickly deals with her wounds and those of her allies on the balcony before darting passed the SWAT Officers to help those at the top of the stairs as well.
Nightingale recovers +2 Energy
Combat Triage: -5 Energy
Nightingale heals herself for 1 Health
Nightingale heals Rocksmith for 5 Health
Healing Hands: Rocksmith regains 3 Health.
Nightingale heals Flare for 0 Health
Nightingale heals Brick for 2 Health
Nightingale heals Sigma for 0 Health
Nightingale heals Heretic for 0 Health
Nightingale heals Bumblebee for 2 Health



Callsign: SWAT Officer
Role: Blitzer
Power Origin: Tech
Power Set: SMG
Abilities:
  • Flash Bang
    The SWAT Officer is equipped with Flash Bang grenades for incapacitating targets. When SWAT Officer throws a Flash Bang it inflicts 2 Health loss on all opponents, which may not be blocked or dodged, and the Disorientated status effect which reduces Attack and Defence by 2 on everyone, even themselves. This status effect lasts for two turns before targets recover.
  • Full Auto:
    The SWAT Officer opens fire with everything he has, emptying his clip into the crowd. All enemy targets suffer an attack at 2/3 the SWAT Officer's Attack rating which can be defended against as normal, but inflicts the Out of Ammo status effect, forcing him to reload on the following turn.
Traits:
  • Mind Controlled
    The SWAT Officer has been mentally dominated by the Gungirls in some way and is being forced to fight against his will. Gunman gains Mind Controlled status effect for 20 rounds at the start of the engagement.
  • Armoured
    The SWAT Officer is equipped with police-issue Body Armour, gaining the Armoured status effect - +5 Defence.
  • Gas Mask
    The SWAT Officer is equipped with a police-issue Gas Mask, making them immune to the Disorientated! status effect.

SWAT Officer 1 SWAT Officer 2
Stats: 0 / 6 / 6 Stats: 8 / 6 / 6
Energy: ? Energy: ?

SWAT Officer 3
Stats: 13 / 6 / 6
Energy: ?


Bumblebee and Rocksmith are on the edge of a balcony overlooking the main hall of the bank. There's no safe way down without injuring themselves gravely and their best option is to find a way to deal with the SWAT Officer 3 quickly and follow the Gungirls up to the roof.

Nightingale, Heretic, Sigma, Brick and Flare are at the top of the stairwell on the far side of the SWAT Officers from the rest of the team.

SWAT Officer 2 is on the stairs behind the new arrivals.



Madison 'Nightingale' Johannson - [LINK]
Energy: 1/10 XP: 1
20 / 3 / 5

Action: Combat Triage: -5 Energy; Nightingale restores health equal to her Attack rating for herself and all allies.



@rush99999 Rocksmith Action Complete
@SimplyJohn Bumblebee Action Complete
@Eklispe Flare Action Complete
@knighthawk Brick Action Complete
@GodOfWar Heretic Action Complete
@Behemoth542 Sigma Action Complete
Stats: 17 / 9 / 3

  • Telekinetic Barrier
  • Renewal

17 Health? You get +5 Health for every Skill Point spent so this should be 20 if you're spending 1 Skill Point for it.

Other than that, I take it you're spending 8 Skill Points on Defence, 2 on Attack and 4 for the two Abilities?

Power Origin: Bio/Magic
(you can only be magic or bio, not both. Some future events might involve biological or magical events so you need to be one or the other)

You could take both origins if you really want to, but some enemies you face will get a bonus against certain origin types and by taking two you'll be placing yourself at a disadvantage twice over.

What were you thinking for the source of Hype's powers? Is he a avatar of crowds, a spellcasting hooligan, a demi-god of mischief or a politician? *spit*



@Elitestpotato Nice idea for a character, I'm picturing him as a rabble-rousing punk rocker. XD

Just a couple of questions and concerns for him though.
Stats: Health 20 / Defense 7 / Attack 3

1 Skill Point for Health, 6 for Defence and 2 for Attack?

Riot Starter: (Energy Cost: 4) Give a riot provoking speech: Every ally in the same encounter gains the status effect Rioting. All Rioting allies gain a number that is equal to their level to their Attack Stat.

If I'm reading this right the ability would permanently double every ally's basic Attack rating? That seemed a little too powerful for the Energy cost.

Could I suggest either:
  • Riot Starter - Energy Cost 8 (increased cost, three turn duration)
    Hype gives a riot provoking speech, granting the Rioting status effect for three rounds. All Rioting characters double their basic Attack rating.

OR

  • Riot Starter - Energy Cost 4 (Altered Attack gain, three turn duration)
    Hype gives a riot provoking speech, granting the Rioting status effect for three rounds. All Rioting characters add Hype's Attack rating to their own.

OR

  • Riot Starter - Energy Cost 4 (Defence penalty, three turn duration)
    Hype gives a riot provoking speech, granting the Rioting status effect for three rounds. All Rioting characters double their basic Attack rating, but decrease their Defense rating by the same amount.

Any of these would make the ability a little less overpowered and work more effectively for the team as a whole.

...And this is our Independence Day: (Energy Cost: 4) A rousing speech motivates the troops: Selected Ally gains status effect Motivated. All Motivated Allies gain their level +1 to Defense stat.

The effect is fine as it is, but again a permanent buff would make it too powerful. You could either keep it at Energy cost 4 and make it last only two turns, or add an extra 2 Energy cost to extend it a further turn.

Scream! Shout!: (Energy Cost: 7) Scream at the top of your lungs: Target gains status effect Stunned until it's next turn ends. While Stunned, any damage dealt to Target is doubled and the target may not take an action.

Nice idea, but doubling damage would be a little excessive, and I can really see how a target getting shouted at would make the rest of the team better at causing damage to them. Effectively you'd be doubling up the entire team's Attack ratings, which would be hugely overpowered in some cases. Instead you could make it something like:
  • Scream! Shout! - Energy Cost 5 (decreased cost, defence debuff)
    Hype screams at the top of his lungs, inflicting a target with both the Staggered and Stunned status effects for one round. Staggered targets reduce their Defence by Hype's Attack rating and Stunned targets may not act on their next turn.

OR

  • Scream! Shout! - Energy Cost 10 (decreased cost, Defence debuff, AoE attack)
    Hype screams at the top of his lungs, inflicting all opponents with both the Staggered and Stunned status effects for one round. Staggered targets reduce their Defence by Hype's Attack rating and Stunned targets may not act on their next turn.

Since the inability to act and the lowered Defence are two different situations, I'd expect them to be different status effects (plus I've already used the Stunned effect during the first battle.) Plus you gain the advantage that a character who can nullify status effects would only be able to remove one at a time, making sure the other would still work for the round.

Morality: Neutral

True Neutral (both Neutral legally and by alignment)?
Running up the side of the building Streak kicked off to launch herself into the air between the two remaining Parademons, spinning herself around as she kicked at each of them several times, knocking them down to the ground.

Streak hits one basic attack on Parademon #3 (spinning kick) and two basic attacks on Parademon #4 (spinning kick) before scoring another attack against each of them (ground impact)
Streak - 10
Parademon #3 - 7
Parademon #4 - 6


Only to counter an attack and regain health. You can prevent the attack within the post, but the Signature attack would've still had you starting out with 8 hp. If the Warhound attacked again before you used a defense and regained health then I just read it wrong...

The Warhound would have attacked, but couldn't due to Streak's Speed. She took 2 damage from attacks which didn't connect and recovered 4 health for her two defence moves, so overall she regained 2 health, bringing her back upto 10.

Hopefully I've got a handle on this now, but correct me if I'm wrong.

Streak's 9 Speed means she can attack a maximum for five times each turn. If she uses a Special attack (one listed on her stat card) then her opponent must use either a Special defence (one listed on their attack card) or a Signature defence to block it. If she uses a Signature attack the opponent can only block it with a Signature defence.

Special attacks can be used any number of times during a battle, Special defences can only be used twice per battle, and Signature attacks and defences can only be used once per battle. Also the same Special attacks cannot be used more than once in the same turn, but Special defences can be, although they would then be totally exhausted at the end of the turn.

Since Streak's IQ is <6 her Signature attacks cause twice the basic rate of damage, and since Streak's Strength is <6 her base damage is only 1 Health per attack.

Which means the breakdown of the stat card would be:
  • IQ
    Determines power of Signature abilities. Signature Attacks cause double damage for 1-5 and triple damage for 6-10. Signature Defences recover double health for 1-5 and triple health for 6-10.
  • Strength
    Determines power of basic and Special attacks. Attacks cause 1 point of damage for 1-5 and 2 points of damage of 6-10.
  • Speed
    Determines the total number of attacks a character can make per post, as well as the power of their defensive moves. 3 Attacks for 1-3, 4 attacks for 4-7 and 5 attacks for 8-10. Character recover 1 health when defending with Speed 1-5 and 2 health when defending with Speed 6-10.
  • Attack
    Determines the number of Special Attacks a character may have. Attacks upgraded to Special Attacks may only be blocked by an opponent's Special Defences. There is no limit on the number of times a Special Attack may be used in a battle, but each Special Attack may only be used once per post. Special Attacks cause damage based on the character's Strength.
  • Defence
    Determines the number of Special Defences a character may have. Special Defences may be used to counter enemy Special or basic attacks and recover health based on the character's Speed. Each Special Defence may only be used twice per battle, but may be used twice in a single post.
  • Health
    Represents the character's ability to remain fighting, and is reduced as damage is taken. Health is calculated by combining the characters IQ, Strength, Speed and Defence, but does not include their Attack.
Isla Sorna, Visitor's Centre Approach - 9:12 AM

As they drove down the road Betty looked back to see the guards on foot running behind, keeping pace with the car as they bolted down the road. The Compys were with them, swarming around them but none attacking. It almost seemed as though they too were running to escape from something and for a moment Betty felt her analytical mind dropping into place as she began assessing the situation from a purely logical perspective. The moment soon passed though as her question was answered for her.

In the distance an almighty roar sounded out, echoing loudly down the valley as Betty turned her body around in her seat to look back down the road, her eyes darting across the horizon as she tried to spot any sign of the monster which had produced such a bone-chilling sound. There was nothing to be seen, and Betty couldn't even guess at how close the creature could've been, the echoes making it sound as though it was all around her.

Quickly turning to the driver she tapped the man on the shoulder to get his attention. "Pick up the pace, we need to get to the Visitor's Centre quickly," she told him sternly.

"What about the others?" The driver asked, tilting his head in Betty's direction but never letting his eyes leave the road. With the Compys all around them it taking his attention from the path ahead right now could be disasterous.

Glancing back for a moment Betty's face hardened before she gave her reply. "They have their orders. We're not too far from the building now and they'll make better time it they cut through the woods."
@Lekkuen

For a moment Nicotine let her consciousness linger in the control room, tempted to try and take the place herself without waiting for the rest of the team, but with with four men watching the screens and three more standing nearby armed it would be a close run thing to pull off. There'd be no way she'd be able to without someone raising an alarm in the process, and if that happened Nicotine would be hard pressed to hold the place alone against a concentrated effort to take the room back before the rest of the team could get inside.

Pulling back her mist, refocusing herself back outside the facility Nicotine stepped back towards the briefing table where the rest of the team were still sitting and talking. Scowling at their inactivity while she'd been doing the 'hard' work she moved gracefully back to her seat, reaching for the interface controls. Quickly she sketched in the details she'd managed to gather of the base's interior, clearly marking the sealed areas and the control room.

"I hope I'm not disturbing your little chat," She said sharply pointing at the updated display, "but here's an idea of what we have to work against."

Giving the team a moment to examine the map she'd drawn Nicotine continued to lay down the information as she'd seen it, explaining the guards' armaments and patrol routes, as well as the heavy presence in the control room. "It'll take several of us working together to disable their security centre, there's too many guards in there for any of us to be able to do it alone. I'm more worried about where they may be keeping this equipment we're supposed to be looking for though, I couldn't find a trace of it anywhere."
"We're all gonna get killed if we continue on like this, Yeah. Let's go find some jeeps."

"Or as hot tub, a hot tub would be nice too." Kelly said with a chuckle as she followed Julia towards the storage shed. Inside the three Jeeps were parked up in an orderly fashion, but time and lack of maintenance had left them a lot worse for wear than the computer geek had been hoping for. The fact she'd been hoping to find a fleet of fully refurbished, refitted and charged vehicles with the keys in the ignition and a cute redhead chauffeur was completely beside the point.

Quickly moving between the small two-person vehicles Kelly tried their ignitions, just on the off-chance one of them was just a little rusty, but of the three two simply glowed a little with stored power while the third seemed completely dead. Moving around to the front she quickly popped the hood on the unresponsive one, peering down at the electric engine inside as she pulled out a voltage meter from her pack and took a couple of readings.

"The good news," She began turning back towards her veterinarian friend, "is that all three are still powered. Unfortunately, none of them seem to want to start for some reason." As she spoke Kelly moved to the second car and repeated her checks, with the same result. The batteries seemed to be holding a charge, but without some repairs, or some better equipment, Kelly had no idea just how much, or whether the vehicles would be salvageable.

Smiling over at Julia, Kelly nodded back towards the main group, "This is beyond me; do you know anything about the others in the party? Would they know anything about electric engines, do you think?" She asked hopefully, while at the same time trying not to stare down at Julia's loose-fitting top, which was beginning to stick to the attractive blonde with sweat from the hot, humid environment. Kelly was glad she'd chosen to wear the loose blue top and tight pants for the trip, functional and efficient, while at the same time allowing her best features to stand out.
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