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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The team are engaging the Mechtroopers in the middle of Threadneedle Street, surrounded by old building and statues.

Bumblebee opens fire with leaping arcs of electrical energy.
Bumblebee recovers +1 Energy
Bumblebee is currently Armoured (Padded Flightsuit)! - +3 Defence
Ironside's Upgrades: Upgraded! - +4 Defence
Bumblebee is currently Armed! (AEGIS Pistol) - +2 Attack
Ironside's Upgrades: Upgraded! - +4 Attack
Bumblebee is currently Levitating! - -1 Energy, Immune to ground-based attacks and effects, +4 Defence
Bumblebee is currently Ranged! - May only use ranged attacks and abilities on opponents, may only be targeted by ranged attacks and abilities by opponents
Bumblebee uses Sting Like A Bee (-4 Energy):
Mechtrooper 2's Heavily Armoured trait activates: Double damage from electrical or energy-based attacks
Mechtrooper 2 is hit by Bumblebee's Sting Like A Bee for 24 Attack, 20 Defence, 4 Health loss.
Mechtrooper 2 is now Shocked for three turns! - -7 Defence
Bumblebee gains 4 XP!
Bumblebee's Arc Lightning trait activates:
Mechtrooper 3's Heavily Armoured trait activates: Double damage from electrical or energy-based attacks
Mechtrooper 3 is hit by Bumblebee's Sting Like A Bee for 24 Attack, 20 Defence, 4 Health loss.
Mechtrooper 3 is now Shocked for three turns! - -7 Defence
Bumblebee gains 4 XP!
Flight Control: Bumblebee gains 3 bonus XP!
Commlink x4: Bumblebee gains 3 bonus XP!

Rocksmith breaks into an epic jam, inspiring the party and sending his fans wild.
Rocksmith recovers +1 Energy
Rocksmith is currently Armed (AEGIS Stun Baton)! - May choose to make an Attack 4 energy-based Stun attack rather than any of his usual attacks or abilities
Ironside's Upgrades: Upgraded! - +4 Attack when Stun Baton used
Rocksmith is currently Cheered On! - +1 Defence
Rocksmith's Gotta Love The Roadies trait: Roadie is currently Gearing Up! (2/4) - activates a random bonus when readied
Rocksmith uses We Will Rock You (-5 Energy):
Bumblebee is now Inspired for five rounds! - +4 Defence, +5 Attack
Flare is now Inspired for five rounds! - +3 Defence, +4 Attack
Brick is now Inspired for five rounds! - +4 Defence, +2 Attack
Heretic is now Inspired for five rounds! - +3 Defence, +5 Attack
Psy-Warp is now Inspired for five rounds! - +3 Defence, +2 Attack
Deimos is now Inspired for five rounds! - +4 Defence, +4 Attack
Void is now Inspired for five rounds! - +2 Defence, +2 Attack
Vex is now Inspired for five rounds! - +2 Defence, +3 Attack
Ironside is now Inspired for five rounds! - +6 Defence, +1 Attack
Ironside 2.1 is now Inspired for five rounds! - +6 Defence, +1 Attack
Rock Hard: Rocksmith gains 5 bonus XP!
Rocksmith's For The Fans trait triggers: 5 Fans immediately appear from a side alley and start to cheer him on - +1 Attack

Deimos utilises Ironside 2.1 as part of her new advanced weapons system.
Deimos recovers +2 Energy
Deimos is currently Armoured (AEGIS Body Armour)! - +4 Defence
Ironside's Upgrades: Upgraded! - +4 Defence
Deimos is currently Inspired! (1/5) - +4 Defence, +4 Attack
Deimos uses Prototype Projectile System with Ironside 2.1 on Mechtrooper 4
Deimos is now Shielded (Psy-Warp's Barrier 1)! - +5 Defence
Ironside 2.1 is currently Inspired! (1/5) - +6 Defence
Ironside 2.1 is now Speeding! - +5 Attack
Ironside 2.1 is no longer Shielded!
Mechtrooper 4 hit by Ironside 2.1's melee attack for 47 Attack, 20 Defence, 25 Health loss.
Mechtrooper 4 is now KO'd!
Ironside 2.1 is no longer Speeding!
Deimos gains 25 XP!
Target incapacitated: bonus 10 XP!

Vex smashes the water main open, flooding the street.
Vex recovers +1 Energy
Vex is currently Inspired! (1/5) - +2 Defence, +3 Attack
Water Main hit by Vex's melee attack
Area is now Flooded as water pours out onto the street, all characters are now Damp - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks
Ninja Style: Vex gains 1 bonus XP!

Flare opens fire on Mechtrooper 2.
Flare is currently Armed (SMG)! - +4 Attack, may use Full Auto instead of normal attack or ability
Ironside's Upgrades: Upgraded! - +4 Attack
Flare is currently Inspired! (1/5) - +3 Defence, +4 Attack
Flare is currently Damp! - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks
Flare attacks with his SMG
Mechtrooper 2 is currently Shocked! (1/3) - -7 Defence
Mechtrooper 2 is currently Damp - +1 Defence against fire-based attacks and abilities
Mechtrooper 2 hit by Flare's fire-based ranged attack for 20 Attack, 14 Defence, 6 Health loss.
Flare gains 6 XP!
Commlink x4: Flare gains 3 bonus XP!

Psy-Warp fires a telekinetic blast at the Mechtroopers.
Psy-Warp recovers +1 Energy
Psy-Warp is currently Inspired! (1/5) - +3 Defence, +2 Attack
Psy-Warp is currently Damp! - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks
Psy-Warp uses Telekinetic Blast -6 Energy:
Mechtrooper 2 is now Staggered! - -5 Defence
Mechtrooper 3 is now Staggered! - -5 Defence
TK Support: Psy-Warp gains 5 bonus XP!
Commlink x4: Psy-Warp gains 2 bonus XP!

Brick attacks Mechtrooper 2 with a molten metal leg trap while shouting orders.
Brick recovers +1 Energy
Brick is currently Armoured! - +4 Defence
Ironside's Upgrades: Upgraded! - +4 Defence
Brick is currently Armed (AEGIS Stun Baton)! - May choose to make an Attack 4 energy-based Stun attack rather than any of his usual attacks or abilities
Ironside's Upgrades: Upgraded! - +4 Attack when Stun Baton used
Brick is currently Weaponised! (1/3) - +5 Attack
Brick is currently Inspired! (1/5) - +4 Defence, +2 Attack
Brick is currently Damp! - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks
Brick used Snakebite on Mechtrooper 2 -4 Energy:
Mechtrooper 2 is currently Staggered! - -5 Defence
Mechtrooper 2 hit by Brick's Snakebite for 14 Attack, 9 Defence, 5 Health loss.
Mechtrooper 2 is now Trapped for one turn! - may not move without suffering 10 Health loss
Mechtrooper 2 is now Clamped! - Trapped status effect extended to six turns
Brick gains 5 XP
Commlink x4: Brick gains 2 bonus XP!

Heretic smears the liquid metal onto his blade, but the molten mess dripps quickly off the demonic sword before managing to harden more than a few drops, and then attacks Mechtrooper 4.
Heretic recovers +1 Energy
Heretic is currently Armoured (AEGIS Body Armour)! - +4 Defence
Ironside's Upgrades: Upgraded! - +4 Defence
Heretic is currently Armed (Hell-Forged Blade)! - +4 Attack
Ironside's Upgrades: Upgraded! - +4 Attack
Heretic is currently Inspired! (1/5) - +3 Defence, +5 Attack
Heretic is currently Damp! - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks
Heretic attacks Mechtrooper 4 with his Hell-forged Blade
Mechtrooper 4 missed by Heretic's melee attack: Already KO'd!

Void takes a step back and patiently awaits the moment to strike.
Void recovers +1 Energy
Void is currently Inspired! (1/5) - +2 Defence, +2 Attack
Void is currently Damp! - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks

With it's body battered by lightning bolts, fireballs, telekinetic attacks and a mad rock man Mechtrooper 2 hunkers down and slams its sparking fists together, generating a protective field around itself as it calculates its next move.
Mechtrooper 2 is currently Shocked! (1/3) - -7 Defence
Mechtrooper 2 is currently Damp - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks
Mechtrooper 2 is currently Staggered! - -5 Defence
Mechtrooper 2 is currently Trapped! (1/6) - may not move without suffering 10 Health loss
Mechtrooper 2 uses Lightning Field
Mechtrooper 2 is now Shielded for two turns! - +10 Defence

Noticing the demon boy attacking the remains of its former colleague Mechtrooper 3 steps towards him, swinging an oversized fist down to strike the desecrator.
Mechtrooper 3 is currently Shocked! (1/3) - -7 Defence
Mechtrooper 3 is currently Damp - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks
Mechtrooper 3 is currently Staggered! - -5 Defence
Mechtrooper 3 attacks Heretic
Heretic is currently Armoured (AEGIS Body Armour)! - +4 Defence
Ironside's Upgrades: Upgraded! - +4 Defence
Heretic is currently Inspired! (1/5) - +3 Defence
Heretic is currently Damp! - -3 Defence against electrical-based attacks
Heretic hit by Mechtrooper 3's electrical-based melee attack for 10 Attack, 10 Defence, 0 Health loss.
Heretic is now Shocked for two rounds! - -4 Defence
Heretic gains 5 XP!

With a mighty bellow two more Mechtroopers appear around the corners of the ancient buildings, accompanied by two other mechanical monstrosities which resemble heavily armed robotic dogs the size of small cars.



Ironside calls back over her shoulder, "I think I can see why the army pulled out. How many of these things are there!?!" before stepping up and letting her body spawn off yet another copy of herself.
Ironside recovers +1 Energy
Ironside is currently Metamorphed - +20 Defence
Ironside is currently Upgraded - All party members get +4 Attack for each equipped weapon and +4 Defence for each equipped piece of armour
Ironside is currently Inspired! (1/5) - +6 Defence, +1 Attack
Ironside is currently Damp - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks
Ironside uses Replication -5 Energy:
Ironside 2.2 is summoned for five turns with 17 Health, 21 Defence and 1 Attack

Ironside 2.1 smiles over at her duplicate as she picks herself up from inside the remains of the second downed Mechtrooper. "Don't worry, they seem to be falling like dominoes. We can take them," before also spawning a duplicate clone.
Ironside recovers +1 Energy
Ironside 2.1 is currently Metamorphed - +20 Defence
Ironside 2.1 is currently Upgraded - All party members get +4 Attack for each equipped weapon and +4 Defence for each equipped piece of armour
Ironside 2.1 is currently Summoned! (1/5)
Ironside 2.1 is currently Nanotech! - Will cease to function if Ironside is KO'd
Ironside 2.1 is currently Inspired! (1/5) - +6 Defence, +1 Attack
Ironside 2.1 is currently Damp - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks
Ironside uses Replication -5 Energy:
Ironside 3.1 is summoned for five turns with 12 Health, 21 Defence and 1 Attack



The party are in the middle of an open plaza, with old-fashioned pillared buildings surrounding them. At the edge of the plaza several metal warriors are charging towards them, their fists sparkling with electrical energy. The mechanical hounds appear to be taking up firing positions.


Callsign: Mechtrooper
Role: Blitzer
Power Origin: Tech
Power Set: <UNKNOWN>
Abilities:
  • Lightning Field
    Locking its arms together the Mechtrooper genetrates an electromagnetic field around it's body, pushing away all attackers and protecting it from harm. The Mechtrooper becomes Shielded for two turns, gaining +10 Defence against both ranged and melee attacks.
  • <UNKNOWN>
  • <UNKNOWN>
Traits:
  • Heavily Armoured
    The Mechtrooper is designed to withstand brutal punishment and is armoured with thick metal plating which gives it +10 Defence. The metal armour is highly conductive however, and takes double damage from any electrical or energy-based attacks received.
  • Soulless
    As a simple mechanical automaton the Mechtrooper has no mind of its own making it immune to all mental and emotional-based attacks and only suffering 2/3 damage from Magical sources. It feels no fear, no hate, no pain, no regret and doesn't even smile when it sees this.


Callsign: Mechhound
Role: Flanker
Power Origin: Tech
Power Set: <UNKNOWN>
Abilities:
  • <UNKNOWN>
  • <UNKNOWN>
  • <UNKNOWN>
Traits:
  • <UNKNOWN>
  • <UNKNOWN>

Mechtrooper 1 Mechtrooper 2
Stats: 0 / 10(20) / ? Stats: 10 / 10(20) / ?
Energy: ? Energy: ?

Mechtrooper 3 Mechtrooper 4
Stats: 21 / 10(20) / ? Stats: 0 / 10(20) / ?
Energy: ? Energy: ?

Mechtrooper 5 Mechtrooper 6
Stats: 25 / 10(20) / ? Stats: 25 / 10(20) / ?
Energy: ? Energy: ?

Mechhound 1 Mechhound 2
Stats: ? / ? / ? Stats: ? / ? / ?
Energy: ? Energy: ?

The street is abandoned with a few empty cars and vans parked at the roadside and the security shutters rolled down on the shop window fronts. Several cast iron statues gaze down unmoved by the presence of the automatons stalking by.



Angela 'Ironside' Spica - [LINK]
Energy: 0/10
25 / 1(21) / 1

Ironside is currently Metamorphed - +20 Defence
Ironside is currently Upgraded - All party members get +4 Attack for each equipped weapon and +4 Defence for each equipped piece of armour
Ironside is currently Shielded (Psy-Warp's Barrier 1)! - +5 Defence
Ironside is currently Inspired! (1/5) - +6 Defence, +1 Attack
Ironside is currently Damp - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks

Action: Replication - Create a nanotech duplicate of herself



Ironside 2.1 - [LINK]
Energy: 0/5
17 / 1(21) / 1

Ironside 2.1 is currently Metamorphed - +20 Defence
Ironside 2.1 is currently Upgraded - All party members get +4 Attack for each equipped weapon and +4 Defence for each equipped piece of armour
Ironside 2.1 is currently Summoned! (1/5)
Ironside 2.1 is currently Nanotech! - Will cease to function if Ironside is KO'd
Ironside 2.1 is currently Inspired! (1/5) - +6 Defence, +1 Attack
Ironside 2.1 is currently Damp - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks

Action: Replication - Create a nanotech duplicate of herself



Ironside 2.2 - [LINK]
Energy: 5/5
17 / 1(21) / 1

Ironside 2.2 is currently Metamorphed - +20 Defence
Ironside 2.2 is currently Upgraded - All party members get +4 Attack for each equipped weapon and +4 Defence for each equipped piece of armour
Ironside 2.2 is currently Summoned! (1/5)
Ironside 2.2 is currently Nanotech! - Will cease to function if Ironside is KO'd
Ironside 2.2 is currently Shielded (Psy-Warp's Barrier 1)! - +5 Defence
Ironside 2.2 is currently Damp - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks

Action: Summoned!



Ironside 3.1 - [LINK]
Energy: 5/5
12 / 1(21) / 1

Ironside 3.1 is currently Metamorphed - +20 Defence
Ironside 3.1 is currently Upgraded - All party members get +4 Attack for each equipped weapon and +4 Defence for each equipped piece of armour
Ironside 3.1 is currently Summoned! (1/5)
Ironside 3.1 is currently Nanotech! - Will cease to function if Ironside 2.1 is KO'd
Ironside 3.1 is currently Damp - +1 Defence against fire-based attacks and abilities, -3 Defence against electrical-based attacks

Action: Summoned!



@rush99999 Rocksmith
@SimplyJohn Bumblebee
@Eklispe Flare
@knighthawk Brick
@GodOfWar Heretic
@General Scales Psy-Warp
@KabenSaal Deimos
@Shadowman215 Void
@Leolycan Vex
Hey Genni. Nice to see you recovered from your sexcapades.

There's a difference between 'recovered' and 'finished'. :)

What is this sex talk all about? I thought we already covered this 5 pages back with the NightFlares.

Just @KabenSaal's depraved imagination going wild.
I just noticed something... We were JUST given stun batons, and the enemy is immune to stun.

The Stun Batons don't just stun a target, there are other benefits to having them too.

  • a stock of AEGIS Stun Batons (Energy-based Attack of 4, Stuns target if Defence exceeded, doesn't restricts use of targeted abilities unless Dual-Wielded)

Also just because the Mechtroopers are immune to Stun doesn't mean that there won't be other enemies to fight soon who won't be.
@Shadowman215@GodOfWar

Just waiting on posts from Heretic and Void, but I'll probably be offline for at least the next twelve hours so there might be a slight delay getting this latest turn sorted out until then.
Never underestimate the power of bribery.

And minibar access.
Gotta love the roadies.

I'm still amazed Jac managed to convince Stan the former NASA engineer with a practical knowledge in handling subzero materials, Mikey the experimental biochemist with the ability to manufacture a seemingly endless supply of regenerative soft drinks and Jocko the quantum theorist with an encyclopedic knowledge on time-space convergence to work as his road crew.

Then again, he did promise to let them have first dibs on the fangirls, since he's happy with Lily, and unfettered access to the tour bus minibar so perhaps it isn't that surprising after all.
I was wondering about that. You said that all civilians had been evacuated, and yet those fan girls happened to be nearby.

The Bank-Monument Underground Station Complex is a recognised disaster shelter and still has some civilians inside. Officially since they're in a secured site the civilians would be classed as having been evacuated to safety. Hearing Rocksmith's epic guitar the girls couldn't help but be lured out into the open.

Luckily the Roadies already have their Nth Space Containment Field prepared, which transports the fan's 1-100th of a second out of phase with reality, making them totally immune to all battlefield effects as long as the hamster doesn't stop spinning its wheel so they should be safe from harm for now.
You're not Rocksmith.

I think he's getting a little envious of all the attractive young women gathering nearby calling out Rocksmith's name.
Right, ok. Thinking on the pros and cons of pushing the Chi/Ki path as well as the actual punching and kicking path. Would certainly help against those with high physical resistance.

Normally I'd award higher Attack bonuses for simple physical abilities, such as the ones Deimos already has. Although her martial arts are powered by her 'magical' Chi flow the actual effect of the abilities still revolved around her making physical contact with her opponents so I'd still class them as physical abilities.

If she chose to develop Ki abilities, which would channel her energies into ranged or boosted attacks then they'd be classed as magi-based or spirit-based abilities, unless they also harnessed some form of elemental aspects as well, for instance a Flaming Fist or Ice Breath ability which would be fire-based and ice-based respectively. These abilities would have lower Attack bonuses, but could also have more impressive status effects instead.
And, how do you decree energy strikes? Would a Ki-backed blow from Deimos count as energy, since Ki is the outward manifestation of a person's energy, like Chi is the inward manifestation.

Energy strikes have to be caused using a weapon which specifically states it's energy-based in nature, or through the use of an ability with the energy-based property. Rocksmith has the ability to summon lightning with his guitar as a standard attack, Bumblebee's blasters and Void's blade are energy-based weapons based on what's been written upto this point so would also get an advantage, but any other attack would have to explain exactly how they managed to become 'energised' in the narrative in order to gain this property.

Since Ki is spiritual energy, and as far as the game mechanic is concerned would be classed as Magical, you'd actually get a reduction in damage caused when using it directly. As a sidenote, since Void's blade is Magical in nature, given his choice of power origin, he'd still suffer from the power reduction, after taking into account the 2x for the use of energy attacks.

Since Prototype Projectile System presumably uses Ki to help launch the 'projectile' at the target but the actual damage is caused by the physical impact of the projectile hitting the target it doesn't suffer from this disadvantage, although when fighting opponents resistant/immune to physical attacks it would be at a disadvantage.
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