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Author Topic: Deviation-22. The End of All Things.  (Read 537846 times)

Zako

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7635 on: November 10, 2012, 12:45:37 pm »

There's probably some kind of panel that you can pry off with a crowbar. Once you get access to the electronics inside, all you gotta do is rip some stuff out and it should be dead. Don't know why you used that area effect gun on it instead...
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Draignean

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7636 on: November 10, 2012, 02:24:29 pm »

Tarran Smith, Dominique Wakeman, James Evan

Aim at the legs of the one going towards James. Fire three shots. Use my Jormungandr.
[...]Slam[...]35 stamina for 35 kN of force[...]three-foot diameter centered on his chest[...]Immortal Skirmisher 1[...]
James kept defending. Considering both Tarran and Dominique were here, and Jake had a pistol, he just had to defend him and Jake from Tarran's shots the Immortals and he should be fine.

Spoiler: Initiative (click to show/hide)

   Tarran shoots at the Immortal advancing on James, [Quickshot 5+1+1, 3+1, 1-1 (bonus negated)] [Luck 2] putting two of three rounds into the immortal's leg. (Immortal Skirmisher 1 Armor -12, -12) Both of the rounds fail to penetrate the immortal's overgrown armor, and the third round misses by enough to send it straight into James' Shield. (James Riot Shield -9)
   Dominique adds to Tarran's attack with a psychic slam, [A.Kinetics 3+1] (-35 Stamina) knocking the immortal off its feet and sending it skidding off course. (Immortal 1 armor -11)
   The fallen immortal [Dex 3+1-2] picks itself up and continues plodding toward James. It makes up for the course diversion that Dom gave it, but it doesn't make it much farther than that.
   Jake, with the immortal still out of the effective range of his loaner firearm, sits tight and prepares to fire next round.   
   The immortal skirmisher that fired on Tarran tracks him briefly, attempts anticipate another surprise roll, and fires. [Quickshot 4+1 Vs Kinesthesia 2+2-1] It succeeds. [Tarran Passive Kinetics 4+2-2, 15 point shield] A wave of high-energy particles knocks Tarran sideways, flash-heating armor and flesh alike. Armor and latent ability keep it from being the wound it should have been, but the result is still more than painful. (Tarran Shield -3, -2, -2, -2. Tarran Armor -10, -8, -6, -5. Tarran Health -8, -6, -6, -12. )
   James Evan continues to sit tight, watching as the fight continues to evolve, and trying to keep his vital parts out of the line of fire. Normally he'd just have been considering the immortal's line of fire, but considering the riot shield has a brand new dent in it from Tarran, he isn't taking any chances. [Luck 2]

---

Aaron White

try with the crowbar

   You warn the others back as you steady yourself on your feet. Having them walk in to help and getting fifty rounds of lead for their trouble isn't how you intend to end your reluctant command.
  With the turret still vainly attempting to track you, you grab your crowbar and slam it into the glowing hole you made. You take advantage of the turret's immobility and repeat the process several times, burying the crowbar as deeply as you can with each strike.  [Brawl 4] Which, as it turns out, is pretty far. [Luck 5] Sparks fly when you finally hit something important inside. Thick maintenance gloves protect you from electrical shock, [Str 5] and you're able to yank your crowbar back out of the molten hole before it cements itself in there. The turret whirrs fitfully once more, jerking around erratically before freezing up with an electrical pop.
  The immobile object has been defeated, but your suit is still on fire. (Armor -7) It's uncomfortably warm, to put it mildly.

---


Turn Recap
Tarran is hitting and being hit
Dominique is knocking a foo around
Aaron is on fire.
James is whistling dixie

Relevant Items
Memory Stick (Dom)
Security Card November (Dom)
Broken Pad (Taric)
Ident Badge -Pyotr Ivanov- (Taric)
Ident Badge -Kira Masse- (Tarran)
Ident Badge -Naomi Weiss- (Tarran)
Unpowered Pad (Tarran)
L1RF Key (Tarran)

Spoiler: Enemies (click to show/hide)

Spoiler: Aaron White (click to show/hide)


Spoiler: Taric Sizier (click to show/hide)

Spoiler: Tarran Smith (click to show/hide)

Spoiler: Dominique Wakeman (click to show/hide)

Spoiler:  James Evan (click to show/hide)
 
« Last Edit: November 10, 2012, 02:31:05 pm by Draignean »
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SeriousConcentrate

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7637 on: November 10, 2012, 02:43:23 pm »

(I didn't realize Slam was so worthless in combat.)

Seeing that her psychic powers were unable to even slow down the enemies, Dom elected to spray acid on the one that Tarran wasn't engaging (Skirmisher 2).
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

Draignean

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7638 on: November 10, 2012, 03:10:21 pm »

(I didn't realize Slam was so worthless in combat.)

It's a basic ability, and mostly for knocking things back or knocking something down. For stationary objects it's a good battering ram, but against something that can move its damage is halved. I might have to tweak the equation a little, but it was never meant to be a damage hound.  At high difficulty and max output it can only deal 135-297 damage (Knockback of 135-297), which is enough to punt anybody off of anything, and the raw damage is doubled when the target's back is against the wall.

And you did slow the immortal down, he would have crossed into short range to James this turn without your intervention.

Edit: Equation tweaked slightly.
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SeriousConcentrate

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7639 on: November 10, 2012, 03:45:47 pm »

(Don't worry about it. I'm not going to. :P)
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

Tarran

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7640 on: November 11, 2012, 01:16:26 am »

Can you remind me what bonus action means? I've forgotten.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

SeriousConcentrate

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7641 on: November 11, 2012, 01:27:52 am »

It means you get two actions.
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

Tarran

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7642 on: November 11, 2012, 02:28:04 am »

The turn after it triggers?
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

SeriousConcentrate

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7643 on: November 11, 2012, 02:29:34 am »

I dunno, it doesn't say on the wiki. Just post two and see if Draignean runs both.
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

Tarran

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7644 on: November 11, 2012, 02:55:04 am »

"...G-ah!"

Act1: Fire my Jormungandr at the arm of the one shooting at me.

Act2: Then run out of their line of sight.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Draignean

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7645 on: November 11, 2012, 12:45:49 pm »

Can you remind me what bonus action means? I've forgotten.

When it happens for an NPC I run the bonus action at the very end of the combat turn, when it happens for a PC I run it at the very top of the next round. The difference is because I don't know what you would want to do with your bonus action, and hence I can't write it as it comes up.
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Ahra

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7646 on: November 11, 2012, 04:37:31 pm »

Stop. Drop. Roll. "Its safe now!!!"
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Zako

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7647 on: November 12, 2012, 09:32:54 am »

A shear would do a lot more damage than slam, with a lot less effort required too. Probably effective on it's armor too.
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Powder Miner

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7648 on: November 13, 2012, 12:49:11 am »

James stayed behind his shield- however, if that immortal came near him, he'd spring at it pour all of his weight and strength into a shield bash. He was a strong man and probably wasn't light, either. The thing probably wouldn't like it.
((Lock my action behind that of the immortal that was attempting to come near me. If it, in its action, came to short range, shield bash. If not, stay defending))
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Draignean

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Re: Deviation-22, Ch. 2: Strange glowing doors 101: Don't poke them.
« Reply #7649 on: November 13, 2012, 01:52:29 pm »

Tarran Smith, James Evan, Dominique Wakeman

Seeing that her psychic powers were unable to even slow down the enemies, Dom elected to spray acid on the one that Tarran wasn't engaging (Skirmisher 2).
"...G-ah!"

Act1: Fire my Jormungandr at the arm of the one shooting at me.

Act2: Then run out of their line of sight.


James stayed behind his shield- however, if that immortal came near him, he'd spring at it pour all of his weight and strength into a shield bash. He was a strong man and probably wasn't light, either. The thing probably wouldn't like it.


Spoiler: Initiative (click to show/hide)


  Tarran takes some offense at being shot, returning the Immortal's favor with a full burst of rifle fire. [Quickshot 3+1-2] The slugs fly, missing the immortal and burying themselves in a couch.
  The immortal shoots back. [Quickshot 2+1 Vs Kinesthesia 5+1] Burning a patch of distinctly Tarran-less air while Tarran scrambles back for the cover of the door.
  Dominique, thus far completely ignored by the immortals, primes her Fauth. [Quickshot 3+2+1] A shitstorm of highly corrosive ooze gets the immortal's attention fast. At close range the Fuath coats the immortal from head to toe, covering it in faintly hissing goo. [Immortal Endurance 1, bonus negated] The immortal doesn't react well.  (Immortal Armor -17) [Immortal luck 2-3] Its shotgun, covered in acid like everything else, starts whining ominously.
   With the immortal completely distracted by its dissolving flesh, Tarran makes it back to the door he came in through, pressing his back to the wall and taking cover beside the frame.
   [Dex 2+1] The immortal advancing on James and Jake still seems strangely unhurried, not bothering with anything faster than a walk. Now, however, it finally decides it's close enough to take a shot. [Quickshot 4+1] A flash of burning light impacts James' shield, punching holes through the thin polymer in a dozen places. James' armor takes the brunt of the damage, but, surprisingly for such a light vest, it performs its job perfectly. [James Riot shield, -10, -5, -3, -2. James Shield -10, -8, -6, -5. James Armor -5, -4, -3]
   James, his shield reduced to tatters, charges the immortal that just blasted him. [Dex 2] He does so with his traditional gracelessness, [Melee 4+1-1 Vs Dodge 4+1] and the immortal steps out of the way of James' clumsy charge.
   A small hail of tiny bullets from Jake [Fire control 4] peppers the immortal. (immortal armor -5, -5, -3) Most of the bullets bounce off, and it's difficulty to imagine that the immortal even noticed the attack.

(Immortal 1 is covered in acid, 10-22 damage for 5 turns.)

---

Aaron White

Stop. Drop. Roll. "Its safe now!!!"

  You call the others into the lab while you're still trying to extinguish yourself. [Soak 3+1+1] This isn't your first time being lit on fire and you know what to do. By the time that Henry, Paula, and Cale are assembled you're merely smoking. It might be bad for your health later, but it's no longer actively cooking you in your armor.
  Cale observes the smoky room, your smoking armor, and the smoking turret with a vaguely impressed expression. "Leave something for us next time, I didn't join this group for the great scenic opportunities. Though," he adds, peering at your forehead, "I would like to keep my eyebrows."
  Paula snorts at Cale as she starts rummaging through the lab. "Please sir, can't I have just a little peril?" she asks in a mocking version of Cale's voice.
   [Observation 5, 3+1, Intuition 1, 2 Luck 6, 18/30 Above Average] The group continues to talk as they rummage through the lab, looking for anything worth taking. The dead bodies of the previous team are looted as well. It's not exactly an honorable end to their quest, but it might help yours. The lab itself is larger than it first appeared, three networked rooms with enough space for dozen people to work actively without bumping elbows. The ORS mother, fully encased in a metal sheath the size of your thigh, is flat on all charts, dead or dormant. Most of the other equipment in the room isn't terrible useful to you. You have no doubt that it's top quality and very expensive, but not useful when attempting to escape from an underground base filled with living weapons and megalomaniac AIs. The things you do take from the room are light but useful; two more containers of ready to use ORS, one standard medical kit that used to be bolted to the wall, and a couple of energy cells looted from various machines. The bodies themselves yield a pair of pistols, some ammunition, and the single ORS pack they were carrying. Their armor, based off the same modified design as your own, has far too many holes in it to be even remotely useful.


Spoiler: Loot (click to show/hide)

---

Turn Recap
Tarran is missing and being missed again
Dominique is melting people
Aaron is now vulnerable to grabs
James is being shot and charging

Relevant Items
Memory Stick (Dom)
Security Card November (Dom)
Broken Pad (Taric)
Ident Badge -Pyotr Ivanov- (Taric)
Ident Badge -Kira Masse- (Tarran)
Ident Badge -Naomi Weiss- (Tarran)
Unpowered Pad (Tarran)
L1RF Key (Tarran)

Spoiler: Enemies (click to show/hide)

Spoiler: Aaron White (click to show/hide)


Spoiler: Taric Sizier (click to show/hide)

Spoiler: Tarran Smith (click to show/hide)

Spoiler: Dominique Wakeman (click to show/hide)

Spoiler:  James Evan (click to show/hide)
 

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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."
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