STAR WARS ROLE PLAY star wars the old republic d20 role play, what is your character's story? |
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Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Mon 3 Dec - 2:02 | |
| The member 'Pax Holocron' has done the following action : Dice Roll
#1 'd20' : 17, 3
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#2 'd20' : 10, 3 |
| | | 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 Mon 3 Dec - 2:09 | |
| Oyo protects 69 damageHK3 |32 Fire Damage| Oyo HK3 |37 Fire Damage| Benna Benna is downed - Round12:
►Lindrala (177/177/136HP) (Soresu2)Aya (36/36HP) (Maintaining the Force Field)MurrielOyo (108/108HP) (Soresu2)(ForceSpeed2 R16)Axo Skye (10/102HP) Benna (0/72HP) (Downed)Aspen (42/42HP) Flower Turret (30/30HP)(6DC|15REF|13FOR|15WILL)HXI-55 Juggernaut (48/100HP|9/25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (WeaponOverheat2 R16)HK1 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Assault Rifle) HK2 (78/100HP|/15/25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Shotgun) HK3 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Grenade Launcher) - 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 4/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
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| | | 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 Mon 3 Dec - 9:56 | |
| Standard Action: Soresu Attack: +12+d20 x2 Damge: Damage: 2+d15 Plasma Energy x 2 Target: HXI-55 Juggernaut
Lindrala attacks the HXI droid again |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Mon 3 Dec - 9:56 | |
| The member 'Lindrala' has done the following action : Dice Roll
#1 'd20' : 1, 1
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#2 'd15' : 2, 5 |
| | | 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 Tue 4 Dec - 0:00 | |
| To avoid Murriel being debuffed again with the Mist of Nightmare, Aya steps back at the cost of giving 50% concealment to one of the droids.
Move Action: N6 to N7 Use the Force: 14+d20 vs 15 |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 4 Dec - 0:00 | |
| The member 'Aya' has done the following action : Dice Roll
'd20' : 19 |
| | | 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 Tue 4 Dec - 9:15 | |
| Standard Action: Attack +14|+9 (Force Speed) Saber-Staff Damage: d20+11 Saber-Staff Critical: 18-20 x3 Target: HK2 |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 4 Dec - 9:15 | |
| The member 'Oyo' has done the following action : Dice Roll
#1 'd20' : 16, 19
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#2 'd20' : 18, 20 |
| | | 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 Tue 4 Dec - 9:16 | |
| Standard Action: Weapon Overheat Rank 2 Target: HXI-55 Juggernaut |
| | | 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 Tue 4 Dec - 9:22 | |
| Lindrala |Miss| HXI 55 JuggernautAya Use the Force Success Oyo |60 Plasma Damage| HK2 Axo Overheats HXI 55 Juggernaut - Round12:
Lindrala (177/177/136HP) (Soresu2)Aya (36/36HP) (Maintaining the Force Field)MurrielOyo (108/108HP) (Soresu2)(ForceSpeed2 R16)Axo ►Skye (10/102HP) Benna (0/72HP) (Downed)Aspen (42/42HP) Flower Turret (30/30HP)(6DC|15REF|13FOR|15WILL)HXI-55 Juggernaut (48/100HP|9/25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (WeaponOverheat2 R17)HK1 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Assault Rifle) HK2 (33/100HP|/0/25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Shotgun) HK3 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Grenade Launcher) - 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 4/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
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| | | 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 Tue 4 Dec - 13:30 | |
| Movement action: P10 to Q12 Standard action: Two Handed Sniper AB: +20|+16 Damage: 5+d20 Bolts Energy Critical: 15-20 (x3) Target: HK2 Skye gets back to her feet after receiving medical treatment from Aspen, "Ugh, not feeling so hot here." She limps towards the each of the barrier, turns and takes aim at the HK2 droid that Oyo was currently fighting against. She fires at the HK2 droid. |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 4 Dec - 13:30 | |
| The member 'Skye' has done the following action : Dice Roll
#1 'd20' : 12, 19
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#2 'd20' : 9, 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 Mon 10 Dec - 0:01 | |
| Benna crawls towards Aspen
Move Action: Q5 to P6 |
| | | Aspen
Posts : 70 Experience : 99 Join date : 2017-08-25 Age : 26 Location : MD
Character Sheet Health Points: (42/42) Shield Points: (0/0) Armor Percentage: (0/0)
| Subject: Re: JEDI EXTRACTION Mon 10 Dec - 19:09 | |
| Aspen sees Benna down and rushes to help " hang in there im coming!!!" Move Action: O10 to P7 Standard Action: First aid benna |
| | | 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 Tue 11 Dec - 10:51 | |
| Skye |11 Bolts Damage| HK2 Aspen |First Aid| Benna - Round12:
Lindrala (177/177/136HP) (Soresu2)Aya (36/36HP) (Maintaining the Force Field)MurrielOyo (108/108HP) (Soresu2)(ForceSpeed2 R16)Axo Skye (10/102HP) Benna (7/72HP) Aspen (42/42HP) Flower Turret (30/30HP)(6DC|15REF|13FOR|15WILL)►HXI-55 Juggernaut (48/100HP|9/25SP)(10AC|15AB|15DC)(0REF|0FOR|0WILL|15COM)(Damage 50 Electric|17-20x3) (WeaponOverheat2 R17)HK1 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Assault Rifle) HK2 (22/100HP|/0/25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Shotgun) HK3 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Grenade Launcher) - 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 4/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
HXI-55 Juggernaut Standard Action: Attack 15+d20 Target: Lindrala Reflex 10+d20 | Skye Reflex 4+d20 |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 11 Dec - 10:51 | |
| The member 'Pax Holocron' has done the following action : Dice Roll
#1 'd20' : 3
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#2 'd20' : 20, 1 |
| | | 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 Tue 11 Dec - 10:57 | |
| HIX 55 |Miss| Lindrala Chain does not continue to next target Axo |52 Overheat Kill| HXI 55 - Round12:
Lindrala (177/177/136HP) (Soresu2)Aya (36/36HP) (Maintaining the Force Field)MurrielOyo (108/108HP) (Soresu2)(ForceSpeed2 R16)Axo Skye (10/102HP) Benna (7/72HP) Aspen (42/42HP) Flower Turret (30/30HP)(6DC|15REF|13FOR|15WILL)►HK1 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Assault Rifle) HK2 (22/100HP|/0/25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Shotgun) HK3 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Grenade Launcher) - 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 4/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
HK1 Standard Action: Weapon Focus Assault Rifle 123A Weapon Damage (2 rolls): d10 Energy (Bolts) Critical: 18-20 (x2) Weapon Attack (2 attacks): 15+d20 | 10 +d20 Target: Oyo Defense 12+d20 | 12+d20 |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 11 Dec - 10:57 | |
| The member 'Pax Holocron' has done the following action : Dice Roll
#1 'd10' : 8, 10
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#2 'd20' : 4, 8
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#3 'd20' : 2, 10 |
| | | 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 Tue 11 Dec - 11:02 | |
| HK1 |24 Bolts Damage| Oyo - Round12:
Lindrala (177/177/136HP) (Soresu2)Aya (36/36HP) (Maintaining the Force Field)MurrielOyo (84/108HP) (Soresu2)(ForceSpeed2 R16)Axo Skye (10/102HP) Benna (7/72HP) Aspen (42/42HP) Flower Turret (30/30HP)(6DC|15REF|13FOR|15WILL)HK1 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Assault Rifle) ►HK2 (22/100HP|/0/25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Shotgun) HK3 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Grenade Launcher) - 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 4/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
HK2 Move Action: Q6 to S10 Standard Action: Weapon Focus Shotgun 123A Weapon Damage (2 rolls): d15 Energy (Bolts) Critical: 19-20 (x5) Weapon Attack (2 attacks): 15+d20 | 10 +d20 Target: Axo 6+d20 | 6+d20 |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 11 Dec - 11:02 | |
| The member 'Pax Holocron' has done the following action : Dice Roll
#1 'd15' : 15, 14
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#2 'd20' : 19, 20
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#3 'd20' : 9, 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 Tue 11 Dec - 11:10 | |
| HK2 |Double Critical 215 Bolts Damage Kill| Axo Axo is unavailable like Murriel until combat ends First Aid not usable on critically downed target - Round12:
Lindrala (177/177/136HP) (Soresu2)Aya (36/36HP) (Maintaining the Force Field)MurrielOyo (84/108HP) (Soresu2)(ForceSpeed2 R16)Axo Skye (10/102HP) Benna (7/72HP) Aspen (42/42HP) Flower Turret (30/30HP)(6DC|15REF|13FOR|15WILL)HK1 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Assault Rifle) HK2 (22/100HP|/0/25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Shotgun) ►HK3 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Grenade Launcher) - 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 4/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
HK3 (4/10 Fire Grenades Remain) Move Action: R3 to R2 Standard Action: Weapon Focus Grenade Launcher 123A Weapon Damage (2 rolls): 46 Fire at point of impact, 37 fire 1square radius, 19-20 (x2) Weapon Attack (2 attacks): 15+d20 | 10 +d20 Target: O6 Soresu Defense Oyo 12+d20 | 12+d20 |
| | | Dice
Posts : 575 Experience : 575 Join date : 2017-01-19
| Subject: Re: JEDI EXTRACTION Tue 11 Dec - 11:10 | |
| The member 'Pax Holocron' has done the following action : Dice Roll
#1 'd20' : 4, 9
--------------------------------
#2 'd20' : 16, 18 |
| | | 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 Tue 11 Dec - 11:16 | |
| Oyo protects 185 total fire damage - Round13:
►Lindrala (177/177/136HP) (Soresu2)Aya (36/36HP) (Maintaining the Force Field)MurrielOyo (84/108HP) (Soresu2)(ForceSpeed2 R16)Axo Skye (10/102HP) Benna (7/72HP) Aspen (42/42HP) Flower Turret (30/30HP)(6DC|15REF|13FOR|15WILL)HK1 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Assault Rifle) HK2 (22/100HP|/0/25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Shotgun) HK3 (100HP|25SP)(15AC|15AB|10DC)(5REF|0FOR|0WILL|12COM)(Grenade Launcher) - 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 4/5 Lindrala's Options: 1. Move from X to Y. 2. You decide. 3. Free RP.
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| | | 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 Tue 11 Dec - 11:38 | |
| Movement action: O9 to O3
Lindrala quickly rushes forward towards the last orb. |
| | | 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 12 Dec - 13:12 | |
| Move Action: N7 to N6 Use the Force: 14+d20 vs 15 |
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| Subject: Re: JEDI EXTRACTION | |
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