LC: Super Scrubs Issue #1

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Feb 4, 2025 7:18 am
Sable brings her deadly weapon up lightening quick! Aqee would be proud of the speed with which she had learned to wield the saber.

She steps forward, intent on marching towards her attackers, while sending their bullets melting to the pavement!

Rolls

Hand to Hand? - (2d6+7)

(43) + 7 = 14

Cadaver Troopers

Harrigan

Feb 4, 2025 8:13 am
Cadaver Troopers
Sable's blazing beam sword spins and whirls as she deflects dozens of shots, but when the troopers pour it on they overwhelm the girl and a blast gets through!
OOC:
6 damage!

Looks like that puts her at 18 damage taken, which is her max Stamina, yes? If so, see the Stamina rules a few posts aboard. Someone will need to help her this round!

Rolls

Damage - (1d6)

(3) = 3

Feb 4, 2025 8:21 am
OOC:
Actually, that's tough luck for Sable, as the Round ends right after she goes down! (If I have that right.)

Per the rules, taking as much damage as you have Stamina means -- you die! But in a twist of BIZARRE design language, you can choose to go to the KO table instead of dying. You need to roll above the number of times you've been knocked out to avoid rolling on that KO table. Since it's 1 KO and its a 2d6 roll, there's no way to fail the roll your first time you roll. Bottom line, seems like Sable is down for the count / fight. Unless someone has a reviving power!
Feb 4, 2025 8:24 am

THE TEST: ROUND FIVE
Drones
The gunfire in the middle of the camp finally stops when the last of the drones suddenly zips southward, flicking on its targeting laser, painting the web-stuck bus with a glowing green beam. Predictably by now, there's a WOMP-WHOOSH sound as the flying machine launches a missile! It streaks towards the packed-to-the-gills bus! A hit would be a robot massacre!
OOC:
ROUND 5! We're almost there, team! Looking at the Init order, we have Atrophy up, followed by Nocturne and Atrophy again! Then the passengers move, then we have Arachknight, Psion and Sable (unless she is dead or KOed)! Please note the missile impact time in the Init Order -- lower randomizer this time as the drone is close to its target!
[ +- ] Round 5 Init Order
https://i.imgur.com/P8Bv6bV.jpeg

Rolls

Drone 3 Missile Attack on Bus 2 - (2d6+4)

(56) + 4 = 15

Beats Until Missile from Drone 3 Hits - (2d6)

(24) = 6

Feb 5, 2025 12:17 am
Atrophy had come to the conclusion that the exercise was also a means to see how much destruction they could cause, and how far they were prepared to commit to that destruction would reveal what kind of commitment and morality they brought.

He was too far away to see Sable go down, and also equally far to stop the missile. But he was most proximate to the final group of foes, droid troopers in the buildings. He wanted to decisively take them out, at one go if possible. Eyeing the old wreck of a military craft that sat at the start of the tarmac, Atrophy moved forward, away from protecting the bus. It was time to make that plane fly again.
OOC:
Thinking to pick up the plane and drop it on top of the buildings! Rolling Superstrength, 1 Stamina. (I rolled opposed, but of it's roll under then ignore the modifier.)
Last edited February 5, 2025 12:27 am

Rolls

Superstrength - (2d6+8)

(63) + 8 = 17

Feb 5, 2025 6:41 am
The old jet -- once used for airline hostage training scenarios -- creaks and groans when the annoyed veteran takes it skyward. For a moment the old bird hangs together, almost looking majestic in the right light as it makes what will be its last flight. But then, perhaps ironically, the thing starts to fall to pieces. One of the wings, the tail, an engine. There's a thunderous roar as the wreckage falls back to the runway, and Atrophy is left holding part of the plane -- and wondering if he's leaking the energy that gives him his powers...
OOC:
Okay! This was not opposed, so roll-at-or-under your Superstrength, which is... 8. Missed by one with that nine! But tell you what -- if you can make a luck roll, you'll still have a big enough chunk of plane to attack two different targets (buildings) with the Explosives chart if they are in the same zone. If you fail you'll only be able to attack one, but it will be on the Explosive chart. Remember to spend the point of Luck if you go that route.
Feb 5, 2025 6:43 am
OOC:
In the interest of good sportsmanship and fair play and all that (and since Sable hit *exactly* 0 Stamina), I'll also let Sable make a Luck roll on her turn to wake to consciousness and 1 Stamina.
Feb 5, 2025 6:44 am
OOC:
Nocturne is up, following again by Atrophy!
Feb 5, 2025 8:26 am
Sable sends bullets skittering to the ground as hot, melted fragments! One catches her in the leg, as it ricochets off of her blade, which brings her down to her knee with sudden screaming pain!

Then she’s off balance, and the barrage is just too full and too many. She deflects a few more, but the effort exhausts her, and throws her off balance in the other direction. Then the hits come, and she Sable is gone to the dirt!
Feb 5, 2025 11:55 am
Of course all the available tech, robot spiders, attack drones, mecha jaguars, would be in tiptop condition, all except for the one thing Atrophy had elected to use. The beached aircraft creaked and groaned as he lifted it, and in truth Atrophy could see it was an old aircraft. Still, he had hoped that he could have hefted it far enough for it to be dropped on the troops issuing out of the buildings.

But the plane began to fall apart before he could make the short distance.
OOC:
Rolled, no luck!
Last edited February 5, 2025 11:56 am

Rolls

Luck 7 - (2d6)

(45) = 9

Feb 6, 2025 9:02 am
The aft section, where Atrophy wasn't supporting, began to break off, and one of the wings began to shear away from the uplift that Atrophy was making, leaving him with the main fuselage and the other wing which was also threatening to snap off. Atrophy did not want to risk the rest of it falling apart, and did not fly as high as he intended. Instead he quickly tossed what was left at the nearest building to crush its occupants.
OOC:
Preemptively taking my second turn, since Nocturne's actions probably wouldn't affect this zone. I rolled damage.
Last edited February 6, 2025 9:03 am

Rolls

Damage (Explosives) - (1d6)

(6) = 6

Feb 6, 2025 4:31 pm
'Get the rest of them.' She calls to Arachnight as she see's the imminent missle. She runs over to one of the fallen mechs and lufts it. Hopefully they'd been even more throwable when not fighting back.

She begins to spin, similar to a hammer thrower, to build momentum, before letting go to try and throw it into the missile.

[ooc]Not sure if roll under or roll to beat her, but using superstrength/ooc]
Last edited February 6, 2025 4:32 pm

Rolls

Throw a mech - (2d6)

(52) = 7

Feb 7, 2025 6:53 am
The big, inert cat goes spinning as Nocturne launches it at the incoming missile, and while it just grazes the ATG munition, it's enough to send it spinning, spiraling off-course -- and straight into the building in front of the heroine. The explosion is dramatic, sending wood, glass, and metal raining down on the bus, Sable, and everyone else.
OOC:
Nocturne, as we discussed in Discord -- you tied, and that's enough for a NO EFFECT result... knocking the missile off course!

Innocent Robot Civilian

Harrigan

Feb 7, 2025 6:54 am
Innocent Robot Civilian
The last two innocent robot civilians, spooked by the explosion, high-tail it onto the webbed-up bus!
OOC:
All robuts aboard!
Feb 7, 2025 6:59 am
[ +- ] Round 5 Init Order
https://i.imgur.com/1rDWRyr.jpeg

Arachknight, Psion and Sable are up!

Rolls

Rolling for Atrophy to Keep Things Moving (vs. 8) - (2d6)

(24) = 6

Feb 7, 2025 7:03 am
Further north, Atrophy hurls the multi-ton section of plane at a building he knows contains cadaver soldiers -- and scores a direct hit, flattening the building and all the troopers inside it!
OOC:
Damage die 6 is reduced by 1 from the troopers being inside a building, but that result of 5 still means 20 damage to each trooper! SQUIT!

The Arachknight

bowlofspinach

Feb 7, 2025 7:13 am
The Arachknight
The Arachknight is just about to try and grab the remaining stragglers, when they get on the bus by themselves. So instead, she moves to the bus and begins to tear at the strands of 'web' tethering it to the ground. Best to get this thing mobile again.
OOC:
Not sure if this is roll-under or an opposed roll against my own web. I'll roll under for now.

Rolls

Superstrength [8] - (2D6)

(21) = 3

Feb 7, 2025 8:11 am
OOC:
Success -- I probably would have let you take that action without rolling, just required the time.
Feb 8, 2025 1:12 am
OOC:
To be clear, Arachknight -- no need to roll, so don't spend the Stamina!
Feb 8, 2025 8:43 am
OOC:
This is going to cost me Luck, but I might as well!

Rolls

Luck 9 - (2d6)

(52) = 7

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