The Green Storm (Villian Arc)
- GreyWolfVT
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Re: The Green Storm (Villian Arc)
Vorpal continues to fight the mutants slicing and stabbing with his sword arm. He takes a beheading swing at the next in line taking out his aggression from what Sym had put him through in his fight here they remind him too much of Sym.
Init: [1d100] = 82
Sword Arm: [1d100] = 33
Init: [1d100] = 82
Sword Arm: [1d100] = 33
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: The Green Storm (Villian Arc)
Hot Streak is busy focusing on the mutant freaks in front of him to notice anything else, unless pointed out. This is how I am interpreting the roll. As for LG's action roll.... what?

Vorpal and Hot Streak quickly dispatches the mutants before them, proving much weaker than Symbiosis' creations. As Laughing Genocide chases down the rest of the demoralized gang, he attempts a fast attack maneuver. Apparently it is hard to kick when you are running at the same time, and even harder to punch when you keep on tripping to the ground. But somehow, LG manages to land a nice solid hit on one of the remaining mutants, bringing it to a crawl as it tries to get away.
A whole bunch of minor success rolls, but these were just small fry, so yeah, they went down easily. Two mutants manage to elude LG's grasp as they jump down a sewer hole in the middle of a nearby street. Vorpal and Hot Streak notice this too.
As the villianous trio finish their fight's, they can here the distant sounds of combat taking place. Gunfire and sadistic laughter, coupled with explosions fills the air. The gang war taking place in the streets is still going on strong, and its only a matter of time before some of the chaos spills over to your side.
Do you relish in more combat on the topside, and perhaps score a few more capes in the process, or do you pursue the mutants into the sewers below? LG, please make an awareness check.
- GreyWolfVT
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Re: The Green Storm (Villian Arc)
HotStreak can't resist the urge to take a few capes down "LG what would you rather kill these guys or some capes?" he asks as if the answer matters.
Vorpal "I should really go check on my crew but if we have to fight through a gang war I'm going to stick with you two."

Vorpal "I should really go check on my crew but if we have to fight through a gang war I'm going to stick with you two."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- MonkeyWrench
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- Location: Missouri
Re: The Green Storm (Villian Arc)
Awareness roll
Awareness(10): [1d100+10] = 83+10 = 93 THERE WE GO
Genocide actively hops on his feet, deciding that before he answers he will kill the crawling mutant.
Initiative: [1d100+10] = 60+10 = 70, To-Hit: [1d100] = 20 .... auto success as well?
He looks at the sewer entrance, then back to the noise of fighting and explosions, his mind seems torn... "I cannot decide! Do I hunt for fun in the darkness or see what fun can be had over there! Gahh!!! He kicks one of the already dead mutants in the dead, sending the head flying down the alley as he pouts.
Finally he relents and starts giggling, "I suppose we shall have to see what causes boom booms... Afterall, what is cooler than explosions! The way the blasts rip the flesh and bones from bodies, spraying that about like a masterpiece of art!" Genocide grabs himself around the shoulders, hugging himself as he seems to relish in the mental images. He begins heading towards the sounds, attempting another meld into the surroundings, his laughter echoing out.
Chameleon 20: [1d100] = 27 Seriously now? How is he able to do cool and gross stuff if his freaking powers don't work!
Awareness(10): [1d100+10] = 83+10 = 93 THERE WE GO
Genocide actively hops on his feet, deciding that before he answers he will kill the crawling mutant.
Initiative: [1d100+10] = 60+10 = 70, To-Hit: [1d100] = 20 .... auto success as well?

He looks at the sewer entrance, then back to the noise of fighting and explosions, his mind seems torn... "I cannot decide! Do I hunt for fun in the darkness or see what fun can be had over there! Gahh!!! He kicks one of the already dead mutants in the dead, sending the head flying down the alley as he pouts.
Finally he relents and starts giggling, "I suppose we shall have to see what causes boom booms... Afterall, what is cooler than explosions! The way the blasts rip the flesh and bones from bodies, spraying that about like a masterpiece of art!" Genocide grabs himself around the shoulders, hugging himself as he seems to relish in the mental images. He begins heading towards the sounds, attempting another meld into the surroundings, his laughter echoing out.
Chameleon 20: [1d100] = 27 Seriously now? How is he able to do cool and gross stuff if his freaking powers don't work!
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
- GreyWolfVT
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Re: The Green Storm (Villian Arc)
Hot Streak smiles at LG and then looks back at Vorpal "Once more into the breech my friend." and Hot Streak speeds off to see what makes the loud booms! with LG. Super Speed [1d100] = 56
Vorpal replies back "It would appear so. This time try to avoid getting hit. That goes for the both of you." Vorpal indicates LG with his sword arm and Hot Streak with his other arm. Then sets off following the two maniacs into yet another fight.
Vorpal replies back "It would appear so. This time try to avoid getting hit. That goes for the both of you." Vorpal indicates LG with his sword arm and Hot Streak with his other arm. Then sets off following the two maniacs into yet another fight.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: The Green Storm (Villian Arc)
As LG sloppily finishes his victim, he can feel a 'presence' watching him from afar. Call it animal instinct or what have you, but LG just get's that feeling that he is being watched. He darts his attention to where he thought the person was at, but finds no one there...
Having decided to wade into the thick of the gang war, Hot Streak, Vorpal and LG find three factions duking it out with one another. More of the mutants from earlier firing their pistols and slashing with their swords, colorfully dressed motorcycle thugs wielding laser rifles and throwing a variety of grenades, some futuristic, some contemporary, and a few heroes here and there trying to quell both sides. It's an all out war and there are rising casualties on both sides. You see lots of dead ASF and civilians strewn about the ground as well.
One of the colorfully garbed gang members spots you three and prepares to throw a grenade at your location. It is at this time that a hero flying up above zooms towards your location. He seems to recognize you and he is wearing clothing similiar to the one you fought earlier and played head kickball with. A blue aura shimmers around him...
All of the fights taking place are situated in various locations, some being 30 ft away, others a good 80 or so.
Actions and rolls!
Having decided to wade into the thick of the gang war, Hot Streak, Vorpal and LG find three factions duking it out with one another. More of the mutants from earlier firing their pistols and slashing with their swords, colorfully dressed motorcycle thugs wielding laser rifles and throwing a variety of grenades, some futuristic, some contemporary, and a few heroes here and there trying to quell both sides. It's an all out war and there are rising casualties on both sides. You see lots of dead ASF and civilians strewn about the ground as well.
One of the colorfully garbed gang members spots you three and prepares to throw a grenade at your location. It is at this time that a hero flying up above zooms towards your location. He seems to recognize you and he is wearing clothing similiar to the one you fought earlier and played head kickball with. A blue aura shimmers around him...
All of the fights taking place are situated in various locations, some being 30 ft away, others a good 80 or so.
Actions and rolls!
- MonkeyWrench
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Re: The Green Storm (Villian Arc)
Genocide see's the thug and the flying hero, with a crack of his neck and a cackle Genocide speeds over to the thug, rips his arm with the grenade off and hurls both said arm and grenade at the super!
Super Speed 20: [1d100] = 38
Action Roll: [1d100] = 42
Super Speed 20: [1d100] = 38
Action Roll: [1d100] = 42
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
Re: The Green Storm (Villian Arc)
While waiting for GreyWolf's post, I will say this much about your roll. Your action roll was based off of your coordination stat, which was at 50. A solid blue success would be needed for something like this to work, considering how severed arms may flop in mid-air and change the trajectory of the toss. You would have needed a 55 or higher for that to work. Since you only rolled a 42, it is still considered a minor success, but you will not be hitting your intended target.MonkeyWrench wrote:Genocide see's the thug and the flying hero, with a crack of his neck and a cackle Genocide speeds over to the thug, rips his arm with the grenade off and hurls both said arm and grenade at the super!
Super Speed 20: [1d100] = 38
Action Roll: [1d100] = 42
- MonkeyWrench
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Re: The Green Storm (Villian Arc)
Well, LG's rolls have been nothing but terrible so I honestly wasn't expecting a success. Doesn't mean the psycho isn't going to be himself though!
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
- GreyWolfVT
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Re: The Green Storm (Villian Arc)
Hot Streak superspeeds towards the gang member with the genade to a spot behind the gang member and blasts him with a jet of fire.
Init[1d100 +6] = 32+6 = 38
Super Speed [1d100] = 90
Fire Jet [1d100] = 50
I have to look at Vorpal's sheet again i forget what else he can do other than the sword arm.
Init[1d100 +6] = 32+6 = 38
Super Speed [1d100] = 90
Fire Jet [1d100] = 50
I have to look at Vorpal's sheet again i forget what else he can do other than the sword arm.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: The Green Storm (Villian Arc)
I will have an update for the villian arc by tomorrow, wednesday morning. In the meantime, are you still looking to do something with Vorpal GreyWolf, or should I handle it?
- GreyWolfVT
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Re: The Green Storm (Villian Arc)
Vorpal will take after the cape and if he comes low enough will swing his sword arm at the cape.
Init [1d100] = 65
Sword Arm [1d100] = 10

Init [1d100] = 65
Sword Arm [1d100] = 10







“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: The Green Storm (Villian Arc)
And so the villianous trio enters the battlefield with bursts of flames, bodily mutilation and maniacal laughter (sounds pretty standard right now
) LG charges the flashy gang member with the grenade and rips the grenade arm off with ease. Looking to chuck the arm and grenade at an incoming hero, he misses and the grenade arm arcs too high, landing onto the other side of the street. The grenade goes off however and blows away a group of mutant freaks in fiery shrapnel. The resulting explosion sends a nearby and previously unstable building into collapse. The super stops the building in midair and slowly starts to push it back up and away from his allies. His attention is preoccupied with this and does not notice Vorpal jumping off of a vehicle, trying to hack him down. Vorpal can only jump so high though and just misses the super. Hot Streak makes quick work of the gang member with the missing arm.
Hot Streak and LG has now drawn the ire of 3 nearby groups of gangmembers, some from the mutant faction that looks like Symbiosis and the other that is dressed in flashy clothing and armed with grenades and laser weaponry. You see four mutants charge you with swords and 2 flashy gang members aim their laser rifles at you; another member seems to be readying another grenade toss.
Actions and rolls please.

Hot Streak and LG has now drawn the ire of 3 nearby groups of gangmembers, some from the mutant faction that looks like Symbiosis and the other that is dressed in flashy clothing and armed with grenades and laser weaponry. You see four mutants charge you with swords and 2 flashy gang members aim their laser rifles at you; another member seems to be readying another grenade toss.
Actions and rolls please.

- MonkeyWrench
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Re: The Green Storm (Villian Arc)
Genocide decides to superspeed in erratic patterns to dodge any laser fire, making his way towards of the gang members that has grenades. He attempts to activate his genetic cloaking skill as he does so.
Chameleon 20: [1d100] = 34
Super Speed 20: [1d100] = 69
Once he reaches the gang member he will begin brutally attacking him, ripping his throat out and then taking his grenades and lobbing them at the different gang members and super.
Roll for killing the gang member:
Initiative: [1d100+10] = 44+10 = 54, To-Hit: [1d100] = 66
Rolling for throwing Grenades!!
Action Roll: [1d100] = 41
Action Roll: [1d100] = 21
Action Roll: [1d100] = 36
Action Roll: [1d100] = 46
Wasn't sure how many grenades the guy had so I just rolled 4 times, all rolls sucked though so take what you want.
Chameleon 20: [1d100] = 34

Super Speed 20: [1d100] = 69

Once he reaches the gang member he will begin brutally attacking him, ripping his throat out and then taking his grenades and lobbing them at the different gang members and super.
Roll for killing the gang member:
Initiative: [1d100+10] = 44+10 = 54, To-Hit: [1d100] = 66
Rolling for throwing Grenades!!
Action Roll: [1d100] = 41
Action Roll: [1d100] = 21
Action Roll: [1d100] = 36
Action Roll: [1d100] = 46
Wasn't sure how many grenades the guy had so I just rolled 4 times, all rolls sucked though so take what you want.
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
- GreyWolfVT
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Re: The Green Storm (Villian Arc)
Hot Streak cranks up his music drowing out most of the outside world super speeds a Z track to behind a group of gangmembers focusing on him and LG and fires off his wall of fire as a ring around the gang.
Init[1d100 +6] = 15+6 = 21
SS: [1d100] = 48
WF: [1d100] = 76
Init[1d100 +6] = 15+6 = 21
SS: [1d100] = 48
WF: [1d100] = 76
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
- Wants a special title like Scott
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Re: The Green Storm (Villian Arc)
Vorpal retrains his aim and focus like a cat on his prey and tries once more to leap and stab the hero.
Init [1d100] = 48
Sword Arm [1d100] = 8
seriously wtf?
Init [1d100] = 48
Sword Arm [1d100] = 8
seriously wtf?

“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: The Green Storm (Villian Arc)
Rested from his catnap, Cowboy leaves his Hacker living cube and takes a short ride on his motorcycle to a small factory that he owns.
To the world, they manufacture hybrid engine systems (gas-electric, hydrogen-electric, and fuel cell) for motorcycles and small cars, but Cowboy is here for other reasons.
A small building in a corner of the larger research, testing and manufacturing complex ... labeded "Special Projects Division" ... houses Cowboy's private laboratory. Between the special lab and the general research/testing facility, Cowboy has access to the tools he needs to work on a variety of projects.
Today, Cowboy has come to work on some special ammo for a shotgun.
An investment in future chaos.
He begins with an attempt to develope a high-explosive shotgun round ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 26
... but the prototype fails even the early computer modeling.
Cutting his losses and egar to explore some other possibilities, Cowboy attempts to develop an electric stun round for shotguns.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 63
Computer modeling says the design should work.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 70
The 3D printer quickly turns out a prototype, which Cowboy tests and it works perfectly.
Now comes the work of refining the prototype to produce an early production version.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 31
The first production run of 10 rounds proves functional, but still has some issues to be worked out.
The 12ga Electostun (1.0) round has a range of 2 sectors and inflicts 20 points of non-lethal damage on a hit ... less damage than a standard shotgun round.
Cowboy works on improving the round ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 55
The second production run of 10 rounds resolves the basic inferiority issues and the 12ga Electostun (1.1) round has a range of 2 sectors, inflicts 25 points of non-lethal damage on a hit.
Excited by his progress, Cowboy works on further improving the round ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 23
The third production run of 10 rounds ... 12ga Electostun (1.2) is unimproved from Electostun (1.1).
Cowboy accesses the data gained from the earlier Posiedon Industries R&D hack ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 60
... and finds data that will help significantly.
The fourth production run of 10 rounds is substantially improved and the 12ga Electostun (2.0) round has a range of 2 sectors, inflicts 30 points of non-lethal damage on a hit and ignores armor.
Cowboy continues to improve the round ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 81
The fifth production run of 10 rounds of 12ga Electostun (2.1) has a range of 2 sectors, inflicts 35 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 73
The sixth production run of 10 rounds of 12ga Electostun (2.2) has a range of 2 sectors, inflicts 40 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 9
The seventh production run of 10 rounds of 12ga Electostun (2.3) is unimproved from Electostun (2.2).
Cowboy concludes that 40 points of non-lethal electrical damage is the maximum that can be achieved in a shotgun shell without a significant breakthrough in capacitor technology.
Cowboy then returns to mining the Posiedon Industries R&D hack for research that might allow him to increase range ... as a slug, the round should not be subject to the spreading of a regular round of shot pellets ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 53
Cowboy determines that it is theoretically possible to increase the range to 4 sectors (like a pistol or bow) but the force necessary to achieve the 8 sector range of a rifle would destroy the electronics before they left the barrel.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 50
The eighth production run of 10 rounds of 12ga Electostun (3.0) has a range of 3 sectors, inflicts 40 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 63
The nineth production run of 10 rounds of 12ga Electostun (3.1) achieves the maximum range of 4 sectors, inflicts 40 points of non-lethal damage on a hit and ignores armor.
Cowboy then attempts to produce a smaller version to fit in a .45 caliber pistol.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 69
The first production run of 10 rounds of .45 Electostun (4.0) achieves a range of 4 sectors, inflicts 10 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 62
The second production run of 10 rounds of .45 Electostun (4.1) achieves a range of 4 sectors, inflicts 15 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 96
The third production run of 10 rounds of .45 Electostun (4.2) achieves a range of 4 sectors, inflicts 20 points of non-lethal damage on a hit and ignores armor.
The results are so successful that a rifle version is developed at the same time ...
The first production run of 10 rounds of .455 Electostun (4.2R) achieves a range of 6 sectors, inflicts 20 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 15
... attempts to improve the round any further begin to run into material limitations.
Cowboy next seeks to refine the design to improve manufacture-ability ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 10
... but it apperas that this family of rounds will remain a dificult to manufacture small production run item.
However, Cowboy still has the data obtained from the Rook Industries hack into their manufacturing computers ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 71
... which yields everything that he might need to manufacture specialized ammunition.
Cowboy sets up all of the files necessary to manufacture:
12ga Electrostun-S3.1 Shotgun Shells (range of 4 sectors, inflicts 40 points of non-lethal damage on a hit and ignores armor)
.45 Electrostun-P4.2 Pistol Ammo (range of 4 sectors, inflicts 20 points of non-lethal damage on a hit and ignores armor)
.455 Electrostun-R4.2 Rifle Ammo (range of 6 sectors, inflicts 20 points of non-lethal damage on a hit and ignores armor)
He uploads the files to 'The Eye' to grant them access to his new toy, and searches for a place to manufacture it in bulk ...
Lifestyle 109 (MS=15+, S=45+, OS=85+): [1d100] = 75
... finding someone who can do it without asking too many questions, but not locally.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 54
... so Cowboy will manufacture [1d100] = 48
rounds of each to distribute to Vorpal's men.
Cowboy rides home, avoiding the combat in the street and planning his next action ... a hacker vs hacker showdown.
[OOC: I have no idea whether Cowboy will run into mutants/combat or not ... you roll/pick something and tell me.
Either way is OK.
I have lots to do ...
... and it might be interesting to take a shot at combat.
Cowboy does have a Melee of 50 and a pair of knives.
]
To the world, they manufacture hybrid engine systems (gas-electric, hydrogen-electric, and fuel cell) for motorcycles and small cars, but Cowboy is here for other reasons.
A small building in a corner of the larger research, testing and manufacturing complex ... labeded "Special Projects Division" ... houses Cowboy's private laboratory. Between the special lab and the general research/testing facility, Cowboy has access to the tools he needs to work on a variety of projects.
Today, Cowboy has come to work on some special ammo for a shotgun.
An investment in future chaos.
He begins with an attempt to develope a high-explosive shotgun round ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 26
... but the prototype fails even the early computer modeling.
Cutting his losses and egar to explore some other possibilities, Cowboy attempts to develop an electric stun round for shotguns.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 63
Computer modeling says the design should work.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 70
The 3D printer quickly turns out a prototype, which Cowboy tests and it works perfectly.
Now comes the work of refining the prototype to produce an early production version.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 31
The first production run of 10 rounds proves functional, but still has some issues to be worked out.
The 12ga Electostun (1.0) round has a range of 2 sectors and inflicts 20 points of non-lethal damage on a hit ... less damage than a standard shotgun round.
Cowboy works on improving the round ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 55
The second production run of 10 rounds resolves the basic inferiority issues and the 12ga Electostun (1.1) round has a range of 2 sectors, inflicts 25 points of non-lethal damage on a hit.
Excited by his progress, Cowboy works on further improving the round ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 23
The third production run of 10 rounds ... 12ga Electostun (1.2) is unimproved from Electostun (1.1).
Cowboy accesses the data gained from the earlier Posiedon Industries R&D hack ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 60
... and finds data that will help significantly.
The fourth production run of 10 rounds is substantially improved and the 12ga Electostun (2.0) round has a range of 2 sectors, inflicts 30 points of non-lethal damage on a hit and ignores armor.
Cowboy continues to improve the round ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 81
The fifth production run of 10 rounds of 12ga Electostun (2.1) has a range of 2 sectors, inflicts 35 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 73
The sixth production run of 10 rounds of 12ga Electostun (2.2) has a range of 2 sectors, inflicts 40 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 9
The seventh production run of 10 rounds of 12ga Electostun (2.3) is unimproved from Electostun (2.2).
Cowboy concludes that 40 points of non-lethal electrical damage is the maximum that can be achieved in a shotgun shell without a significant breakthrough in capacitor technology.
Cowboy then returns to mining the Posiedon Industries R&D hack for research that might allow him to increase range ... as a slug, the round should not be subject to the spreading of a regular round of shot pellets ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 53
Cowboy determines that it is theoretically possible to increase the range to 4 sectors (like a pistol or bow) but the force necessary to achieve the 8 sector range of a rifle would destroy the electronics before they left the barrel.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 50
The eighth production run of 10 rounds of 12ga Electostun (3.0) has a range of 3 sectors, inflicts 40 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 63
The nineth production run of 10 rounds of 12ga Electostun (3.1) achieves the maximum range of 4 sectors, inflicts 40 points of non-lethal damage on a hit and ignores armor.
Cowboy then attempts to produce a smaller version to fit in a .45 caliber pistol.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 69
The first production run of 10 rounds of .45 Electostun (4.0) achieves a range of 4 sectors, inflicts 10 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 62
The second production run of 10 rounds of .45 Electostun (4.1) achieves a range of 4 sectors, inflicts 15 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 96
The third production run of 10 rounds of .45 Electostun (4.2) achieves a range of 4 sectors, inflicts 20 points of non-lethal damage on a hit and ignores armor.
The results are so successful that a rifle version is developed at the same time ...
The first production run of 10 rounds of .455 Electostun (4.2R) achieves a range of 6 sectors, inflicts 20 points of non-lethal damage on a hit and ignores armor.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 15
... attempts to improve the round any further begin to run into material limitations.
Cowboy next seeks to refine the design to improve manufacture-ability ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 10
... but it apperas that this family of rounds will remain a dificult to manufacture small production run item.
However, Cowboy still has the data obtained from the Rook Industries hack into their manufacturing computers ...
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 71
... which yields everything that he might need to manufacture specialized ammunition.
Cowboy sets up all of the files necessary to manufacture:
12ga Electrostun-S3.1 Shotgun Shells (range of 4 sectors, inflicts 40 points of non-lethal damage on a hit and ignores armor)
.45 Electrostun-P4.2 Pistol Ammo (range of 4 sectors, inflicts 20 points of non-lethal damage on a hit and ignores armor)
.455 Electrostun-R4.2 Rifle Ammo (range of 6 sectors, inflicts 20 points of non-lethal damage on a hit and ignores armor)
He uploads the files to 'The Eye' to grant them access to his new toy, and searches for a place to manufacture it in bulk ...
Lifestyle 109 (MS=15+, S=45+, OS=85+): [1d100] = 75
... finding someone who can do it without asking too many questions, but not locally.
Demolition Skill, INT=30 (MS=30+, S=60+, OS=90+): [1d100] = 54
... so Cowboy will manufacture [1d100] = 48
rounds of each to distribute to Vorpal's men.
Cowboy rides home, avoiding the combat in the street and planning his next action ... a hacker vs hacker showdown.
[OOC: I have no idea whether Cowboy will run into mutants/combat or not ... you roll/pick something and tell me.
Either way is OK.
I have lots to do ...
... and it might be interesting to take a shot at combat.
Cowboy does have a Melee of 50 and a pair of knives.

"welcoming humbly His light and proudly His darkness" - e.e. cummings
Re: The Green Storm (Villian Arc)
As Cowboy finishes his blueprint modifications and uploads the data, a camera feed showing the backside of his warehouse flickers on. The grey staticy film shows three thugs trying to break into your warehouse/private labratory. They must have been attracted by the lights that came on inside. They are lightly armed with basic baseball bats and hand guns. One of them is working a crowbar to pry a door window open. The back entrance in question opens up into a discreet alleyway, the door connected to a disused break room fire exit.Rested from his catnap, Cowboy leaves his Hacker living cube and takes a short ride on his motorcycle to a small factory that he owns.
To the world, they manufacture hybrid engine systems (gas-electric, hydrogen-electric, and fuel cell) for motorcycles and small cars, but Cowboy is here for other reasons.
A small building in a corner of the larger research, testing and manufacturing complex ... labeled "Special Projects Division" ... houses Cowboy's private laboratory. Between the special lab and the general research/testing facility, Cowboy has access to the tools he needs to work on a variety of projects.
It is at this time that your personal phone starts to ring, a private line that only the Eye knows of. The person who flickers onto the smartphone's monitor is none other than your second in command. Her message is short and to the point. "You've been challenged to a duel. Voodoo's place." (the sequence that I described earlier with Firewall Override will take place after the warehouse thug incident, if you choose to deal with it)
------
[1d100] = 100 Just thought I would show you the villian's initiative roll for all action sequences this round. Rolls like these do happen, and because 100 is an epic fail on their part, you guys will be going to town with everything that you are about to do, well... almost everything.
LG attempts another chameleon shroud super speed maneuver, but just fumbles it up again. He gains the surprise though, and succeeds in taking out a grenadier thug in two solid blows. With this final fast attack he rips a grenade bandolier off and chucks the remaining grenade on it into a mass of mutants on the other side of the street. The resulting explosion creats a flash freeze effect in the immediate blast radius, freezing all of the mutants into a ice statues. The mutants inside are pumped with adrenaline though and start to slowly break free from their icy confines.
Hot Streak also superspeeds into the chaos, and dodges all incoming sword attacks with his erratic zigzag movements including one laser rifle shot. Unfortunately, the second laser rifleman manages to hit one of Hot Streak's legs (20 damage), but only after the fire wall is erected and sets ablaze everyone inside, including the riflemen. Mutants and flashy gangmembers start to run around frantically, trying to put themselves out. The hero above, slowly starts to set the building back into place after bending some support beams in fancy knots. Vorpal, hoping to take advantage of the hero's busy work, strikes again like a cat leaping on its prey. It was a solid hit, or so he thought... As his sword arm meets the hero, it slices through and hero's image dissapears, like a mirage.
In the background, you can here the same hero shout to someone else in a friendly manner, "Nice one Janette! Keep this up and we will have these villians behind bars soon enough!"
Two sword wielding mutant thugs remain, as well as the hero(es) in the present area. All of the flashy gangmembers are now dead, their laser rifles superheated and strewn across the ground, their corpses smoking and some still on fire. Hot Streak can no longer superspeed with a minor success.
Actions and rolls everyone!
- MonkeyWrench
- Rider of Rohan
- Posts: 5993
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Re: The Green Storm (Villian Arc)
Genocide decides to finish off the mutants, looking to superspeed towards them and get to knocking while they are still immobilized by the ice grenades.
Fast Attack 30, Melee 40, Damage 130: Initiative: [1d100+10] = 39+10 = 49, To-Hit: [1d100] = 65, [1d100] = 48, [1d100] = 66
Fast Attack 30, Melee 40, Damage 130: Initiative: [1d100+10] = 39+10 = 49, To-Hit: [1d100] = 65, [1d100] = 48, [1d100] = 66
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
- GreyWolfVT
- Wants a special title like Scott
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- Contact:
Re: The Green Storm (Villian Arc)
Vorpal charges at the heroes starting to get a little pissed. The desception and tricks Vorpal has started to understand why Hot Streak dislikes capes so much. When he gets within range of a hero he will swing with his sword arm.
Init[1d100 +6] = 6+6 = 12 minus the plus i believe for Vorpal... if it is awareness then it is +20 if it is Willpower it is +6
Charge not sure i need this [1d100] = 10
Sword Arm Attack when in range [1d100] = 80
Hot Streak having fun listening to his music loudly turns towards the heroes tries to superspeed behind them, then goes to attack the heroes that have played their tricks on Vorpal and lets loose a fiery blast.
Init[1d100 +6] = 78+6 = 84
SuperSpeed [1d100] = 86
Fiery Blast [1d100] = 70
Init[1d100 +6] = 6+6 = 12 minus the plus i believe for Vorpal... if it is awareness then it is +20 if it is Willpower it is +6
Charge not sure i need this [1d100] = 10
Sword Arm Attack when in range [1d100] = 80
Hot Streak having fun listening to his music loudly turns towards the heroes tries to superspeed behind them, then goes to attack the heroes that have played their tricks on Vorpal and lets loose a fiery blast.
Init[1d100 +6] = 78+6 = 84
SuperSpeed [1d100] = 86
Fiery Blast [1d100] = 70
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling