Mac is not scared, in fact he is feeling unusually calm in the heat of the moment (39, impressive!)
Also, you an Roy got the free action last round to fire since I kind of had to glaze over your action in the post, so you already had the shot fired, plus in this case it is very close range and a large target, so it was reasonable for an automatic success this first round for you and roy.
What I would like is a Muscules roll from each of you to hold the beams, or otherwise tell me what you are wanting to do.
Roy (using new macro that assumes I am using 1 BP) tries to hold the beam on the big bad poltergeist but fails.
“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
Joker (cool: 3) [7d6]=20 cool +4bp [1d6]=6 ghost
Joker looks around for a trap, and spots the one on Mac's hip. He takes it and then hesitates, unsure how he can deploy it. When the brunette witch blasts a hole in the wall, he smiles and moves to the hole, knowing he can place the trap through there. Despitye everything, he finds himself noticing how cute the brunette is, and winks at her.
***BH: this may be too much for this round- if so, consider it a statement of intent, and carry it over to the next.
Urson wrote: ↑Thu May 06, 2021 4:21 pmJoker
...Despitye everything, he finds himself noticing how cute the brunette is, and winks at her.
This just made me laugh Well played.
Urson wrote: ↑Thu May 06, 2021 4:21 pm***BH: this may be too much for this round- if so, consider it a statement of intent, and carry it over to the next.
Given how little Joker has moved around the last two rounds, I think you are more than good. I don't tend to be too strict on the time rule, especially when a character is hanging back. Ususally I keep a mental tally of how much people have done and figure out where that would put them in the action from there, but if someone is holding back like Joker has been it kind of becomes a blend of reacting in the end of the previous round and the beginning of the current one if that makes sense. Kind of like being more ready and therefore quicker to react represented as acting "between rounds" is how I think of it. Either way, you are good! Are you wanting to grab and deploy the trap?
If so, that would still need a moves roll. I would say this can be two rolls, v5 to get it off Mac's Hip and v10 to throw it, or you can just do one roll for all of it at v20.
As Jason enters the room and fires he instinctively looks away, blinking and gritting his teeth he mutters I ain't afraid of no ghost... and hold the proton stream.Theoretically
Bluehorse wrote: ↑Wed May 05, 2021 6:15 pmThis is because of you...
What's because of me?he asked, taken aback. The fear inside his head brough him to a stop hissssSSSsss...
As he watches the dark-haired witch blow apart the wall, Lionel realizes this is his chance to get back into the action. Moving past his teammates, he darts through the hole his "blocker" just opened. As soon as he clears the hole, his proton wand is up and firing at the sinister spectre.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
The Haunting of 601 North E Street
The Warlock's Presence.
September 10, 2018, 1:50 pm
Unnaturally Cold Inside - Windy outside - Rolling thunder
Joker's Field Device Timer:10/18
The Poltergeist sneers sadistically and opens the long skeletal maul in a roar that erupts in a black ichorous slime that vomits forth on everyone as it sligs its head side to side, spraying everyone in the thick black substance. On contact, everyone feels their bodies scream in pain as all the nerves are seemingly set of fire. The ghostbusters get some protection from their treated suits, but it is not perfect. The damage feel bad and rather instant but the pain and effect is lingering on everyone it touched, and no one is spared.
Everyone can roll Muscle (no ghost) to see what you absorb of the damage. The net balance is taken off your BP pool to reflect damage as usual.
The witches' rolls are below as an example:
Because overall everyone rolled well last round, I am going to say that everyone that fired their proton pack last round can maintain it since it is a large target at very close range that isn't moving around much.
. Joker suffers no fear in the heat of the moment but that might be because he is feeling oddly smitten with the brunette witch as she blows a hole in the wall to join the fight. He grabs the trap from Mac's hip and readies to deploy it just about the time the poltergeist's breath attack spills over the all, catching Joker off guard as he catches the corrosive slime in the face.
Roy is in his zone. He holds his beam on the Poltergeist even as all the other action unfolds. Reaching down deep, he finds his grit and focuses himself on keeping the beam on the ghost to continue draining it.
Jessica the redhead screams as the slime his her and like everyone else, there is a loud hissing sound as it seems to eat away at wherever it lands. She tears off the loose shirt she was wearing as a jacket and uses it to wipe the ooze from her face and hands. She looked up even as she throws the steaming ruined garment away and it is like her flesh has rotted away under the black slime. Everyone else will have suffered a similar effect. For her part, she throws open the door near her and finds it to be a closet she can hide in for now.
Greenie feels her shield crumble under the attack of the Poltergeist. In her weakened state, she simply cannot maintain it. She gets wide-eyed and moves back against the wall away from the action, watching helplessly a moment before calling down the stairwell. We need help!
Mac will feel the necrotic burn of the slime, but he is able to maintain his hold on the Poltergeist through it all.
Jason: will also fall victim to the horribly painful decaying effects of the black slime as he holds his beam on the poltergeist, still not scared but his body fighting his attempts to fully shake the effects of the most primitive part of his brain telling him it is time to make a decision to fight or flee.
Lionel has his mind "in the game" as usual. He keeps his cool and finds a hole that welcomes him in to do his work. He fires the proton pack and lands his shot without a problem, but some of the burning slime lands on his "trigger hand" causing him agonizing pain as the flesh and bones there seem to rot away while still alive. When he looks at his hand and the slime slowly dissolves away, it looks like it has been aged dramatically. It reminds you of grandma's hands at the end of her life, gnarled with age and arthritis, but also here are large portions of skin and other flesh is eaten away, some of the bone (now blackened) visible. Lionel finds hit near impossible to use.
Brunette fearlessly and defiantly stands in the room and takes the same damage as everyone else. Rather than turning away in terror or crying out in pain, she seems to instead scream with an inner rage as he flings off the slime that she couldn't shield from her face. She then raises her hands once more and attacks the poltergeist.
.
.
There is another twin flash of red, but this time it is both the poltergeist and the witch that cry out in pain. Brunette cradles one of her hands as if injured, gritting her teeth as she teeters a moment in place.
The Poltergeist reacts, swiping with his massive skeletal hand towards her in a backhanding motion.
.
But she quick and defiantly stands back up with clenched teeth, ready for more.
Meanwhile, as the black slime dissolves from their skin and clothing into a sickly dark green, the Poltergeist loudly inhales the vapors and seems to smile. Joker's PKE would scream another warning as the levels spike once more when the ghost regenerates before their eyes.
Rolls:
Family Room:
Is quickly being cleared out as the recovered witches begin moving upstairs towards the team battling the Poltergeist even as the final witch from the basement is helped up the stairs towards safety.
.
This was the moment that there was another shift in the atmosphere inside the house. The second floor was finally sealed. The poltergeist was trapped on the third floor now. It would howl in frustration and pound with both fists on the floor below it, but it couldn't push through. It then began pounding on the ceiling and found that route closed off as well by Joker's device still working downstairs.
. Map:
B+F1+F2+3F-26.jpg (222.32 KiB) Viewed 328 times
. Inventory:
Ecto: 1 PKE Extention for Phones, 1 Slime Blower, 1 Sniffer
====================================================================== Jason: Phone, Proton Pack, Trap - Poltergeist! Lionel: Ecto Keys, Phone, Proton Pack Roy: Phone, Proton Pack, Trap, Ecto Goggles - M Joker: Phone, PKE Extention, Ecto Goggles - M, Trap - Poltergeist! Mac: Phone, Proton Pack, Trap, Ecto Goggle - A.
. Witches: Mary Duncan's Book of Shadows, Hex Bag
. Joker's Field Generator: Sandwichboarded to the Livingroom Floor. [Proton Pack, PKE - A, 2 Traps cobbled together for a Field Generating Device]
. Brownie Point Spending:
Jason -4 to Rolls -16 to Damage.
Lionel -8 to Rolls -10 to Damage.
Roy -2 to Rolls -22 to Damage.
Joker -4 to Rolls -23 to Damage.
Mac -8 to Rolls -22 to Damage.
I will adjust this up according to what you soak from this in the next round. Just roll a straight Muscule, no ghost as the witches did above.
This is automatic, so it doesn't interfere with your other actions.
Actions? Brownie Point Pool:
Dr. Jason O'Roarke: 175/214 @@
Lionel 'Freight Train' Williams: 152/188 @
Roy O'Dowd: 128/157 @@
Dzjokar "Joker" Jelal: 208/260
David "Mac" McAuslan: 109/191
Jessica: 45/75
Greenie: 59/75
Brunette: 52/75
@ = One free re-roll without ghost die. Merry Christmas 2019 & 2020!
“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
Joker
Joker spits a few choice Turkish phrases and swipes at the slime with one hand- spreadint it more than removing it. Despite the burn, he attempts to deploy the trap.
Muscle 2 roll: [1d6]=4 ghost [1d6]=6
You more than got it, but remember using a skill adds 5d6 to your roll. So moves 2 plus skill should have been 7d6 before even adding your brownie points. So Moves :[9d6] G: [1d6], or something to that effect however you wished to show it. Either way, you are good and successful.
The black gunk the poltergeist sprayed at him hurts like a sonofabitch, but Lionel knows he has to push through the pain and finish the game. Creeped out by what has happened to his hand, he flashes back to one of his high school coaches, Coach Lombard, who told him "Don't let the cheerleaders know you're hurt or they'll date someone else." There's nobody here he wants to impress like that, but the idea still applies. Gritting his teeth through the pain in an attempt to prevent anyone from seeing just how much it hurts, he keeps the beam locked on the apparition.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Bluehorse wrote: ↑Fri May 07, 2021 6:01 pmCorrected BPs with Soak Rolls included.
Brownie Point Spending:
Jason -4 to Rolls -16 to Damage +8 for Soak.
Lionel -8 to Rolls -10 to Damage +19 for Soak.
Roy -2 to Rolls -22 to Damage +6 for Soak.
Joker -4 to Rolls -23 to Damage +10 for Soak.
Mac -8 to Rolls -22 to Damage +16 for Soak.
Actions? Brownie Point Pool:
Dr. Jason O'Roarke: 183/214 @@
Lionel 'Freight Train' Williams: 163/188 @(I just adjusted this again. I added too many BPs back. You soaked all 10 of this attack but the extra 9 don't carry over to other wounds.)
Roy O'Dowd: 134/157 @@
Dzjokar "Joker" Jelal: 218/260
David "Mac" McAuslan: 125/191
Jessica: 45/75
Greenie: 59/75
Brunette: 52/75
@ = One free re-roll without ghost die. Merry Christmas 2019 & 2020!
There is the corrected BPs. Before I make another post, is there anything that everyone wants to do? Joker and Lionel so far are the only ones that have posted an action, but I do realize that Roy, Mac, and Jason are all holding a beam on the Poltergeist, so if there is not change from that we can certainly move on.
Last edited by Bluehorse on Tue May 11, 2021 3:00 pm, edited 2 times in total.
Roy is planning on trying to keep holding his beam on the poltergeist.
“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
.
But seems frustrated as is apparently has yet to absorb enough energy again to do so. Instead, his attention turns towards those that have attacked him as he flails his arms of bone and shadow at Ghostbusters and witches alike.
.
The skeletal hands reach out and strike at Mac and Lionel. Lionel gets a huge backhand to his person, knocking him back and causing his proton beam to disengage.... the damage to his hand making it all the more difficult to shut it off!
I know you soaked all the Damage, but you still suffer from the effect of the attack. Roll me a hard Muscule basically to force your body to comply with what you tell it to do and shut off the beam. >20 is a success.
Mac being more squarely in front of the ghost, catches a punch dead on, taking out both sides of the doorframe in the action. Mac is likewise knocked backward and his beam is taken off the dangerous poltergeist.
Same as above, but with Mod Muscle being your goal since your hand is not injured. >10 is a success.
Both of you can roll Hard Moves to get up and take aim again. If you can each meet or beat >20 then we can say you roll to your feet and fire again. (Remember, this is practically point-blank range and he is a big boy, so aiming is all but automatic.) which is why I have no problem lumping this into a single roll. Ghost Die? Well, we will burn that bridge when we get there
. Joker deploys the trap, for whatever good it might do right now. This entity seems much too strong to get dragged inside it right now. They must weaken it so that it can be contained.
Roy Holds his beam on the poltergeist, but then hears the tell-tale beeping of the Automatic Shutoff alarm, warning him that in a few seconds, the pack will shut off the beam in order to cool the rods of the reactor strapped to his back. This will happen at the beginning of next round, you will have to roll moves again to re-engage the beam which will start at the beginning of the following round; or override the shutoff to hold the shot and we will begin rolling after next round.
Just a refresher: viewtopic.php?p=449309#p449309
Note that we have been doing slightly longer rounds until now (allowing for a little more action since it seemed appropriate.) But we are going to adjust that slightly from here. So you and Roy are on Round 5 of that chart right now.
Jessica has remained hidden until this moment when she chooses to come out of the closet.
Sorry, couldn't resist.
She has managed to removed the door knob and holds both sides of it in her hands. Chanting something, she throws them both at the poltergeist!
The knobs momentarily glow as they fly through the air and strike the Poltergeist! Each one flashes on impact and the entity roars in pain again, this time recoiling a little before reacting towards the Redhead that dared attack him.
This time she doesn't seem to fair so well, as she remains half sitting on the floor while her head spins and she tries to recover from the blow.
Jason:, like Roy, holds his beam in place, but also begins to hear the alarm of the Automatic Shutoff. Please, see above.
Brunette, still cradling her apparently injured hand, watches what happens and seems to get some understanding. KELLY! BRASS & IRON! NOW! Then with her remaining hand, she slings yet more magic at the Poltergeist!
.
.
The magic seems to explode with exsuberace from her hand and the Poltergeist does indeed react in what resembles pain, but not with the power from before.
As in every case when someone was in reach, the entity reacts to being attacked with violence.
.
.
But somehow lands on her feet, glaring upward, looking less hurt and more angry. In another story, these two might have made an interesting couple. Might have...
Greenie (Kelly) meanwhile is still calling for help at the staircase. Hearing her sister yelling instructions she blinks and looks around before shouting back down the stairs. Brass and Iron! We need Metal! Has anyone got silver?! She reaches into the small of her back, under her shirt and takes out what looks like a silver dagger and looks up, going paler than before.
.
Setting her mouth firmly she moves forward with her dagger raised and skips past Lionel, standing between the Poltergeist and her dark haired sister. She then says something and holds the dagger in front of herself before throwing it at the Poltergeist.
.
.
The dagger flips end over end through the air. The Poltergeist turns towards the Green haired witch just in time for the silver dagger to lodge in it's forehead. It doesn't roar, or howl, but scream and grasp with both hands at the dagger protruding at an awkward angle from between its eyes. It doesn't go down, but it looks thoroughly distracted and is no longer regenerating.
Joker PKE in his free hand, can see that amist all this action, the Poltergeist has lost his PKE cohesion enough that if everyone can get a beam on him, they might be able to trap him now!
So that part went quicker than I expected. The witches got some lucky rolls that were intended to be dramatic but I didn't think he would get his regeneration knocked out so quickly. Lucky you! So if we can get 5 beams on him, you've got it. Baring the shutoff for Jason and Roy... Mwhahahahahaha!
.
Witches 14 & 15 are able to revive two of their sisters, but 14's magic is spent.
Some of the other witches heading upstairs branch off, heading to the bedroom where more fallen are in order to help them while the other half continues upstairs.
. Map:
B+F1+F2+3F-27.jpg (222.69 KiB) Viewed 285 times
. Inventory:
Ecto: 1 PKE Extention for Phones, 1 Slime Blower, 1 Sniffer
====================================================================== Jason: Phone, Proton Pack, Trap - Poltergeist! Lionel: Ecto Keys, Phone, Proton Pack Roy: Phone, Proton Pack, Trap, Ecto Goggles - M Joker: Phone, PKE Extention, Ecto Goggles - M, Trap - Poltergeist! Mac: Phone, Proton Pack, Trap, Ecto Goggle - A.
. Witches: Mary Duncan's Book of Shadows, Hex Bag
. Joker's Field Generator: Sandwichboarded to the Livingroom Floor. [Proton Pack, PKE - A, 2 Traps cobbled together for a Field Generating Device]
Getting smacked around by the ghost, Lionel is just barely able to get his damaged hand to comply, shutting off the beam before it targets a living human being. Clambering back to his feet, he steps in front of the witches. Firing his proton beam again, he shouts at the poltergeist, Hey, Asshole! Nobody teach you not to hit women? Pick on me instead, you ugly, dead, motherpusbucket!
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.