Emkrah

Doctor Toxic's page

229 posts. Alias of Philo Pharynx.


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Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

vigor to recover from stun: 1d8 ⇒ 21d6 ⇒ 6

Okay, I'm not stunned any more, but I'm still splashed over the walls for this round. I can't be communicated with or targeted.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Sorry people, real life has been kicking my rear recently.

Regen: 1d8 ⇒ 71d6 ⇒ 3 -1 wound
soak: 1d8 ⇒ 71d6 ⇒ 2 -1 wound
soak: 1d8 ⇒ 71d6 ⇒ 5 -1 wound
soak: 1d8 ⇒ 32d6 ⇒ (6, 5) = 11 -2 wound

3 bennies, and 5 wounds taken off, leaving 2 undealt with.

"Time to go Neo-Tokyo. See ya in another life, brother! he says as the chemicals in him start combining into explosives. Then BOOM!

LBT, which looks like it just misses Psiclops.

focus: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (3) - 2 = 1
focus, benny reroll: 2d8 - 2 ⇒ (8, 5) - 2 = 111d6 - 2 ⇒ (5) - 2 = 3 2 successes
damage: 4d10 ⇒ (9, 9, 4, 8) = 30 Heavy weapon, Evadable at -2, doc Toxic is temporarily no more, being spread all over the walls.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Doc sighs internally, knowing what he has to do to try and help Psiclops. He will pop another smoke grenade to distract the drones nearby and hustle into the West corridor where he can see the scrum. Once there, he will call out, "Foolish abominations! I knew you'd go for my minion while I accomplished my Every Goal! Mwa-Ha-Ha!"

[ooc]If this works, this is going to hurt. First me, then them.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Well 2024 already royally sucks. One friend has had a hospital stay and another friend passed away.

If I get too far behind, please bot me. My plan is to get dogpiled and then explode.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

[ooc]Sorry, things have been chaotic in my life. On top of holiday stuff.[/dice]

Doc is going to roll a smoke grenade to the drone by the door, then sneak into the next room.

smarts to cook off the smoke grenade: 1d8 ⇒ 11d6 ⇒ 3
genius reroll: 1d8 ⇒ 41d6 ⇒ 2

athletics: 1d8 ⇒ 41d6 ⇒ 1

stealth: 1d8 ⇒ 11d6 ⇒ 3
Christmas reroll: 1d8 ⇒ 71d6 ⇒ 1


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

When the drone is in the kitched and the doors swing shut, I'll hit him with a Stun.

Focus: 1d8 ⇒ 51d6 ⇒ 2


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:
Doctor Toxic wrote:
Doc will turn on the water, then slip back into the toilet and move to the next level.
Sorry, brain slip. Turn on the water where? What effect are you hoping for here?

Sorry, my mother is having some medical issues. Karma is correct, I'll turn on the water on one of the bathroom taps. It might make the drones react.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Doc will turn on the water, then slip back into the toilet and move to the next level.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I will hold for the moment.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:

Doctor Toxic...

Check. Going on hold? I doubt it will matter this turn but it means you can start on hold next turn.

yes


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

{Comms and telepathy}"I'll be ready to back you up on 4."

science: 1d8 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (5) + 1 = 6
genius reroll: 1d8 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (3) + 1 = 4

He's getting ready, but not emerging yet.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I'm scouting

notice: 1d8 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (1) + 2 = 3
notice, genius reroll: 1d8 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (4) + 2 = 6

Genius was the best buy I made


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I will coordinate by the communicator. "Do you want me as another scout, or to keep me ready for a pincer movement?"

For now he is ready at the first floor.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Unless people say it's a bad idea, I'll head up the sewer pipes. I will have my Omega commlink to be able to reconnect with everybody.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

"Oh, I can come along in the Van or travel through the sewer system." he quips as everybody gets ready. "Only the most paranoid put a security system on the toilet."


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

What?! you mean I didn't have to do that by hand?!


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Karma NE wrote:
I will be attending a Steampunk convention this weekend. I will likely have Internet and a laptop so I'll try to check to see if any posts are needed, but I won't have a lot of time for involved posting.

... --- / -.-- --- ..- / .-- .. .-.. .-.. / -... . / .--. --- ... - .. -. --. / -... -.-- / - . .-.. . --. .-. .- .--. .... / ... - --- .--. / .... .- ...- . / ..-. ..- -. / .- -. -.. / -.- . . .--. / -.-- --- ..- .-. / -... --- .. .-.. . .-. / .... --- -


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

That's the one I suggested in-character. :)


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

If nobody else objects, he would make 142 EZ, and 143 each of Fury Red, Ketracel White, and Blue Meanies.

Looking over the V-Map, he comments, "If we don't deal with this drone hunter, then the other options become irrelevant."


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:
Doctor Toxic wrote:
The Doc will figure out what he needs to finish synthesizing the drugs, and where that would be.

You have most of what you need. Give me a Science check at -2 to continue with recycled bottles and etc. Or give me a Common Knowledge or Notice to

take a day scrounging and jury rigging to makeshift a lab and avoid that -2. You are welcome to tentacle in other folks to help as well. Savant has indicated their willingness.....

Also please note on the lair map where your lab is located?

His lab is in the basement so that he can process and drain the waste.

Savant is welcome to assist.

He will scrounge better equipment
notice for scrounge: 1d8 + 2 - 2 ⇒ (4) + 2 - 2 = 41d6 + 2 - 2 ⇒ (2) + 2 - 2 = 2

science for synthesis: 1d8 ⇒ 71d6 ⇒ 2
reroll science for synthesis: 1d8 ⇒ 21d6 ⇒ 3


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:

Doctor Toxic Remember you have an advance available. The group is now Novice 2.

Alertness is never a bad option.

For the base, perhaps eliminating crumbling with some general repair?


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

The Doc will figure out what he needs to finish synthesizing the drugs, and where that would be.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

science: 1d8 + 4 ⇒ (8) + 4 = 121d6 + 4 ⇒ (5) + 4 = 9
explosion: 1d8 + 12 ⇒ (4) + 12 = 16

Total 16, any more information from this?

Doc does accept Imagine's assistance and does sample them himself.

"Ah, precursors for EZ and other combat drugs. Hundreds of doses. Specifically 142 doses of each if split evenly, but up to a thousand if we only went with EZ. I think we've disrupted somebody's supply chain. Of course, we'd need appropriate packaging if we went into business for ourselves."


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

The doc will take vibroblade just in case and examine the liquids to figure out what they are.


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Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

"I feel used." he says dryly.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Doc will break it.
common knowledge: 1d4 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (4) - 1 = 3
explody: 1d4 + 3 ⇒ (1) + 3 = 4
common knowledge reroll: 1d4 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (6) - 1 = 5
explody: 1d6 + 5 ⇒ (3) + 5 = 8
total 8. Doc may not be social, but he tends to learn things by osmosis. (Ba-dum ching)

He will neutralize the drug (decay) and explain. "They are EZ-1753 addicts. This is a sophisticated chemical. It has similarities to some experimental combat drugs. It mostly affects the amygdala and hypothalamus. It channels any fear response into anger. I suspect that people on this simply won't back down. Synthesis requires a sophisticated lab, so somebody is subsidizing this."


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

The doctor will send down a pseudopod to sniff the chemical.
notice/chemicals sense: 1d8 ⇒ 41d6 ⇒ 5


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

"Thanks" says toxic as he flows into the van, flattening on the ceiling to make more room.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

That's actually Toxic, PhD. ;)

With just one target left, he goes for a direct acid spray to take care of him.
decay: 1d8 + 4 ⇒ (7) + 4 = 111d6 + 4 ⇒ (3) + 4 = 7
Vigor roll at -2, -4 if that was a raise.
If he is not down, he will do this again.
decay: 1d8 + 4 ⇒ (3) + 4 = 71d6 + 4 ⇒ (6) + 4 = 10
explody: 1d6 + 10 ⇒ (3) + 10 = 13


I can see plenty of room, and I'm open to questions. Chemistry seems different enough from biotech/nanotech that I can see them feeling unique.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:
This brings up an interesting trappings question for Doc Toxic. Doc does your entangle goo protect the target? If no then it is more like a net or super-gluing their clothes together. If yes then it is more like a gel or foam that hardens trapping the target. If yes the gel would provide 8 armor/hardness to the target that could be bypassed with a -2 called shot. If no then no armor/hardness is granted. It looks to be a wash either way so this is a pure trappings decision. What is the word Doc?

It is a glue effect, and does not protect the target. But it also means that targets would get a bonus if they have sufficient quantities of acetone.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:
Doctor Toxic wrote:

Doc moves forward to the edge of the smoke and sprays polymer down all around the truck. That should make it easy to pick off the survivors.

[Comms to all]"We got a ride incoming?"

Entangle, medium burst, Athletics vs 7 or entangled

[dice=Athletics, Bed, Street]2d6 That is a win with a raise for team sticky. Both the Slasher in the truck bed and the one in the street are solidly gooed. I am assuming you did not target the Slasher on the roof because you would auto hit the V-Van and that you are purposefully missing the 2 from the cap as Imagine recommended. If this is incorrect please let me know.

The dim light does little to shade the vibrant hues of the Doctors technicolor spray. The pickup and the two slashers near it are thoroughly immobile and well decorated.

All good


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Doc moves forward to the edge of the smoke and sprays polymer down all around the truck. That should make it easy to pick off the survivors.
[Comms to all]"We got a ride incoming?"

power: 1d8 ⇒ 71d6 ⇒ 5
Entangle, medium burst, Athletics vs 7 or entangled


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I'm neutral on fresh blood. It's a lot of work, and some will immediately drop out.

I am definitely against 1 and 2. With SW, you have so many choices at advancement that making PP one of them makes it really hard not to choose that a lot.

I like 3 - it's a little like milestone advancement.

I propose 4a (since we may get several ideas) Every advance comes with 1-3 power points. There's a continual growth there.

For that matter 4b would be to get a bigger chunk of points every rank. this may be better for people who want a big power, but provides new stuff less often.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I'm for bumping up. Perhaps an advance after every mission until we catch up to where they expect us to be?


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

[comms to all]"Let's take care of the yahoos so that we can get moving and back up Karma."

He'll toss out a smoke grenade between him and the stopped truck. From the angle it shouldn't interfere with his allies, but if they aren't disciplined, it should draw their fire. He'll quietly glide toward them under cover of the smoke.

athletics (throwing): 1d8 ⇒ 32d6 ⇒ (6, 1) = 7

stealth: 1d8 ⇒ 31d6 ⇒ 4


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Doc sprays down his adhesive goo. He's not expecting to stop the truck, but at least to slow it down.

MBT entangle
focus: 1d8 ⇒ 71d6 ⇒ 4 Oooh, so close


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

The van would be on the far side of the overpass, off to the side and out of sight. Obviously facing the road in case we need to pursue.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Karma NE wrote:

Ambush Site Map

This is pretty basic, but I think the scale is correct. I put each PC image and some possible vehicle tokens.

The dashed line rectangle is the highway overpass mentioned as the preferred location for the ambush.

great work!


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

The greenish puddle burbles "Well, we're a few folks. A few folks who do know Jack." He'll check his new Omega commlink to see if these guys have been set to the same encryption network. Dr. D would have likely thought of that.

If it connects, he'll add more, "I'm Doc Toxic. I'm the local medic and chemical superfreak."


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I would like a map as well. Nothing fancy. In the immortal words of Doc Brown, "Please excuse the crudity of this model. I didn't have time to build it to scale or paint it."


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I suggest that we plan the intersection as the van comes up on an overpass. We can have our van hidden near the overpass in case we need to chase them down. I'll be above the overpass so I can drop down if needed.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

"I'm ready to go." says the Doc, already sliding into the Van.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Like I said, I am good with the various plans to stop it. I can flex with what happens.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I'd like to hit it at a bridge where I can drop down on it from above. Or someplace where I can burble up from a manhole when it's stopped. Given a little time, my acid can get us in or disable the vehicle.

I would take the Omega commlink.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Some of us would prefer not get spoiled about the movie, as it hasn't dropped here yet.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Go team Kara's Mom! I stand behind that version of reality.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

While we may be evil or evilish, we need to cooperate to survive. I think that we can each figure out our own reasons to cooperate.

* We have additional resources working together.
* The team can cover my back.
* If we aren't effective in the field, Dr. D will use us as a disposable distraction for a team that does work together.
* That green blob is pretty cute. If I show how great I am, maybe I'll get a date out of it.
* etc.

Toxie really doesn't want to get captured again. Working with Dr. D is the best option he sees to beat the V'Sori. But he knows that Dr. D sees us as minions, and our value depends on how well we perform. If we fail, he will dispose of us and try to use that disposal to his advantage. If we succeed, he will give us more resources and more tolerance.

He's also generally pretty easygoing. He's not about to make waves unless there's something important.


Doctor Toxic is also a genius, but he is mostly focused on the science part of this. I will eventually go for Super-Science to make chemistry-based stuff. I don't have any problem with a general skill monkey.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

"I think that's a good plan. Not overly reliant on events out of our control, and depth enough to handle the most predictable failure modes. We should park ahead of their route. If the crew or van isn't disabled by the time that they get in my range, I can assist with that." he burbles with anticipation.

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