Sorcerer

Steven Dweomerkeeper's page

88 posts. Alias of Dennis Harry.


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This is Shadow's submission, just need to pull back the XP spent as he was a character in another game... Should have that done tonight.

Steven is essentially evil Dr. Strange with a Tony Stark personality.


I have this old PC from a now defunct Necessary Evil game. Might need to power him down a bit as he earned XP but I'll look at that later when I have more time.


FYI, I will be away from the 3rd through the 7th. If I do not post it is because I do not have internet access. Feel free to DMPC me as necessary.


Stealth 1d6 ⇒ 1
Wild Dice 1d6 ⇒ 2

Damn, need to spend a Bennie.

Stealth 1d6 ⇒ 3
Wild Dice 1d6 ⇒ 1


Even at super speed they will see me?


At the Hideout

"Dop you exopect anything less from Touche'?" Steven replies to Eclipse laughing.

At the Barracks

Steven Current Power Set
Armor 4 (-1 Activation - Free Action but does not work if surprised)- Cost 3 (+6 Armor).
Damage Field 3 (Fiery Aura - Free Action to Activate - 2d6 Damage considered Heavy Weapon Damage to those near me) - Cost 3.
Super Speed 3 is what he is looking to add. Pace x4 movement = 24 per round, -1 to all attacks made against him while moving.

Steven grins and turns to the others. "Let me see if I can destroy these drones with little trouble. After that, they will know we are here. If they all fall, you two should assault the compound so the element of surprise is not completely lost".

Steven activates his Armor and then at Super Speed rushes in behind the drones steppinginto their midst and releases the torrent of power that is his Damage Field.

Fiery Aura Damage - Heavy Weapon 2d6 ⇒ (2, 1) = 3 Of course I get a bad roll LOL.


"Alright, I suppose that works fine as a plan. I won't hold my breath for it to work or anything..."


"Fair enough, I just did not ant them used against us!"


"Should we destroy the crafts and the drones first then move inside to perform our task?"


OK, after I return we can resolve my rolls above.


Alright, before I take the above stated powers, I will Intangibly Fly over and take a look. Do I need to make any rolls? Even if they do have thermals, if I am intangible I should be fine.


Eclipse Dark wrote:
"Before we go running off like chickens, can you do some astral reconnaissance or something to show us what we're getting into, Steven?"

Steven pauses for a moment, "Planning ahead of time? I suppose I could but it certainly takes the fun away from what's inside no?"

I don't see that type of power, Caps is there something I can create to duplicate that type of power?


Steven prepares himself for the upcoming action.

Armor 4 (-1 Activation - Free Action but does not work if surprised)- Cost 3 (+6 Armor).
Damage Field 3 (Fiery Aura - Free Action to Activate - 2d6 Damage considered Heavy Weapon Damage to those near me) - Cost 3.

Roll Spirit/Spellcasting 1d12 ⇒ 1
Wild Die 1d6 ⇒ 5
Steven will attempt to Augment beyond his normal limit for one more power once the priors are activated.
Super Speed 3 is what he is looking to add. Pace x4 movement = 24 per round, -1 to all attacks made against him while moving.

Spend a Bennie to re-roll.

Roll Spirit/Spellcasting 1d12 ⇒ 7
Wild Die 1d6 ⇒ 3


"I said we not me. If you are not interested we can just leave. Its time to go anyway, no doubt this fight will attract unwanted attention".

Steven also takes the paperwork with the location to the Hideout with him to burn later.


Steven grabs all of the paperwork intending to cash it all in, should be easy enough.

"Shall we finish the rest of these minions off?"

Let someone else deal with the Tech.


How much damage do they do? Any cash in that vault?


I take a knee and shake off the hit that struck me.

I take a moment to switch my power to Intangibility (5) with Speed (1) and phase through after Touche'.


Steven attacks Drone 6 with his ranged attack.

He does not bother replying to the Villain as that is Touche's job.

Shooting1d12 ⇒ 5
Wild 1d6 ⇒ 3

Damage 2d6 ⇒ (3, 6) = 9


Steven fires at Cultist 3 as it is one of the few here not controlled by Touche'.

Shooting1d12 ⇒ 1
Wild 1d6 ⇒ 1

Damage 2d6 ⇒ (5, 5) = 10

Great roll followed up by a s#%% roll. Spend a Benne to re-roll 2/3 left.

Shooting1d12 ⇒ 6
Wild 1d6 ⇒ 3


Thought a Raise was +4 not +1d6..


Steven fires at Cultist 1 again hoping to keep the numbers at once they must deal with to a minimum.

Shooting1d12 ⇒ 12
Wild 1d6 ⇒ 5

Damage 2d6 + 4 ⇒ (6, 6) + 4 = 16

That may be my best rolling ever in any game in almost 30 years...


Steven fires at another minion (Cultist 1).

Shooting1d12 ⇒ 6
Wild 1d6 ⇒ 5

Damage 2d6 ⇒ (3, 6) = 9


Steven fires at the same minion as the numbers need to be dwindled down so we are not beset by too many foes.

Shooting1d12 ⇒ 10
Wild 1d6 ⇒ 2

Damage 2d6 ⇒ (1, 2) = 3


Necessary Evil GM wrote:
You get "The Drop" on this group since you busted in here. You get +4 to your attack and damage rolls this first round. Make your actions!

I beg to differ, the +4 came from you!

Extra Damage 1d6 ⇒ 2


Steven attempts to take cover as best he can (even with Armor who wants to be shot?) and fires at the men to allow Touche's to control the Drones to even the odds for the good guys, er I mean the less bad guys!

Shooting1d12 + 4 ⇒ (8) + 4 = 12
Wild 1d6 ⇒ 2

Damage 2d6 + 4 ⇒ (1, 1) + 4 = 6These f!%~ing botches are killing me in every game...


"Touche' can take the door, let's take the window".


How many entrances are there?


Steven turns to Touche' "Why don't you have your own damn car?"

As they rush through the streets, Steven is glad that he has Armor in place as he clutches the dash.

As Touche' steps out of the car Steven gets out and kisses the ground.

What is the scene around us, I do not want to follow him..


Then yes. I looked back in the thread and thought Agility was what I needed. So d12 for Shooting it is!


Steven summons forth mystical energies to do battle.

Retain - Armor (2) for a 3 Rating.
Ranged Attack (2) 2d6 Damage.
Super Attribute (2) Agility to 1d10.

He then slides down Touche's crazy slide landing next to the madman although it appears Steven is the true madman allowing him to drive.


"Sounds really dangerous which is not why I signed on for this but I suppose I have little choice in the matter. Let's get rid of these Damm invaders and we can let the good times roll"


I will do danger sense for now.


I am thinking either the Danger Sense Edge or raise Spirit to d12+1. What do you think Caps?


Steven cocks his head, "Probably? I would say definitely. Sure, why not. Eclipse seems to think it is a good idea and he seems to have a good head for this stuff. He can take the lead I will follow".


Steven shrugs, "He is a s@@%ty leader. You are a s&&@ty villain. This girl is a tease. The Dr. is a pain in the ass".

He shakes his head, "You take the lead on this Eclipse. It seems there is little choice otherwise, who knows, if we win perhaps I will have the world I want".

Steven staggers a bit as a slight buzzing in his head which is constantly there becomes a pounding rage filled voice,"MY WORLD MORTAL. MY WORLD LEST YOU FORGET OUR BARGAIN"


Steven grins, "Well now we know why he think we are his lackeys.

Now Valerie, you see the Heroes went and got themselves perished, does it seem a wise course of action to follow in their footsteps?

What are you thinking Eclipse, do you want to strike at the V'Sori with this bunch? That had better be a really good plan"


Steven looks at Eclipse, "STD's are no laughing matter Eclipse. Do you truly believe this fodder will be useful against the V'Sori? I mean they have been hiding down here for a reason no?"


"I am not sure he is ever with us in a metaphysical sense. In fact, I think he thinks everyone is one of his henchmen. He's funny though, I'll give him that!"


Steven shrugs, "I would like to see more of Valerie too..."


"Good question. Gentlemen shall we take a night out on the town to celebrate?"

Steven switches his power set again this time taking:
1. (2) in Armor for 6 points of Mystical Armor.
2. (1) Heightened Senses +2 to Notice rolls.
3. (2) Jinx.
4. (1) Speed.


"Thank you for the assistance. You certainly come through when the chips are down honey".

If no one else needs Healing, Steven will again summon his Eldritch powers to increase his strength and pick up the contraption that brought the group here.

"Let's set this thing up and be done with this place already. I need a drink and a lapdance stat".


Steven once again calls upon his powers to change his aptitude.

Change to Healing.

"Who needs a repair job?"

Healing on Self - Spirit 1d12 ⇒ 5
Wild 1d6 ⇒ 4


Sun shined on this dog's ass for once :-)


Spirit 1d12 ⇒ 11
Wild 1d6 ⇒ 5


Just to remove Shaken condition.


Spend another Bennie.


Malfunction 1d12 ⇒ 5
Wild Dice 1d6 ⇒ 5

Groundhog day...


Malfunction - Spirit 1d12 ⇒ 5
Wild Dice 1d6 ⇒ 4


Spend Bennie to be unshaken.


Alright then, just doing Malfunction for now.