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The Chaos Effect updated 10/11/05 Exit the Dungeon + New Players intro

Bront

The man with the probe
"If we force them to come at us up hill, we'll be able to see them better, and it's easier to hold the higher ground. Going to them means we walk through unknown ground." says Vander
 

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Jdvn1

Hanging in there. Better than the alternative.
"Well, if they don't come out of the forest, we may have a problem. We'll stay on the outcropping for a while, but eventually we'll probably have to move into the forest after them. We can't stay on guard forever."
 


Jdvn1

Hanging in there. Better than the alternative.
Tamin looks at Spike, with an odd look, "... Not all of us can, though. If you want to fight those guys by yourself, it will likely be a more difficult battle than it needs to be."
 

THE CHAOS EFFECT
SEGMENT 075

As You back track to a defensive spot you see one of the creatures is there already. It is very big and has a hairy. It howls at you and moves away. It returns with another rock that it throws. The rocks bounds near you missing entirely. It shakes its fists at you then thups its chest and slaps the ground in an attempt to scare you.

More appear behind you. They seem to be also trying to scare you by thumping their chests and the ground.
 

Bront

The man with the probe
Vander steps forward and thumps his chest proudly, showing he's not intimidated and won't back down.

OOC: Intimidate +9
 

Jdvn1

Hanging in there. Better than the alternative.
Tamin joins in, trying to scare the creatures away in turn. "They seem to not want to fight."

ooc: Intimidate +7
 

Cedious

First Post
ooc: If the Cretures are within 150ft Clang fires an energy missile (fire) augment with 2 additional power points for an extra 2d6 dmg. if there are 2 or more standing near one another (15 ft apart) i will fire at them insted of a single target.

[sblock]
Energy Missile
Psychokinesis [see text]
Level: Kineticist 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.

Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.

Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire: A missile of this energy type deals +1 point of damage per die.

Sonic: A missile of this energy type deals -1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.
[/sblock]
 


THE CHAOS EFFECT
SEGMENT 76

Vander 16
Kerrick 12
Clang 08
Rash 17
Spike 11
Tamin 19
Bigfoot between 1 and 25

A very tall beast steps out from the woods. It beats its chest several times then lumbers towards the front of the party. Another fifteen creatures follow him and spread out. The creature has pink eyes and a stout snout (couldn't resist). It stands 10 feet tall. Thick muscles are clearly visible under the hair. The large feet loudly thump on the ground but you are certain it could have walked very silently. A strong musk can be smelt. It howls and yowls then thumps its chest again. Finally it motions to Vander. It wants to fight.

Actions

(OOC: Sorry for the delays. Damned bills and work)
 

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