Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - oslecamo

Pages: [1] 2 3 4 5 6 ... 466
[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« on: Yesterday at 11:06:13 PM »
"Thank you sweetie, you're a good girl, here's your reward."

Enar offers Elisande a silver coin before turning to the rest of the party:

"Hmmm, maybe the people here did this pact with some sea spirits? Would be nice if we could get them to help us. So talking this out with the crones still seems like our best bet before night falls. Who else wants to join me?"

Super Robot Wars d20 / Re: Curtis' SRW Additions Index
« on: Yesterday at 10:07:18 PM »
Looking good, added to the races thread index.

Would say Thought Network is already fine as it is, in particular sharing special senses is pretty strong, in particular when the Alluvian already comes with pseudo-blindsight base.

Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: January 16, 2019, 08:26:45 AM »
If it mentions 'mecha' or not. So basically Booster, Nacht System, Mega Booster, Enancher and TROMBE!.

One FL class and two FS class.

Off Topic Fun / Re: Awesome stuff you have to share, V4
« on: January 15, 2019, 10:46:41 PM »
So in case you missed the news, China's sent a lander to the far side of the moon carrying seeds and earth/water and a some other stuff and now they're growing!

Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: January 15, 2019, 09:44:00 PM »
If the effect applies to the mecha specifically, ends early, otherwise would last 1 round.

Super Robot Wars d20 / Re: Missile Massacre school.
« on: January 15, 2019, 09:40:44 PM »
Added clause of minimum able to maintain 1 such effect with Lock On missiles.

[D&D 5E] Coastal Troubles / Re: OOC Thread
« on: January 15, 2019, 09:36:53 PM »
We only had one fight so far! Against a starving mother that just wanted to get food for her cute puppies! Enar's itching for some proper baddies to stab! :P

[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« on: January 15, 2019, 09:31:11 PM »
"If we stick together for talking to the crones, we should have a higher chance of pulling through by being able to support each other. Although before that, there's something else we can try first..."

The sailor paladin looks at Elisande nearby, slowly approaches the girl, kneels down so they're at same eye height, then speaks to her with the softest voice and smile she can muster:

"Hi there sweetie, would you mind telling big sis Enar if you know anything about fairies, a queene or any pact in this island? It's for a very important matter, and I'll give you a nice treat if you do so."

I see mention of some of the ships closing distance. How far away are things this turn?

Closest FS class are roughly 200 mu, closest FL class 350 mu, the FC class and escorts still 600 mu around since you both pinned and entangled them.

Wait, wasn't the Disk Launcher meant to be an in-built weapon? I thought those couldn't be disarmed? I could be wrong, though.
Os rules everything can be disarmed from a mecha. Including their actual arms.

Half the fun of using robots is precisely because one can get away with ripping off body bits and not need to worry about bleeding to death then can be patched up easy enough with some repairs.

Although Murakumo being small sized doesn't help much with resisting disarms. :P

Well, not making those concentration checks. It was a nice hope I might get to use this maneuver. :lmao

Well it's a nice way to draw enemy fire, a good chunk of the beams and missiles were aimed at the giant Amaterasu charging up her attack but bounced off her plating or plain missed. :p

[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« on: January 15, 2019, 02:48:13 AM »
That does explains some things about this island.

And it's fine if they deny it as long as they prove more cooperative. They work with us against the undead, and we don't go around spreading the tale about how they sold their souls to fairies.

Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: January 15, 2019, 02:42:07 AM »
Where would the treasures from a Lunatic Princess's Impossible Requests manifest on a plane, tank or battleship?

Floating around.

Do accessories work on mechs in vehicle form?
Does movement from Area Melee weapons cost energy.

Yes and yes if relevant (basic ground movement doesn't cost energy for example).

Super Robot Wars d20 / Re: Missile Massacre school.
« on: January 15, 2019, 02:40:06 AM »
Yes, you can keep them going for multiple rounds with either Homing Missiles or Lock On Missiles.

: "I am the 'old' Hugo, not that you'd believe me right now."
:”Seeing is believing, so let me see it, the terror technomage in action.”

: "Well, I guess I'll start testing these waters then and see how they hold up! Take notes Hugo!"

Katherine’s missile flies right through the enemy formation to hit the flagship’s bridge and producing a massive explosion that engulfs both it and the nearby escorts!

:”A perfect opening shot! Against a lesser opponent, our victory in one move! but against the Aether Phantom fleet...”

The smoke clears and FC class is still standing, an energy field still flaring from the explosion and the bridge still in one piece even if there’s significant damage all accross the hull. Even the nearby escorts are still hovering although they are in even worst shape, large tears in their structures.

: "Can't we go with firmware or hardware updates and not backups? I'd rather avoid the problem than have dozens of me going around because of a copying mistake,"
: “...But there already should be dozens of you going around because of a copying mistake, Ammy. Or will be? It took us some time to find that out. Wait, nevermind I said that, Ammy!”

Arodatam’s squaddies meanwhile appear awed at the massive ball of energy forming over Amaterasu.

:”Danger! Nearby radiation levels escalating 3817% over safety bounds and increasing!”

: “Oh shut up you, Ammy knows what she’s doing.”

:"Hate to break it to you, but combat skill wouldn't prove anything either"
:”Wouldn’t expect a scholar like you to understand, ‘Stephanie’. Sometimes the best way to understand each other is through direct battle, the clash of beams, the roar of missiles.”

:”Some friendly competition is nice now and then, but this seems like way too much!”

Meanwhile Stephanie’s lighting rock succeeds in causing sparks to jump accross roughly 1/3 of the Aether Phantom ships. Although their hulls seem fortified against energy and don’t suffer much damage, nevertheless they are left entangled in coils of electricity.

"Its normally my job to provide support fire in mech battles. I'll be watching your backs."
:”And you still keeping that old doll around? Better than nothing I guess. Arodatam, Wildraubtier Schnabel MK III High Mobility type, attacking!

:”Roger! Engaging targets!”

Arodatam and her squaddies power up their boosters, burning the vegetation behind them and quickly closing in the distance with the closest FS class ships. The immortal steel troops efficiently surround one of them and fire machine guns at point blank range to overwhelm its shield then blowing up its reactor, while Arodatam almost simultaneously draws twin beam blades from her mecha and slices multiple times through another FS class, in a style quite reminiscent of Katherine’s own but somewhat colder and more brutal. Torn to chunks, the crippled FS class explodes virtually simultaneously as the other.

Then Nei pops out from the jungle in her mecha.

“Light damnit Hugo Lotushand, I take my eyes off you for some nanoseconds and you already got yourself in a new fight! Wait, those are the bad pirates Katherine’s supposed to fight? A common enemy between us and Arodatam Neikapool, attacking!”

Nei starts flying towards the Aether Phantom fleet too, and unable to reach them yet instead unleashes a barrage of missiles from her machine’s chest that manage to damage some more ships.

:”A Nei here too? As long as she's fighting the Aether Phantom Fleet too, she's welcome for now."

:”Calculações acabadas. Alvos identificados. Iniciando cumprimento dos objectivos.”

As its escorts release repair nanomachines to patch it up, the FC class’s hull opens up, revealing a massive cannon inside that starts charging a ball of white energy that quickly becomes even bigger than Amaterasu’s own. For a few moments things seem to both be going faster and slower at the same time.

:”Canhão de degenerância protótipo-Fogo.

The ball of energy is fired right at the middle of the party before bursting out, then collapsing in a single point, pulling everything in the area! The trees and the ground itself are pulled and disappear. Katherine’s combat instincts allow her to turn on her boosters fast enough to escape the pull, although she’s left out in the open as all the nearby terrain is gone. Similarly, Hugo had Murakumo prepared for something just like this. Amaterasu and Stephanie must contend directly with the attack.

:”Destruir a caçadora! Reparar o passado! Processar o futuro!”

The remaining Aether Phantom fleet ships start fighting too, one FL class and the FS classes entangled by Stephanie remaining in place while unleashing long-range beam barrages from their deck cannons, while the remaining ships move forward while unleashing barrages of missiles and anti-air fire at all of you! Nei and Arodatam expertly dodge or parry all attacks going her way but the Immortal Steel troops take significant damage.


One blows up in the sky but there’s no eject pod, neither a reaction from Arodatam or the other squad members.

:”You just lost one of your own! And they didn't-You didn't-”

:”Clearly she was defective. But also just a redundancy so victory is still well whitin our calculations.”

(click to show/hide)

(click to show/hide)

Miss chances for Hugo (hits on a 1):
Rolled 1d2 : 2, total 2

Rolled 1d2 : 2, total 2

Rolled 1d2 : 1, total 1

Miss chances for Katherine (hits on a 1-4):
Rolled 1d5 : 1, total 1

Rolled 1d5 : 4, total 4

Rolled 1d5 : 4, total 4

Rolling more.
(click to show/hide)

(click to show/hide)

Touhou Battle Grimoire / Re: Kourindou's Shop (miscellanous items)
« on: January 11, 2019, 08:31:56 PM »
Throwing Knife: A finely balanced small and sharp blade optimized for throwing, a tool for a professional and not a commoner. Light one handed exotic melee weapon, 1d6 slashing or piercing damage for a medium creature, can be thrown with a range increment of 20 feet, 19-20 critical, +4 bonus on Sleight of Hand checks to conceal it, 1 lb, market price 15 gold.

Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: January 11, 2019, 08:27:18 PM »
Yeah, plus making it a separate feat helps keep the base class more simple.

[D&D 3.5] Nintendo Universe / Re: Chapter Unknown-Before The Wild
« on: January 11, 2019, 08:26:14 PM »
The next room is quite unlike the previous one. Instead of rough stone where you came from, the walls here are perfectly cut out of some kind of blue marble, so smooth and plain they would be impossible to climb even to your average trained expert.

The ceiling extends high. Much higher than you would think possible considering how deep you should be. And it's glowling with a dim white light along strange runed structures.

At the center of the room there's a massive tower of the same smooth blue marble as the walls, roughly 500 feet tall. Not touching the ceiling, but high enough that you can't properly spot what's on top from your position.

You stand on a square platform connecting to the door, and the rest of the room is filled with a watery pit roughly 20 feet deep.

Then you hear a faint humming noise and a 10 feet square of stone detaches from the floor of your platform and starts slowly floating towards the top of the tower, more strange runes glowing on its sides. You could easily hop on it now and catch a ride.

Pages: [1] 2 3 4 5 6 ... 466