Improvements to Hellblazers Inc HQ

A group of morally flexible dimensional troubleshooters out to make a name for themselves in Atlantis.
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Improvements to Hellblazers Inc HQ

Postby Érebos » Tue Jun 02, 2020 8:19 am

Hey folks,

Just thinking in terms of what we'd like to see for improvements to the basic layout/building of the Hellblazers HQ.

Remember, we do not "own" the building, but we are being allowed use if it by a mysterious benefactor for reasons (as of yet) unknown... so I take that to mean, short of knocking out walls and doing serious structural changes (which might need to be kicked up the chain a bit, as it were), we can improve it.

Some of this was discussed informally and previously on chat, but I'd like to document suggestions here for future reference, and hopefully we can allocate funds and manpower to accomplish some of these things. One of the suggestions was to purchase some slaves to use as guards and staff on premises.

So, let's start off with something that should be broached, IMO:

Since our resident binder and slave-purchaser is no longer with the group (the former leader, Sir Vortigern, a Summoner) - the question on slaves and slavery is now front and center.

Personally, Érebos is relatively indifferent to slavery, provided the slaves are not True Atlantean (remember, he is a bit of a TA supremacist, at least inwardly) - and especially not Aerihman Clan. He wouldn't likely react in an overt manner to the aforementioned, but it would gnaw at him until something were done.

I'd like to minimize slavery in general, and - if we were to obtain sentient manpower to guard the facility (or for other purposes), work under contract instead. Even indentured servitude is preferable to slavery, in his view. Now, that could be adjusted to some degree, and perhaps we could have staff posing as slaves, if giving that impression were important, but generally speaking, he's not a fan of it unless it's really necessary.

As an aside, this dovetails nicely into Érebos' long term "side gig" plans of eventually establishing a discreet operation that will remove slaves from the Sploog slave pens, focusing on True Atlanteans, but open to others as well. A sort of "Underground Railroad" of sorts, leading out of bondage and into... well, who knows? That can be negotiated at the right time. But, it's a sort of "smuggling" operation he's been musing about in the background. Mind you, this is some time down the line and isn't on the immediate horizon.

What are your characters' thoughts on the topic of slavery? Kosher? Outrageous? Ok in certain situations, or dependent on treatment of the slaves?

We have plenty of "new blood", and I'd like to hear some fresh perspectives! You guys have a fair idea where Érebos stands - where do your character stand?

Let's hear it!
Érebos, AKA "Shroud"
Current Status
S.D.C.: 124/124
Hit Points: 45/45
P.P.E.: 232/232

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Improvements to Hellblazers Inc HQ

Postby Rana » Wed Jun 03, 2020 6:35 am

Érebos wrote:Hey folks,

Just thinking in terms of what we'd like to see for improvements to the basic layout/building of the Hellblazers HQ.

Remember, we do not "own" the building, but we are being allowed use if it by a mysterious benefactor for reasons (as of yet) unknown... so I take that to mean, short of knocking out walls and doing serious structural changes (which might need to be kicked up the chain a bit, as it were), we can improve it.

Some of this was discussed informally and previously on chat, but I'd like to document suggestions here for future reference, and hopefully we can allocate funds and manpower to accomplish some of these things. One of the suggestions was to purchase some slaves to use as guards and staff on premises.


In my view, as player, I'd like us to OWN our HQ, not be given it from someone who expects favors in return. We're an independent group and we choose our own jobs. So the sooner we get some cash flow and can make that happen, the better. F Jarnax. Rude MF'er. lol

I have ideas of what we should look for/develop in our OWN HQ (not this current space), but after we set this one up as best as possible our priority should be moving into a space we own.

For this space? There's no security I'm aware of. That should be our #1 priority.

Érebos wrote:So, let's start off with something that should be broached, IMO:

Since our resident binder and slave-purchaser is no longer with the group (the former leader, Sir Vortigern, a Summoner) - the emphasis on slaves is no longer front and center.

Personally, Érebos is relatively indifferent to slavery, provided the slaves are not True Atlantean (remember, he is a bit of a TA supremacist, at least inwardly) - and especially not Aerihman Clan. He wouldn't likely react in an overt manner to the aforementioned, but it would gnaw at him until something were done.

I'd like to minimize slavery in general, and - if we were to obtain sentient manpower to guard the facility (or for other purposes), work under contract instead. Even indentured servitude is preferable to slavery, in his view. Now, that could be adjusted to some degree, and perhaps we could have staff posing as slaves, if giving that impression were important, but generally speaking, he's not a fan of it unless it's really necessary.

As an aside, this dovetails nicely into Érebos' long term "side gig" plans of eventually establishing a discreet operation that will remove slaves from the Sploog slave pens, focusing on True Atlanteans, but open to others as well. A sort of "Underground Railroad" of sorts, leading out of bondage and into... well, who knows? That can be negotiated at the right time. But, it's a sort of "smuggling" operation he's been musing about in the background. Mind you, this is some time down the line and isn't on the immediate horizon.

What are your characters' thoughts on the topic of slavery? Kosher? Outrageous? Ok in certain situations, or dependent on treatment of the slaves?

We have plenty of "new blood", and I'd like to hear some fresh perspectives! You guys have a fair idea where Érebos stands - where do your character stand?

Let's hear it!


Rana's in a strange position, being an ogre.

Coming from a slave-keeping culture, her current attitude is "slavery is fine when it happens to other people" - but that's quickly going to change when she sees the hypocrisy of it.
Rana
MDC 131/131
ISP: 25/25

Ironwood Vampire Hunter Armor
Helmet: 40/40
Arms: 25/25 (right) 25/25 (left)
Legs: 35/35 (right) 35/35 (left)
Main Body: 75/75

Conditions
+15 MDC (Talisman of Marduk; factored in above) and +1 vs. Magic (Talisman of Marduk) - Constant
-10% to climb, -15% to other physical skills (Ironwood Vampire Hunter Armor) - Constant
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Re: Improvements to Hellblazers Inc HQ

Postby Érebos » Wed Jun 03, 2020 6:40 am

Rana wrote:In my view, as player, I'd like us to OWN our HQ, not be given it from someone who expects favors in return. We're an independent group and we choose our own jobs. So the sooner we get some cash flow and can make that happen, the better. F Jarnax. Rude MF'er. lol

I have ideas of what we should look for/develop in our OWN HQ (not this current space), but after we set this one up as best as possible our priority should be moving into a space we own.

For this space? There's no security I'm aware of. That should be our #1 priority.


Yeah, I would like that too.

Maybe at some point, when we do have the requisite funds, we can cut the Sploog or "benefactor" chain and do our own thing, either via outright purchase of the facility (deed included, of course) or move elsewhere.

I know that the following has been kicked around a bit as a future option too... ideally, we'd have multiple havens in different dimensions... safe houses, as it were, for when we need them. - even if we have our "main" HQ in Atlantis
Érebos, AKA "Shroud"
Current Status
S.D.C.: 124/124
Hit Points: 45/45
P.P.E.: 232/232

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Improvements to Hellblazers Inc HQ

Postby Irish » Wed Jun 03, 2020 7:09 am

Really Irish would want a garage, and a room to call his own. The group may want me to have a bomb-proof area to work in, but that's up to you guys.

As for slaves, Irish is one, so he doesn't really care if we have them or not.
"When you're pushed, killing's as easy as breathing. When the killing stops in one place, it starts in another, but that's okay... 'cause you're killing for your country. But it ain't your country who asks you, it's a few men up top who want it." ~ John Rambo


Jack "Irish" MacCalister
P.P.E.: 6
I.S.P.: 22
H.P.: 24
S.D.C.: 35


Conditions: Sixth Sense.


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Re: Improvements to Hellblazers Inc HQ

Postby Rana » Wed Jun 03, 2020 7:52 am

Irish wrote:Really Irish would want a garage, and a room to call his own. The group may want me to have a bomb-proof area to work in, but that's up to you guys.


Rana needs some fresh earth to be buried in from time to time in a secure location.

Irish wrote:As for slaves, Irish is one...


Not any more. Welcome to the resistance.
Rana
MDC 131/131
ISP: 25/25

Ironwood Vampire Hunter Armor
Helmet: 40/40
Arms: 25/25 (right) 25/25 (left)
Legs: 35/35 (right) 35/35 (left)
Main Body: 75/75

Conditions
+15 MDC (Talisman of Marduk; factored in above) and +1 vs. Magic (Talisman of Marduk) - Constant
-10% to climb, -15% to other physical skills (Ironwood Vampire Hunter Armor) - Constant
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Re: Improvements to Hellblazers Inc HQ

Postby Érebos » Wed Jun 10, 2020 3:39 am

Alright, some good responses so far - thanks. As you are all no doubt aware, Érebos has, more or less, declared no one a slave within the bounds of Hellblazers Inc.

That doesn't mean he has some authority to pull an Emancipation Proclamation, as it were, but rather, as far as he is concerned, slave status has no bearing on Hellblazers Inc. in terms of employment, group rank, etc. He believes that individuals, and group members, function best with that sort of dynamic out of the picture.
Érebos, AKA "Shroud"
Current Status
S.D.C.: 124/124
Hit Points: 45/45
P.P.E.: 232/232

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Improvements to Hellblazers Inc HQ

Postby Consumer » Wed Jun 10, 2020 3:44 pm

To edit my above post; Irish needs the following items, A metal workbench of some sort, A decent sized Shelving Unit, 2 Armor Stands, a Couch or Hammock, a few Industrial Lights. This will be a decent beggining to working on the groups gear as needed.
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Re: Improvements to Hellblazers Inc HQ

Postby Lord of skulls » Thu Jun 11, 2020 4:13 pm

Erebos wrote: I'd like to minimize slavery in general, and - if we were to obtain sentient manpower to guard the facility (or for other purposes), work under contract instead. Even indentured servitude is preferable to slavery, in his view. Now, that could be adjusted to some degree, and perhaps we could have staff posing as slaves, if giving that impression were important, but generally speaking, he's not a fan of it unless it's really necessary.


Skulls was raised a slave, stronger beings enslave weaker ones. He accepts this as a fact of life, and his own freedom as priceless. Enslaving others would not be appealing to him personally, and the mistreatment of captured creatures will aggravate him. In a general sense, he has no moral argument with slavery.
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Re: Improvements to Hellblazers Inc HQ

Postby Érebos » Sat Jun 13, 2020 9:24 pm

Security

What do you guys want to do in terms of security? Plans? Equipment (both initial, and future)? Thoughts?
Érebos, AKA "Shroud"
Current Status
S.D.C.: 124/124
Hit Points: 45/45
P.P.E.: 232/232

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
User avatar
Érebos
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Posts: 159
Joined: Sat Oct 13, 2018 9:27 pm

Re: Improvements to Hellblazers Inc HQ

Postby Lord of skulls » Sun Jun 14, 2020 4:44 pm

Erebos wrote:What do you guys want to do in terms of security? Plans? Equipment (both initial, and future)? Thoughts?


Initially.
If our main door has good structure and is in-swing, barring it from the inside at night would help. I would assume getting the locks upgraded alone would be a plus. During operating hours a member of the group can loiter near the entrance? Maybe a comm system ?

In the future.
I would consider separating the lower level from the street-level with a security door and hiring an armed receptionist. Video surveillance, motion sensors, or similar might be helpful.
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Re: Improvements to Hellblazers Inc HQ

Postby Rana » Sun Jun 14, 2020 7:29 pm

Lord of skulls wrote:
Erebos wrote:What do you guys want to do in terms of security? Plans? Equipment (both initial, and future)? Thoughts?


Initially.
If our main door has good structure and is in-swing, barring it from the inside at night would help. I would assume getting the locks upgraded alone would be a plus. During operating hours a member of the group can loiter near the entrance? Maybe a comm system ?

In the future.
I would consider separating the lower level from the street-level with a security door and hiring an armed receptionist. Video surveillance, motion sensors, or similar might be helpful.



All of this.

We eventually need a full-suite security setup - MDC doors and walls, high-tech locks (biometric?), motion detectors, and perhaps even automated defense turrets.

We ain't gonna get that all at once, but that's what we should be striving for.

There's also stuff we - the players - should talk about without GM presence - so as not to give him any ideas. ;P
Rana
MDC 131/131
ISP: 25/25

Ironwood Vampire Hunter Armor
Helmet: 40/40
Arms: 25/25 (right) 25/25 (left)
Legs: 35/35 (right) 35/35 (left)
Main Body: 75/75

Conditions
+15 MDC (Talisman of Marduk; factored in above) and +1 vs. Magic (Talisman of Marduk) - Constant
-10% to climb, -15% to other physical skills (Ironwood Vampire Hunter Armor) - Constant
User avatar
Rana
 
Posts: 23
Joined: Fri Feb 07, 2020 12:11 pm


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