The Haunt [Spook Squad HQ] (26a)

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Re: The Haunt [Spook Squad HQ] (26a)

Postby Lahz » Sun Nov 05, 2017 11:25 pm

Perception [+2]: 1d20+2 = 3 [+3 involving Electronics or Machines]
JiC D20: 1d20 = 16
JiC D100: 1d100 = 85

Conditions: Telemechanics (0 ISP, Constant, 5ft, 97%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Ecstatic], Gauntlets of Mastery [+30% to Wearer's skill ratios that requires use of hands]

Telemechanics [97%]: 1d100 = 6

Lahz returns to the Haunt with Aurelia after a romantic evening at the Palace Casino. Although Lahz has always worn his Wedding Ring, hers is now once more on her left hand sports the Women's Wedding Ring Lahz previously wore on a length of cord around his neck. Tony is left in the garage to begin packing 1) the Roadrunner PA, 2) camping gear/supplies, and 3) tools into the newly acquired Family SUV.

The Psi-Tech and his wife glide up the stairs in a blissful haze to check on Kaiya (presently being overseen by Ray and Rex) carrying a couple of small gift bags that seem to bring a couple of delighted squeaks of joy from the waiting child. He prompts the girls to do a bit of shopping and packing while he heads out to work on a 3rd day of upgrades, **Should I bring the Marauder out? I really shouldn't need to have that thing out and around ... but having a heavy weapon around just-in case might be smart. I just, don't know if I really want Kaiya to see me in that thing ... what? She's 4. She's already died once damnit-Lahz. What if you Needed to have the heavy guns.**

He then sends an encrypted message out to Vheld seeking to have him open up a Portal out to the West Coast and the Splugorth Ship (and schedule periodic Portals to return).

Once he's arranged a trip out, Lahz will head down to schedule his Robot assistance, i.e. he should be heading down with a cast of:
● Tony
● Ray
● Un-Named NG-W10 Heavy Labor Drone
● [2] NG-W10 Heavy Labor Drone RENTAL
● [2] NG-W9 Light Labor Robot RENTAL
● Triax Dyna-Bot RENTAL
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Vheld » Mon Nov 06, 2017 9:07 am

Vheld wrote:JIC: Original post: 1d20 = 2, Original post: 1d100 = 57
PER: Original post: 1d20+8 = 28
Conditions
-For 48 hours Vheld cannot hold down food, is racked with constant nausea and weakness (can barely walk), speed is reduced to 3, loses all but one melee action/attack and has NO bonuses of any kind for 24 hours.
After that, for Original post: 2d4+6 = 9 days the stabbing pain has subsided into a dull throb and only hurts when he moves; half melee actions/speed/all bonuses.

Lahz wrote:He then sends an encrypted message out to Vheld seeking to have him open up a Portal out to the West Coast and the Splugorth Ship (and schedule periodic Portals to return).
Vheld replies. "I'm busy, but my next stop after this is the Haunt. Don't count on me doing much for a couple days though."

Several hours later Vheld staggers into the Haunt- looking like death and leaning heavily on his staff with open wounds on his chest and neck- and new, angry-looking tattoos barely visible beneath them. Should Erg and/or Lahz begin immediately pestering him about their projects, he will grit his teeth and answer in a tight voice "Not now. Go away. Need rest." Mentally summoning Sil to him, Vheld will collapse on his familiar's back and force her to drag him up to his room. There Vheld will collapse on his barely-used bed and remain insensate for two days. Any attempts to disturb him during this time will be met with a growling Sil.

After recuperating, Vheld will arise- gingerly touching his torso as any movement exacerbates his injury, and trying to be as gentle as possible with himself as he moves. Sil will accompany him downstairs, where he will slowly seek out Lahz and Erg. "My apologies for earlier- but power comes at a price. I am functional now, but please for the love of the Gods don't expect me to get into any firefights any time soon. First we go to the slaver's barge, then I am at your disposal Erg. I have another project with which I shall require your assistance afterwards, if you would be willing?" Vheld will present the grimoires and specifications Leung provided him. Riding Sil, Vheld will head down to the basement (or another location of Lahz's choosing) and tap into his energy spheres to a Rift back to their captured barge. He will arrange to pick Lahz up at a time of the elf's choosing, then head back to Erg.

Before commencing, Vheld will attempt to use his new tattoo to heal himself ((assuming it works so soon)). He will then offer to cast sustain on Erg, "So that we may work unburdened by the need for sustenance or much sleep."
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Mon Nov 06, 2017 2:57 pm

Rolls Carried.

Vheld wrote: he will slowly seek out Lahz and Erg. "My apologies for earlier- but power comes at a price. I am functional now, but please for the love of the Gods don't expect me to get into any firefights any time soon. First we go to the slaver's barge, then I am at your disposal Erg. I have another project with which I shall require your assistance afterwards, if you would be willing?"


Erg a bit more chipper/upbeat than usual, with a friendly/energetic smile he replies, "I'm glad you're back Vheld. When you're ready , I 1st need your help to complete my commitment to Carl, I will then be happy to assist you."

In the mean time , while Erg is waiting for Vheld, he begins to prep and get all his notes and such in order on his holographic personal computer watch. He gets a drink of water, and uses it as a focus to aoid the techno-wizard casting penalties for renewing his sustain spell effect. He also gets makes use of the merctown ley line to top himself up to his normal top.

Vheld wrote: head back to Erg.

Before commencing, Vheld will attempt to use his new tattoo to heal himself ((assuming it works so soon)). He will then offer to cast sustain on Erg, "So that we may work unburdened by the need for sustenance or much sleep."


Erg still more chipper/upbeat than usual, "Thanks but , I'm already learned that meta-nurtition trick just before our last mission. I'm good to go whenever you are."
:D

"Oh, and Hades taught me allot about spacetime. One application of it lets me gain additional time, literally. I can get six 24 hour days of time to get work done and fit that into a single 24 hour day. Another application of it lets me make objects bigger on the inside than they are on the outside. I'm hoping to soon make work on making this available to the group. Then your and Lahz could then get your work done 6 times faster. And the group could take with us on missions far more equipment than we would have been able to do normally ... " ... Stopping himself from continuing to excitedly run on and on .. "But .. First things first, You and I have some work to get done for Carl."

It will take about ~12 Hours for Erg and Vehld to finish the Schematics for Carl. Already successfully made the roles before the last mission. Was just waiting for the IC time with Vheld. Both of them on Sustain, they can probably pound through the 12 hours of design and schematics with little trouble.
(copy/note posted in tinker thread)
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby SNAFU » Mon Nov 06, 2017 4:42 pm

General Conditions wrote:TIME & DATE: Late Summer, 110 P.A.
CLIMATE: Exceptionally mild and pleasant
VISIBILITY: You can see wherever you look
TERRAIN: Urban; Interior
LOCATION : Merctown; the Haunt
LEY LINE: --


All happens as intended and if it was possible, the time passed in a pleasing and satisfying manner.

Lahz and his family settle in and begin to process this bizarre second round that they've been given.

Vheld studies the grimoires and find they are in fact more like magic folders; each containis a sheaf of scrolls of Leung's Spells written in remarkably plain language (+30%)

Vheld brings the spell books to Erg and explains the project connected to them. Then they turn they're minds to the task at hand and finish as expected 12 hours later.

Grimioires
  1. Dimensional Pocket
  2. Dimensional Envelope
  3. Time Warp: Space & Time
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Carl » Mon Nov 06, 2017 7:59 pm

Perception: 1d20+9 = 27
JIC D20: 1d20 = 8; D100: 1d100 = 14

Condition: Activated: Motion Detector (40ft);Amplified Hearing (range 360ft) +3 init; Sound Suppression System; Enchanted Earring: Protection against all types of Fire (including magical); Telescopic (4-8x30 magnification, range 6000ft); Defender (ring):Protection from Undead, +1 save Protection from Spell Magic/Psionics Not activated: Thermal Imaging (range 3000ft); Armband: Time Slip talisman, 3 uses remaining, (lvl 5); Enchanted Earring - Casts Invisibility: Simple (4x/day (3 remaining), 15 min duration); (Sunglasses)Impervious to Energy Talisman, 0 use remaining (lv5)

Now that the team has some downtime. Carl does the one thing that he hates about his position as leader. During the next few months, Carl goes to the various stores and businesses around the town to smile and make small talk with prospective clients. He know that Vheld reputation with the magical community will bring in clients, but now that the Cyberknight is no longer with the team, it will be up to him to convince the mundane clients of the team's trustworthiness. Carl will visit some of their old clients, but also many of the town residences, who can afford them, who have not yet requested the squad's services. He attends parties, make small donations to charities, try to convince residences that he is approachable, and resist the urge to kill anyone that makes a disrespecting comment.

Carl will also spend some time in the Job Market Cafe, to keep in touch with Fixer, but also follow Thorn's lead by passing Fixer a few credits so that he will remember the Squad if he hears something that fits the Squad's expertise.
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
Flight: Jet Pack[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Tue Nov 07, 2017 3:32 am

Perception: 1d20+3 = 7
JIC: 1d20 = 19 1d100 = 11

Erg wrote:Once this Schematic is done , Erg can fulfill his commitment to Carl by presenting the possible project to Carl.
Carl can then decide if he likes the idea enough (or not) to pay for Vheld and ERG to spend the time and parts to actually build a prototype for him.

SNAFU wrote:Donesky


After the 12 hours Erg and Vheld finish the schematic design.
Erg seeks out Carl to present the requested proposal to him.
"Carl, me and Vheld have finished working out the details of that device you asked about. I'll let you decide if you want to pay for the parts and our time to build you a prototype."

Then using the holographic display from personal computer watch , Erg proceeds to explain the project/device concept to Carl.

The short = Two forearm fold out shields. When activated they create a stable wormhole between the two. Thus Carl's request for stealth is filled by anyone looking in only sees the other side, not Carl standing in-between them. Carl's requested defense is also filled by any attack rail gun, laser,etc also passes from one side to the other, and does not hit or harm Carl in-between them.

Estimate Cost: Estimated at Around ~$100,000
If Carl asks for an explanation of that estimate:
Minimum of at least $50,000 in parts alone + about 300 hours of Vheld and Erg working on it.
If Erg's & Vheld's time is worth at least a minimum of say $75 credits each per hour that labor adds +$45,000.
For a total estimated minimum of about ~$95,000

"Take your time and think about it, Sir."

- - - - - -

Once that project / commitment is done.
Erg turns to Vheld, "So Vheld tell me. What is it you wanted my help to work on?"
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Vheld » Tue Nov 07, 2017 12:51 pm

JIC: 1d20 = 7, 1d100 = 33
PER: 1d20+9 = 25

Attempt #1
Scroll conversion (Dimensional Pocket)- 1d100 = 54 vs. 69%
Scroll conversion (Dimensional Envelope)- 1d100 = 20 vs. 69%
Scroll conversion (Space and Time)- 1d100 = 50 vs. 69%

Conditions
For Original post: 2d4+6 = 9 days the stabbing pain has subsided into a dull throb and only hurts when he moves; half melee actions/speed/all bonuses.

Erg wrote:"Oh, and Hades taught me allot about spacetime. One application of it lets me gain additional time, literally. I can get six 24 hour days of time to get work done and fit that into a single 24 hour day. Another application of it lets me make objects bigger on the inside than they are on the outside. I'm hoping to soon make work on making this available to the group. Then your and Lahz could then get your work done 6 times faster. And the group could take with us on missions far more equipment than we would have been able to do normally ... "
Trying not to lose his balance as he wobbles back and forth, Vheld quickly decides in favor of taking a seat. He frowns thoughtfully and nods his head at Erg's summary of his new ability. "Fascinating. Yes, I could certainly put that to good use in advancing my studies of the mystic arts. While we are between missions, it may be time for another trip to the guild's library..."

Vheld will be content to sit in his seat and watch Erg work when he isn't needed ((my understanding is that he just needs to cast mystic portal a couple times, right?)). Although he has worked on few techno-wizard projects of his own, his training in Tolkeen did include how to successfully collaborate on such things and Vheld is more than happy to participate- provided that doing so doesn't require much moving around.

Once the schematics and/or prototype for Carl are done, they can move on to their next task. Vheld produces a set of strange folios inscribed with magic scrolls. "We should be able to learn some temporal magic from these- the spells will be necessary for my contact's request." Vheld will demonstrate the scroll conversion process to Erg in case he isn't familiar. Should Vheld fail for any of the spells, he will explore the folio further and continue to make attempts until he has mastered the magic. Any leftover papers he will invite Erg to scrutinize- alternatively, if the TW would prefer to learn the incantations the old-fashioned way (read: tutoring) Vheld will be happy to agree to that. Then they can move on to the project proper.

Erg wrote:Erg turns to Vheld, "So Vheld tell me. What is it you wanted my help to work on?"
Vheld coughs before answering. "My contact seeks the ability to mass-manufacture a device incorporating these three temporal magic spells. The ideal device will be made of low-cost materials, and accessible to non-gifted individuals. Meaning it will require its own power source of some sort. As to what the device will actually do, I believe it to be a fairly simple duplication of each spell's effects. That is, we need prototypes for three types of devices, each one of which can reproduce the effects of one of these spells."
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Tue Nov 07, 2017 6:17 pm

Rolls Carried

TW-Assist
Vheld wrote:Vheld will be content to sit in his seat and watch Erg work when he isn't needed ((my understanding is that he just needs to cast mystic portal a couple times, right?)). Although he has worked on few techno-wizard projects of his own, his training in Tolkeen did include how to successfully collaborate on such things and Vheld is more than happy to participate- provided that doing so doesn't require much moving around.

It's my understanding Vheld will need to do more than just cast the spell a couple times. It's my understanding he will be assisting throughout most of the ~12 Hours. For example a simple magic device that can just cast the spell isn't good enough to be used as an assistant. But schematic work isn't very physically demanding. So it won't require allot of moving or such.


Vheld wrote:Vheld coughs before answering. "My contact seeks the ability to mass-manufacture a device incorporating these three temporal magic spells. The ideal device will be made of low-cost materials, and accessible to non-gifted individuals. Meaning it will require its own power source of some sort. As to what the device will actually do, I believe it to be a fairly simple duplication of each spell's effects. That is, we need prototypes for three types of devices, each one of which can reproduce the effects of one of these spells."


Erg pauses in thought considering for a moment .. then he starts to talk as much to Vheld as he is talking out loud to himself.
"Depending on the details it could take several hundred hours of work for each device. If I 1st go work on completing the device that will allow others to also make use of accelerated time, then with others to assist me we could probably get the whole project done much sooner."

TimeHole-Self
Right now as a spell Erg can only use the Time-Hole Spell on himself. To have the 6x faster time available for others Erg would have to complete the work on building such a device first. It might be faster over-all if Erg did that 1st. Then once that's ready Vheld and Erg could use that for Vheld's Schematic work, and for Vheld's Prototype work. Erg can use the spell he already has on himself for his own work on the Time-Hole device for others.


Vheld wrote:Once the schematics and/or prototype for Carl are done, they can move on to their next task. Vheld produces a set of strange folios inscribed with magic scrolls. "We should be able to learn some temporal magic from these- the spells will be necessary for my contact's request." Vheld will demonstrate the scroll conversion process to Erg in case he isn't familiar. Should Vheld fail for any of the spells, he will explore the folio further and continue to make attempts until he has mastered the magic. Any leftover papers he will invite Erg to scrutinize- alternatively, if the TW would prefer to learn the incantations the old-fashioned way (read: tutoring) Vheld will be happy to agree to that. Then they can move on to the project proper.


(Updated) When they are finished discussing , and after Vheld is done with them himself, Erg will gladly take his turn with them to study them himself. Erg would take them back to him room, and again charge up from the ley line (about ~5minutes) with enough energy to be able to again use his door as a focus item to enter another time-hole, Inside he can study them spending far less merctown time (10minutes merctown for every 60 minutes of study Erg does in the time-hole) .. Once he's mastered them, he exits the time hole , and returns to normal merctown time.

Given the OOC chat post data Erg's own 10% +2lv (14) +6IQ= 30% gets a bonus of +30% due to the extremely high quality of the texts +30% = 60% total .. This also mean Erg will marvel a bit at that extremely high quality / clarity of that magic text .. Thanks for Hades, Erg already knows Dimension Pockets , so he only has to study the other 2:
Rolls : 1d100 = 47 , 1d100 = 62
One roll failed That one needs more study in the time-hole
1d100 = 88
That one failed a 2nd Erg attempt .. If there is a 3rd copy for Erg to study , and if Erg still doesn't get it after the 3rd time .. He will just exit the time-hole anyway and seek out Vheld to teach that one to him.
3rd attempt: 1d100 = 69
One on one tutor with Vheld it is then.
Last edited by Erg on Wed Nov 08, 2017 3:38 am, edited 4 times in total.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Vinograd » Tue Nov 07, 2017 7:57 pm

Perception: 1d20+1 = 13
Just in Case: 1d20 = 8/1d100 = 41
Conditions: Metamorphosis: Human (12+ hours)

Vinograd stumbles into the Haunt his human-guise face looks haggard, his eyes bloodshot and his brow beaded with sweat. He uses walls and furniture to steady himself as he makes his way deeper into the Haunt. "His memories try to consume me like the fires of Tolkeen... The sheer tenacity of the Dragon Lords, their hubris." Vino grad rants as he stumbles into the kitchen, knocking dishes around seeking a glass to fill with water. Several long gulps of cool water seem to calm the Dragons nerves ever so slightly. "That was an experience... Like known I have ever known." Vino says agin to no one, before finding a chair and flopping down into it.
Vinograd
"We are a product of our upbringing, not of our genetics." Vinograd
M.D.C.: 422/422
P.P.E.: 129/129
I.S.P.: 88/88
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Vheld » Wed Nov 08, 2017 2:12 pm

Vheld wrote:JIC: Original post: 1d20 = 7, Original post: 1d100 = 33
PER: Original post: 1d20+9 = 25


Conditions
For Original post: 2d4+6 = 9 days the stabbing pain has subsided into a dull throb and only hurts when he moves; half melee actions/speed/all bonuses.


With his sustain spell active, Vheld doesn't mind helping out continuously for the full 12 hours- though if he has to move around a lot he will grimace and occasionally curse in pain.
Erg wrote:"Depending on the details it could take several hundred hours of work for each device. If I 1st go work on completing the device that will allow others to also make use of accelerated time, then with others to assist me we could probably get the whole project done much sooner."
Vheld nods. "Acceptable. I was not given a specific timeline for completion. I will be happy to assist you with the construction of your time hole device if such would be useful, although I do not know that particular incantation myself."

Vheld will take a brief trip to the Mages' guild while waiting for Erg to complete his business ((see shopping thread)). When the techno-wizard returns Vheld will supervise Erg's attempt to convert the scrolls into an incantation- but if Erg runs out of scrolls before he learns the spells Vheld will offer to instruct him in the incantation.
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Carl » Wed Nov 08, 2017 7:23 pm

Perception: 1d20+9 = 14
JIC D20: 1d20 = 12; D100: 1d100 = 19

Conditions
Activated: Motion Detector (40ft);Amplified Hearing (range 360ft) +3 init; Sound Suppression System; Enchanted Earring: Protection against all types of Fire (including magical); Telescopic (4-8x30 magnification, range 6000ft); Defender (ring):Protection from Undead, +1 save Protection from Spell Magic/Psionics Not activated: Thermal Imaging (range 3000ft); Armband: Time Slip talisman, 3 uses remaining, (lvl 5); Enchanted Earring - Casts Invisibility: Simple (4x/day (3 remaining), 15 min duration); (Sunglasses)Impervious to Energy Talisman, 0 use remaining (lv5)
Erg wrote:Erg seeks out Carl to present the requested proposal to him.
"Carl, me and Vheld have finished working out the details of that device you asked about. I'll let you decide if you want to pay for the parts and our time to build you a prototype."

Then using the holographic display from personal computer watch , Erg proceeds to explain the project/device concept to Carl.

The short = Two forearm fold out shields. When activated they create a stable wormhole between the two. Thus Carl's request for stealth is filled by anyone looking in only sees the other side, not Carl standing in-between them. Carl's requested defense is also filled by any attack rail gun, laser,etc also passes from one side to the other, and does not hit or harm Carl in-between them.

Estimate Cost: Estimated at Around ~$100,000
If Carl asks for an explanation of that estimate:
Minimum of at least $50,000 in parts alone + about 300 hours of Vheld and Erg working on it.
If Erg's & Vheld's time is worth at least a minimum of say $75 credits each per hour that labor adds +$45,000.
For a total estimated minimum of about ~$95,000

Carl tosses Erg a chip with $100,000 on it, "Works for me."
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
Flight: Jet Pack[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Minerva » Thu Nov 09, 2017 10:40 am

Perception: 1d20+5 = 15
JIC: 1d20 = 14/1d100 = 61

Fresh from an exploratory trip around MercTown that ended up as a shopping trip, Martina Graciela Minerva Valdez rides her Streetwolf into the Garage and then comes up to the main floor to accept her deliveries. "Vino y flores ¿Qué más para ayudar a una persona a relajarse?" When her items are all there, she'll take them to her fourth floor junior members room and set things up. Bouquets of flowers lining one wall, she places her new rings on her hands and her expensive wine in the trunk. The case of wine remains on the floor. Traeré eso para compartir más tarde. She spends an hour in her room, with the flowers and a bottle of Quebec Riesling, in contemplation of the new gift she was given by Hades. She allows her mental energy to flow into the bladeless hilt, causing a blade made of crystal to spring forth, hearing a sound similar to a sword being drawn from a sheath. Looking at the colors of the blade, she comments "Tienes un centro negro y aura púrpura. Qué significa eso?" She attempts to communicate with the blade via telepathy but to no avail. "Well, you are powerful. I will learn more about you. There is a reason a god gave you to me. I will know." She dispells the blade, leaving the hilt in the trunk in her room.

Afterward, she heads to the second floor to practice her killing skills. She may be the embodiment of human genetic perfection, but even she needs to keep herself and her skills in shape.

Translation
"Vino y flores ¿Qué más para ayudar a una persona a relajarse?"="Wine and flowers. What else to help a person relax?"
Traeré eso para compartir más tarde.=I'll bring that for sharing later.
"Tienes un centro negro y aura púrpura. Qué significa eso?"="You have a black center and purple aura. What does that mean?"
Minerva
Grace Minerva
HP: 92/92
SDC: 177/177
ISP: 334/334


NG-A8 Scout Armor:
M.D.C. by Location
• Helmet: 35/35 • Main Body: 50/50
• Left Arm: 25/25 • Right Arm: 25/25
• Left Leg: 40/40 • Right Leg: 40/40

Modifiers: -5% to movement and physical skills

Wilk's Laser Sword: 5D6 MD. Duration: 15 + 5D6 minutes per E-Clip. Modifiers: cannot parry with this weapon
Wilk's-Remi 104 Derringer: 2D4 MD. 4/4. Range: 300'. ROF: 2 simultaneous shots.


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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Thu Nov 09, 2017 4:21 pm

Rolls Carried
Vheld wrote:"Acceptable. I was not given a specific timeline for completion. I will be happy to assist you with the construction of your time hole device if such would be useful, although I do not know that particular incantation myself."


When Erg returns from his schematic and estimate work .. Erg considers what Vheld had said.

At a minimum, I'll need his help with such a massive amount of mystic energy (PPE). He can give me that with those energy spheres he can make. Until it's done I can't give others the 6x time boost. Assistants would save me some of my time, but then I would have to go slower without the accelerated time , and do the whole project in normal time. I'll get it done faster on my own.

Erg finds Vheld and says,
"There are a few things you can help me with in the construction of this Hyperbolic Time Chamber. I'll need a massive amount of mystic energy about 2,500 PPE. Can you give me that in those energy spheres you make? Until it's done so others can work with me at the accelerated time, others will just slow me down. I'll get the work done faster on my own. I estimate the chamber will take about ~2 weeks of normal time. Once It's completed you me and other spokes can all benefit from the accelerated time for studying and tinkering.

- - - - - -

Carl wrote:
ERG
Erg wrote:Erg seeks out Carl to present the requested proposal to him.
"Carl, me and Vheld have finished working out the details of that device you asked about. I'll let you decide if you want to pay for the parts and our time to build you a prototype."

Then using the holographic display from personal computer watch , Erg proceeds to explain the project/device concept to Carl.

The short = Two forearm fold out shields. When activated they create a stable wormhole between the two. Thus Carl's request for stealth is filled by anyone looking in only sees the other side, not Carl standing in-between them. Carl's requested defense is also filled by any attack rail gun, laser,etc also passes from one side to the other, and does not hit or harm Carl in-between them.

Estimate Cost: Estimated at Around ~$100,000
If Carl asks for an explanation of that estimate:
Minimum of at least $50,000 in parts alone + about 300 hours of Vheld and Erg working on it.
If Erg's & Vheld's time is worth at least a minimum of say $75 credits each per hour that labor adds +$45,000.
For a total estimated minimum of about ~$95,000

Carl tosses Erg a chip with $100,000 on it, "Works for me."


Erg smiles and replies, "Thanks, I appreciate the opportunity. Also as team leader I wanted you to know, me and Vheld are working on a Hyperbolic Time Chamber. Inside it will allow up to 6 hours to fit in every 1 hour of normal time. This will allow us all to get things done much faster. Weather it is Vhled's mystic study, Lahz or me building devices, Repairs to our gear, or anything else. We'll complete that first, as it will make everything else go faster after we have it. Then I'll work out a schedule with Vheld to get your prototype built."
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby SNAFU » Fri Nov 10, 2017 12:09 pm

Moving Forward....

Erg can't quite get the last spell, luckily, because Vheld had only needed one attempt there are in fact 2 copies of the Scroll left.

[2 more chances!]

Each of the ornate golden 'folders' given to Vheld contains 6 scrolls. The item makes 5 copies of any scroll placed inside providing 6 in total. It is obviously an extremely rare and power rune item of dragon technology. While it is safe to use as its owner intended, the rune item can sense when it has been stolen or is being abuse. This triggers a conditional curse of Paralysis and Calling. A thief, for example, would be suddenly struck by full body paralysis, while a mystic alarm is triggered and calls to the owner so that its location may be known.
-----------------------------
Vino is Brain-Tripping his balls off! He has to lie down as he is overwhelmed by 700 years of memories. He has consumed O'Koss the Collector, a Night Stalker dragon with strong connections to the Federation of Magic. He was a resident of the City of Brass and an agent of the government there. He'd spent the last 200 years as a supplier for the Necromancy division of the Federations military and for commercial sale as well. He is familiar with the Federation's command structure and has met Dunscon several times.

O'Koss spent some centuries in Oceana studying the ways of the Lord of the Deep and working with the mages there to master and hone their methods.

O'Koss spent a century as a lieutenant of a Balrog Demon Lord, named Bluddengall. He is familiar with Hades. He also spent a century in the prison of a rival Demon Lord Jusk Bone.

O'Koss fought for Tolkeen during the war.
--------------------------------
Carl spends time around town going to meeting, work lunches and social events. As the Spooks are considered the premier supernaturally-experienced small-unit company in Merctown. But there are hundreds of wanna-bes and up-and-comers nipping at their heels. The Spooks need a face-man, someone to get the word out, to make them available for contracts. That man is Carl. Meetings, appointments, events blend together in Carl's memories. So far the only job he's sniffed out is some hare-brained longshot involving a dragon's hoard (outlined in the OOC). There are surely more offers to come, Carl continues to work on building up his network.

All else happen as intended.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Vheld » Mon Nov 13, 2017 12:34 pm

JIC: 1d20 = 16, 1d100 = 36
PER: 1d20+8 = 13

Erg wrote:"There are a few things you can help me with in the construction of this Hyperbolic Time Chamber. I'll need a massive amount of mystic energy about 2,500 PPE. Can you give me that in those energy spheres you make? Until it's done so others can work with me at the accelerated time, others will just slow me down. I'll get the work done faster on my own. I estimate the chamber will take about ~2 weeks of normal time. Once It's completed you me and other spokes can all benefit from the accelerated time for studying and tinkering.
Vheld nods. "One moment." Gliding out of the room, he makes his way to the garage where Bel'Dar is parked, awaiting their next mission. Opening the sacks he has tied to his mount for the purpose, the shifter retrieves four energy spheres and returns to Erg. With a wave of his hand he directs the spheres to levitate around the techno-wizard. "Here. Each of these can hold 1,000 PPE. Let me know if you require more. It is a simple matter of time to go to the guild and make more."

Before leaving, Vheld will observe Erg's progress. "A most useful device. By my accounting, it will take a couple of months for me to study the latest round of materials I purchased from the guild. I look forward to seeing the results."

Assuming Erg no longer needs him (at least, not for the moment) Vheld will head to the MercTown bank to deposit some credits. He will then return to the Haunt, and when he isn't helping in the construction of the device for Leung the shifter will remain cloistered in his room, studying away at his new purchases.
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Carl » Mon Nov 13, 2017 6:49 pm

Rolls Carried
SNAFU wrote:Carl spends time around town going to meeting, work lunches and social events. As the Spooks are considered the premier supernaturally-experienced small-unit company in Merctown. But there are hundreds of wanna-bes and up-and-comers nipping at their heels. The Spooks need a face-man, someone to get the word out, to make them available for contracts. That man is Carl. Meetings, appointments, events blend together in Carl's memories. So far the only job he's sniffed out is some hare-brained longshot involving a dragon's hoard (outlined in the OOC). There are surely more offers to come, Carl continues to work on building up his network.
After he feels that he has at least ensured that many people in town will not be afraid to contact the squad in person or through an agent, Carl returns from his hobnobbing with the bigwigs and takes an immediate shower. After washing away the smells of society, he goes to his room and sits in the lotus position for a few hours to clear his mind. Being kind to people who he has no respect for is more mentally taxing that he thought it would be. Once the urge to kill many of his potential customers have passed, Carl goes to the workout room and starts training with his weapons. He causes artificial sweat to appear on his body for no other reason than it makes him feel better.
Erg wrote:Erg smiles and replies, "Thanks, I appreciate the opportunity. Also as team leader I wanted you to know, me and Vheld are working on a Hyperbolic Time Chamber. Inside it will allow up to 6 hours to fit in every 1 hour of normal time. This will allow us all to get things done much faster. Weather it is Vhled's mystic study, Lahz or me building devices, Repairs to our gear, or anything else. We'll complete that first, as it will make everything else go faster after we have it. Then I'll work out a schedule with Vheld to get your prototype built."
Carl give Erg a hard look, "Time Chamber? Is there any danger to the Haunt, I mean, is there a chance that it might affect us in anyway? I do not want to be sent into the future or the past, or even worst like another dimension!" If Erg gives his assurance that the thing will not explode or have any side effects, Carl will take his word for it and turn his thoughts to other things like a possible dragon's hoard that catch his attention.
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
Flight: Jet Pack[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Echo » Tue Nov 14, 2017 12:13 am

After Echo returns to Merctown and drops off his Power Armor at the Defenders, he takes the Prowler to the Haunt with his wolf companion in tow. He has been gone for a couple months and intends to seek out Vheld or Carl (preferably both) to discuss private matters with them. As he approaches the Haunt he hears his new mental companion speak to him from within. Tell them what you must, but remember the true nature of this is not to be discussed. Mother wouldn't allow it. The female voice states from within and Echo simply nods as he parks.

When he enters the Haunt (assuming Carl hasn't locked him out yet) he seeks out the Cyborg Swordsman. "Carl, I need to speak with you and Vheld privately at your earliest convenience." Echo says, matter-of-factly acting as those he hasn't been gone for a couple months.

When he gets the two of them in the meeting room he will briefly go over what happened, being as vague as possible in the reality of it. "I went to seek out an old contact in the West who was able to assist me in tweaking my performance while introducing me to some local assets here in Merctown that I plan to use to the benefit of the Spooks. Also, with the curse on that artifact I acquired, I would like to see one of you hold on to my monetary earnings for any missions and act as a banker. I do not know the full range of how curses work, yet, but I'd rather play it safe with cursed objects."
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Tue Nov 14, 2017 3:10 am

Rolls Carried:
Carl wrote:Carl give Erg a hard look, "Time Chamber? Is there any danger to the Haunt, I mean, is there a chance that it might affect us in anyway? I do not want to be sent into the future or the past, or even worst like another dimension!" If Erg gives his assurance that the thing will not explode or have any side effects, Carl will take his word for it and turn his thoughts to other things like a possible dragon's hoard that catch his attention.


Erg considers for a moment: well from a quantum mechanics point of view , and allot of psychic and mystic point of view also, It would seem almost anything is 'possible' , some things are just less statistically likely than others.

"I expect there is a good chance it will effect us all. We will get more done per day, more research, more repairs, more upgrades, more training, etc. But, I think of all those as a positive or beneficial effects. As for negative effects .. I anticipate a low probability of any significant adverse side effects .. but it is just a design at a the moment. After the 1st prototype is built it will have to be put to use and any side effects documented and studied .. If you are not comfortable with experiments being done here, perhaps we should look into a Spook Research facility? That way, research can be done there instead of here. Weather it is Lahz doing work with nuclear forces, high explosives, or high energy projects, or Vheld with powerful godlike magics, or me with mix of the two. I think the three of us have just been doing our projects here, to keep us all under one roof so to speak."
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Carl » Tue Nov 14, 2017 9:54 pm

Rolls Carried:
Erg wrote:"I expect there is a good chance it will effect us all. We will get more done per day, more research, more repairs, more upgrades, more training, etc. But, I think of all those as a positive or beneficial effects. As for negative effects .. I anticipate a low probability of any significant adverse side effects .. but it is just a design at a the moment. After the 1st prototype is built it will have to be put to use and any side effects documented and studied .. If you are not comfortable with experiments being done here, perhaps we should look into a Spook Research facility? That way, research can be done there instead of here. Weather it is Lahz doing work with nuclear forces, high explosives, or high energy projects, or Vheld with powerful godlike magics, or me with mix of the two. I think the three of us have just been doing our projects here, to keep us all under one roof so to speak."
Having already made up his mind, Carl still pretends to think for a few seconds before answering. "With all of the tinkering, mundane and magically, a research facility would come in handy. Go ahead and look into that. Find a suitable location with the necessary requirements and get back to me. If what you find in worth investing in, it could work. If possible, try not to bring up the Spook Squad while looking. If you do find a place and somehow blow it and half of the neighborhood up, I do not want the squad to be liable."
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Carl » Tue Nov 14, 2017 10:07 pm

Echo wrote:When he enters the Haunt (assuming Carl hasn't locked him out yet) he seeks out the Cyborg Swordsman. "Carl, I need to speak with you and Vheld privately at your earliest convenience." Echo says, matter-of-factly acting as those he hasn't been gone for a couple months.

When he gets the two of them in the meeting room he will briefly go over what happened, being as vague as possible in the reality of it. "I went to seek out an old contact in the West who was able to assist me in tweaking my performance while introducing me to some local assets here in Merctown that I plan to use to the benefit of the Spooks. Also, with the curse on that artifact I acquired, I would like to see one of you hold on to my monetary earnings for any missions and act as a banker. I do not know the full range of how curses work, yet, but I'd rather play it safe with cursed objects."
Carl takes a moment before answering, "Sure, if that is what you want."
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Wed Nov 15, 2017 4:33 pm

Rolls Carried:
Carl wrote:"With all of the tinkering, mundane and magically, a research facility would come in handy. Go ahead and look into that. Find a suitable location with the necessary requirements and get back to me. If what you find in worth investing in, it could work. If possible, try not to bring up the Spook Squad while looking. If you do find a place and somehow blow it and half of the neighborhood up, I do not want the squad to be liable."


:mrgreen:
:bounce:
Barely able to contain his excitement Erg tries poorly not to show it.
An actual research facility. Possibly starting off with geniuses like Lahz , and powerful wizards like Vheld. Potentially funded research by the Spokes. It's a dream come true. I have to make sure that project for him comes out well. I also have to make sure to stay on the good side of both Vheld and Lahz. I wonder where we could find a place? Hopefully reasonably safe and near here and near needed resources.

"Thank you very much sir. I greatly appreciate this opportunity."
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Vinograd » Thu Nov 16, 2017 1:46 pm

Perception: 1d20+1 = 16
Just in Case: 1d20 = 8; 1d100 = 78
Conditions: None.

Vino spends the next few days sleeping, his nightmares and dreams feverish at best. When Vino does finally awaken, he is famished. Metamorphosing into his usual human guise, Vino steps out of his room and makes way to the kitchen to root around it's cupboards and fridge for something edible. Luckily for Vino, the term edible is a pretty broad one. Finding meat and other sundries that seem okay to eat, vino just take them to the table and begins to eat. Preperation of the food a non-thought to the young Royal Frilled Dragon. Once he feel full, Vino tosses the trash in the bin and tidies himself up. "How man days have I been out?" Vino asks himself before wandering around the Haunt once again. Not finding any particular interest, Vino makes his way back to his room and is a littel ashamed at the state it is in already. Maybe some furniture for me in my natural state would be more appropriate. Vino thinks before shrugging and cleaning his room up as it is. After that Vino sits down and looks over the tomes he had received from Vheld. There study would take him several days followed by time spent learning the spells he purchased from the Collegiate Arcane.

Vino likely spends the rest of the time learning the spells he has purchased and the ones Vheld has loaned him.
OOC Comments
Cloud of Smoke (2 days)
Globe of Daylight (2 days)
Cloak of Darkness (4 days)
Charismatic Aura (8 days)
Seal (8 days)
Firebolt (8 days)
Fire Ball (10 days)
Sustain (10 days)
52 Days total
Vinograd
"We are a product of our upbringing, not of our genetics." Vinograd
M.D.C.: 422/422
P.P.E.: 129/129
I.S.P.: 88/88
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Echo » Fri Nov 17, 2017 9:14 pm

Carl wrote:"Sure, if that is what you want."


Echo nods, "Until I master such a relic, I think it best that way. There is much for all of us to master over the next few weeks it seems. I will be in the training room for the majority ironing out what I can do, no rest for the wicked, as it were."

Erg to Carl wrote:"Thank you very much sir. I greatly appreciate this opportunity."


Echo looks to Erg, "If you should require any assistance in locating a suitable location or anything of the like, let me know. I am no mechanist nor researcher but I might be able to aid those who are."


If Erg wants Echo's assistance in finding suitable spots, Echo will do so. Otherwise Echo moves to the training room to begin conducting more training much like the simulated training he underwent at the complex.
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Sat Nov 18, 2017 4:03 am

Rolls Carried:
Echo wrote:Echo looks to Erg, "If you should require any assistance in locating a suitable location or anything of the like, let me know. I am no mechanist nor researcher but I might be able to aid those who are."


Erg smiles and nods, "Thanks, I'll take you up on that. Take a look around and see what you can find. We can bring in tools and such as needed. It shouldn't be too far away. It should be located somewhere along the merctown leylines. Security will be a high priority."
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Sat Nov 18, 2017 4:53 am

Rolls Carried:

The next time Erg sees them he will talk with (Lahz and Vhled), "Carl has asked we find a separate off site outside of the haunt location to do our projects and research in. He seems to have concerns for potential accidents should things go wrong, either mundane nuclear reactors and explosives, or with psychic and mystic forces. He would also like us to try and keep that facility's connection to the Spokes private , and concealed that connection from the general public. Echo has already agreed to help start the search for a suitable location."
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Echo » Sun Nov 19, 2017 2:14 pm

Erg wrote:"Thanks, I'll take you up on that. Take a look around and see what you can find. We can bring in tools and such as needed. It shouldn't be too far away. It should be located somewhere along the merctown leylines. Security will be a high priority."


Echo nods, "I'll see what we can dig up." Echo states and his eye twitches slightly at the mention of we.

Echo leaves Erg and Carl to do what they do and returns to his quarters to claim and commune with the crown he garnered from the last mission. Not exactly my style but the benefits of such a artifact is hard to pass up. What did they say to do... focus? Echo muses silently while connecting to the artifact. He removes his armor's helmet and places it on his head to give it a dry run and nods in approval but then scowls at the lack of a helmet. Echo now decides to call upon his adviser for aid in determine the best routes forward.

What would it take to securely attached this artifact to either my armor's helmet or my power-armor's helmet and still reap the benefits of it? Echo asks silently.
Interesting idea. Plausible, you would need the assistance of Erg or Lahz to make it work properly, give me a moment to examine it then present the idea to one of them. Echo is answered by his new adviser.
LynX Skills for Pauper Crown
Jury-Rig: 1d100 = 54/92%
Lore, Magic: 1d100 = 44/88%
Research: 1d100 = 48/92%

Excellent, after that I need to know good locations in Merctown for a research facility, who to talk too and easy ways around bureaucracy. Needs to be near the Ley Line, preferably in a location where an explosion wouldn't result in too much collateral damage with no connection to the Spooks. Also, it should go without saying that it being a secure facility is paramount.
Finding a suitable spot is the easy part, the rest is going to take some elbow grease. I'll see what the local area can provide me.
LynX Skills for Spook Research Facility
Computer Hacking: 1d100 = 18/70%
Law, General: 1d100 = 4/92%
Electronic Countermeasures: 1d100 = 24/92%
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Lahz » Sun Nov 19, 2017 9:13 pm

OOC: The odd thing here is that time is kind of fluid and people are moving in & out, so I am a bit unclear on when this is taking place. Echo is supposed to be gone for a couple months. Lahz is also presently planning to head to the West Coast of the US to complete breakdown of the huge Splugorth Ship, a job that will likely take 1-2 months minimum.

Perception [+2]: 1d20+2 = 6 [+3 involving Electronics or Machines]
JiC D20: 1d20 = 15
JiC D100: 1d100 = 92

Conditions: Telemechanics (0 ISP, Constant, 5ft, 97%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Ecstatic], Gauntlets of Mastery [+30% to Wearer's skill ratios that requires use of hands]

Telemechanics [97%]: 1d100 = 6

A knock at Lahz's door draws him away from a pair of computers on his desk filled with lines of binary code and Techno-Can, and numerous CAD drawings that are in progress as he tries to determine how to fabricate a Pulse Cannon for the Marauder using:

•• NG-W10 Heavy Labor Drone Available: Solid Oxide Power cell
•• [2] Universal Energy Link [Not installed] -- NG Book 2 Pg 92 & 144, and
•• [3-4] Wilk's 1000 Laser Pulse Cannon(s) with their own integrated Power-Generators

**The salvaged core alone is or should be ample energy to fire all of the weapons, because it's supposed to normally power a 1200lb robot, but if I need to, integration of 1 or 2 of the original Power Cores should enable any deficit to be easily resolved ... firelinking multiple weapons systems is fairly common, its even done on Hovercycles down at NG for 5k (See NG 2, Pg 159).**

Erg wrote:The next time Erg sees them he will talk with (Lahz and Vhled), "Carl has asked we find a separate off site outside of the haunt location to do our projects and research in. He seems to have concerns for potential accidents should things go wrong, either mundane nuclear reactors and explosives, or with psychic and mystic forces. He would also like us to try and keep that facility's connection to the Spokes private , and concealed that connection from the general public. Echo has already agreed to help start the search for a suitable location."


Heading down into a meeting with Erg, Vheld, and Echo (?), Lahz walks in, "Y'know, Thorn said that was the reason the Garage is built like a Bunker down there ... I guess we could find a 2nd location but really. Nothing is going to offer the security or privacy of what we have going here, and I don't love the idea of leaving my research offsite really ... If Carl has asked, well that is what it is ... but I don't love it."
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Haunt [Spook Squad HQ] (26a)

Postby SNAFU » Sat Nov 25, 2017 9:19 am

Lahz determines those things are all very likely to be beneficial to his proposed design.

Echo finds the following locations which fulfill the basic requirements for a suitable place to set up a facility.

Two broad-stroke options exist for Pauper's Crown to Armor/Power Armor attachment:

1. When the crown is not attached the armor will not function as EBA.
This option will take Lahz or even one of his robots one day for both suits. (half for lahz)
2. When the crown is not attached the armor will function as EBA.
Basically making all-new modular helmets; only Lahz can do this and will take him 1 day for armor and 2 for the PA
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Echo » Sat Nov 25, 2017 10:33 am

Two broad-stroke options exist for Pauper's Crown to Armor/Power Armor attachment:

1. When the crown is not attached the armor will not function as EBA.
This option will take Lahz or even one of his robots one day for both suits. (half for lahz)
2. When the crown is not attached the armor will function as EBA.
Basically making all-new modular helmets; only Lahz can do this and will take him 1 day for armor and 2 for the PA


Echo, going for Option 2, will seek out Lahz (timely, near end of the break and 2 months at least after his leaving and returning) to find him and request the idea. "Lahz, I would appreciate your input and, if you have the time, assistance. This iron crown, I would like to fashion new helmets of both my EBA and PA that offer an attachment for this crown to be attached and removed without inhibiting the function of the EBA/PA. The more I think on it, making it work with the current helmets would inhibit them whenever the crown were not attached. It should only take 3 days for this project and I am offering any aid I can give to your endeavors."

Echo finds the following locations which fulfill the basic requirements for a suitable location.


Echo smiles after his research and mulls it around before returning to Carl and/or Erg (both, Vheld if he is there as well).

"I think I have located some suitable locations however we have many avenues to approach it. Some of them have pre-existing occupancy of gangs or other wanna-be's, we could clear them out and claim it without saying that its under new management. A few of the locations have civilian occupancy and while I have no problem relocating them, it might draw attention. There are also a almost half a dozen spots with strong connections to supernatural occurrences, I wasn't able to dig up and occupants of these and this would most likely be a sweep and clear as well.

My recommendation is investigating some of the supernatural hooks to see if they are worth the effort or, barring that they are, go nuke a few gang leads and take over their property. Depending on how quiet we do it, might be able to assume authority over the gang and use them as guards."



Echo will also take some time to establish a new cybernetic face, one to take the brunt of any connections the Spook Squad may need without being related to them.
Alright, if we are really sure about this venture, it may be more than Jason Schroeder can accomplish on his own. It is time to incorporate at least another identity into my rotation and begin laying its groundwork as an independent contractor.
Schroeder, Blond crew cut, Male, approximately 28 years of age. Strong, Symmetrical facial structure with blue eyes. Attitude, more open and engaging.
New mapping. Name, Black shoulder length hair, Male, approximately 35 years of age. Leaner face, thinner eyes, dark Caucasian pigment and grey eyes. Attitude, cold and ambitious, fit to be an Underboss.

Anything to add?

A name, think not like an assassin and more like someone who wants their name known and feared.
Solomon. Solomon Gunn. Leader of a small but successful mercenary outfit, not the Spooks. Let's go get him some face-time.
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Sun Nov 26, 2017 5:26 am

Perception: 1d20+3 = 8
JIC: 1d20 = 8 1d100 = 92
SNAFU wrote:Erg can't quite get the last spell, luckily, because Vheld had only needed one attempt there are in fact 2 copies of the Scroll left.
[2 more chances!]


Erg although frustrated with his 1st 3 failures, he would prefer to figure it out on his own if possible (Ego-Erg).

Same as previous:
Given the OOC chat post data Erg's own 10% +2lv (14) +6IQ= 30% gets a bonus of +30% due to the extremely high quality of the texts +30% = 60% total .. This also mean Erg will marvel a bit at that extremely high quality / clarity of that magic text

Last 2 attempts:
1d100 = 92
1d100 = 59

- - - - -

Per GM review of course .. That seems to me like Erg did manage the scroll conversion of that last spell from the the scroll 'by the skin of his teeth'.
Last edited by Erg on Sun Nov 26, 2017 5:54 am, edited 1 time in total.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Sun Nov 26, 2017 5:51 am

Rolls Carried:

Lahz wrote:"Y'know, Thorn said that was the reason the Garage is built like a Bunker down there ... I guess we could find a 2nd location but really. Nothing is going to offer the security or privacy of what we have going here, and I don't love the idea of leaving my research offsite really ... If Carl has asked, well that is what it is ... but I don't love it."


Erg replies, "While I do myself agree I do like it all being under one roof. But, as you said, it is what it is."

- - - - - -

In response to the proposed secondary Research & Development Facility:
"I appreciate the help. Like electricity, I prefer the path of least resistance. As such, my recommendation is for the locations with peaceful already established small communities. If pitched right, those locals might welcome our investment there with them. And if they don't, they still are not established combat veterans or supernatural creatures, when it comes to opposing us."
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HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Lahz » Sun Nov 26, 2017 8:02 pm

Perception [+2]: 1d20+2 = 22 [+3 involving Electronics or Machines]
JiC D20: 1d20 = 20
JiC D100: 1d100 = 13

Conditions: Telemechanics (0 ISP, Constant, 5ft, 97%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Wary/Guarded/Impressed], Gauntlets of Mastery [+30% to Wearer's skill ratios that requires use of hands]

Telemechanics [97%]: 1d100 = 48

As Echo passes within 5 feet of him, Lahz visibly shudders and his eyes widen as he senses/feels a number of new and extraordinarily advanced/novel pieces of tech being sported by the Assassin. He finds a seat to look back at the others **If he hasn't mentioned it, he probably has his own reasons** and frowns for a second before offering a stunted explanation, "Ray sent a bit of news I had not been expecting just then. Sorry, back to the topics at hand. I have very little faith in the idea of a location guarded by gang members. If we need to do a secondary location, I would suggest that we consider retaining a reputable firm to handle security while we are out of town. The problem there being that we will then be announcing to someone in town whether we are here or not."

OOC Comments
I think our best bet is to get a Large Hangar @ the Airport (15-20k/month per Merctown Pg 29), and just keep it EMPTY. You go there to do work. It's private, but you don't leave anything there. If you are working on a long term project, Lahz will put up 2-3 Robots as Setries, and we bring 2 Golems out temporarily. This will give us an off-site location, but if we are not there, nothing sensitive is maintained in that location.


"Also, although the Splugorth ship has been disassembled and largely disposed of, I have the group division for that. It's less than I might have expected honestly, but 13,000,000 is the cut I am dropping with Carl for distribution. At present I have retained the hover-system and power source, which is more than adequate for an idea I believe could be useful. A hover platform of sufficient size to carry the full Squad and all of Vheld's ... entourage. I am not sure if we want something like that, since it will be less stealthy than small individual vehicles, but it has the benefit of being something we could mount: a) the long-range missile launchers that I retained, and b) multiple automated defenses. I now have access to a rather well-developed AI that seems quite capable and could likely handle piloting. If we installed say ... a dozed point-defense turrets with individual targetting programs they should be more than adequate to defend against missiles and to assist the Squad in repelling boarders if it ever came up. That said, having a large vehicle will always present a large target ... we might need to consider something like attaching Holo-projectors to Floater Cameras that can fly off in other directions ... sort of like that Multiple Image spell I've seen used, or well I imagine any number of other defensive measures could be built in by Erg that I just wouldn't think of ... "

=============

Lahz directs Tony to locate Carl and drop off Unsecured Universal Card: 13,000,000 credits (Salvage Operations- GROUP CUT)

=============

If/when Lahz is later approached by Echo to try and assemble something for the man's modular EBA/PA helmets he nods, Sure sure, that sounds pretty easy. I am working on a few things trying to pull together a heavier cannon for the Marauder, but that sounds like something I can put together in my spare time. You're not looking for any different motif or anything right? No cosmetic 'Hey I wanna look like a Bat' or anything? ..."
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Echo » Sun Nov 26, 2017 10:58 pm

"I appreciate the help. Like electricity, I prefer the path of least resistance. As such, my recommendation is for the locations with peaceful already established small communities. If pitched right, those locals might welcome our investment there with them. And if they don't, they still are not established combat veterans or supernatural creatures, when it comes to opposing us."


"Ray sent a bit of news I had not been expecting just then. Sorry, back to the topics at hand. I have very little faith in the idea of a location guarded by gang members. If we need to do a secondary location, I would suggest that we consider retaining a reputable firm to handle security while we are out of town. The problem there being that we will then be announcing to someone in town whether we are here or not."


Echo nearly winces beneath his armor and visibly nods his head in agreement to the two, What was that, I am not usually so callous to suggest removing civilians. That is not Headhunter talk, that is murderer talk. Echo thinks to himself with a frown beneath his helmet and looks to the two. "I retract my first suggestion, yours are far better. I can look into the local civilian area to see if there are individuals we can talk to in order to secure a strong footing. I think that is a good option, while doing so I will see what more I can dig up on the supernatural locations. They may provide the energies needed in some research projects presuming there is no occupancy. I think it is best to do what we can to avoid linking it to the squad, I can provide the face we can use to negotiate if need be without tying us to the squad." Echo suggests, nonchalantly mentioning the new cyber disguise he fashioned as a possible face to use.

To Lahz specifically, "Your assistance is greatly appreciated. I require no additional cosmetic designs nor features for the moment. Both items preform admirably, I am trying to weed out a few flaws. Since we are not on mission, I can leave both the PA and EBA's helm inside the garage for you to disassemble and use if needed. That should allow you the materials you need without making anything from scratch, if you do require more, I have additional funds on this card I plan to exhaust before committing completely to the crown. Some of those funds can be allocated to this." Echo states and will, barring word otherwise, leave the helms in the garage.


Internally, to LynX:
For now, we can rule out the ones operated by gangs. Simply removing them might draw unneeded attention. I need the key figures to approach for the civilian sectors of interest, and while doing so we can see what more we can dig up on the supernaturally marked locations. If we find one that is relatively empty and secure-able, that will be our option one.
Understood. Also, regarding Solomun Gunn; it was relatively simple to plant information in various news outlets, bounty boards and intelligence drops. I am unable to infiltrate the city-state economy, it is one of the most secured infrastructures I have been made privy too and regarding this crown, you establishing wealth is going to be impossible unless you can get that curse removed. A curse like that on such an artifact could only be removed by the strongest of supernaturals; gods.

Echo visibly frowns at this response but nods and moves on
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Carl » Mon Nov 27, 2017 3:18 pm

((Rolls Carried)
Lahz wrote:"Also, although the Splugorth ship has been disassembled and largely disposed of, I have the group division for that. It's less than I might have expected honestly, but 13,000,000 is the cut I am dropping with Carl for distribution. At present I have retained the hover-system and power source, which is more than adequate for an idea I believe could be useful. A hover platform of sufficient size to carry the full Squad and all of Vheld's ... entourage. I am not sure if we want something like that, since it will be less stealthy than small individual vehicles, but it has the benefit of being something we could mount: a) the long-range missile launchers that I retained, and b) multiple automated defenses. I now have access to a rather well-developed AI that seems quite capable and could likely handle piloting. If we installed say ... a dozed point-defense turrets with individual targetting programs they should be more than adequate to defend against missiles and to assist the Squad in repelling boarders if it ever came up. That said, having a large vehicle will always present a large target ... we might need to consider something like attaching Holo-projectors to Floater Cameras that can fly off in other directions ... sort of like that Multiple Image spell I've seen used, or well I imagine any number of other defensive measures could be built in by Erg that I just wouldn't think of ... "
=============
Lahz directs Tony to locate Carl and drop off Unsecured Universal Card: 13,000,000 credits (Salvage Operations- GROUP CUT)

Carl takes the credits from Lahz, "Nicely done, I will throw 2.5 in the group fund and the rest will be distributed to the rest of the team." Over the radio, Carl says, "Lahz's work on the ship has garnered 1.5 mil to everyone else including myself. 2.5 mil will go into the group fund. " To Echo he says, "As requested I will hold onto yours."
Echo wrote:Echo nearly winces beneath his armor and visibly nods his head in agreement to the two, What was that, I am not usually so callous to suggest removing civilians. That is not Headhunter talk, that is murderer talk. Echo thinks to himself with a frown beneath his helmet and looks to the two. "I retract my first suggestion, yours are far better. I can look into the local civilian area to see if there are individuals we can talk to in order to secure a strong footing. I think that is a good option, while doing so I will see what more I can dig up on the supernatural locations. They may provide the energies needed in some research projects presuming there is no occupancy. I think it is best to do what we can to avoid linking it to the squad, I can provide the face we can use to negotiate if need be without tying us to the squad."
Carl lets them work out finding a suitable place to do their research. *As long as their manipulation of time and space is someplace away from me, I will be fine.*
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Vheld » Wed Nov 29, 2017 2:37 pm

JIC: 1d20 = 18, 1d100 = 26
PER: 1d20+8 = 15

Erg wrote:"Carl has asked we find a separate off site outside of the haunt location to do our projects and research in. He seems to have concerns for potential accidents should things go wrong, either mundane nuclear reactors and explosives, or with psychic and mystic forces. He would also like us to try and keep that facility's connection to the Spokes private , and concealed that connection from the general public. Echo has already agreed to help start the search for a suitable location."
Vheld scowls. "I dislike the idea of having to transport myself and my work between two locations in town. Does the chamber you are constructing not work along the same principles as the spell 'time hole'? If any dangerous experiments are conducted in there, it would surely isolate any energies and prevent them from harming the Haunt. Alternatively, my void spell should do the same. Perhaps we should look into integrating it into your construction as well." If the proposal meets with any resistance, Vheld will shrug and assist with locating a second site for the team however he can.

Vheld will also review Erg's prototype designs as best he can.
Erg wrote:Dimensional Pocket Based Proposal (Super Capacity Revolver Speed Loader)
Dimensional Envelope based Proposal (Flat Jack Surprise).
Warp: Space and Time Based Proposal (Linked/Entangled Transportation Gates)
Pensive, Vheld reviews Erg's early ideas and responds based on what he thinks Master Lung was angling for. "The speed loader is a good concept, particularly for a mercenary unit such as ourselves, but I think it might be too specific for what my contact has in mind. Something more general-purpose, such as your <ahem> 'Flat Jack Surprise', like a pouch or a bag with the pocket built-in and attuned to a specific owner. The speed-loader design, we save for when Whisper returns and decides what kind of guns she wants to use."

"The teleportation gates are also a fascinating concept- would it be possible to modify them so that they can send someone to a destination without the return gate being in place? This strikes me as being the only way in which traveling through time, as well as space, is feasible without knowing the spell first. However I realize time travel is a fraught prospect, so if this is not possible I can see what my contact thinks of the idea."

When the discussions are concluded, Vheld says "Only a schematic and cost estimate for now, I think. I can take the final designs to my contact and if he approves then we can construct a prototype."
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby SNAFU » Wed Nov 29, 2017 3:53 pm

Conversations and actions happen as intended.

There is a phrase in this spell that Erg has a terrible time with. Scroll after scroll disintegrates in his hand with nothing to show for it. Finally on the sixth attempt, as he is reciting the spell and getting closer and closer to the dreaded, killer-phrase, Erg finds himself overcome by a bone-chilling and deathly cold. Almost as if his voice is no longer his own, the Technowizard hears himself successfully complete the phrase. The chill slowly leaves him.

Erg has mastered the spell, finally and, quite likely... miraculously.

Lahz senses not only the physic-bending, mind-boggling tech, but in-fact a whole other artificial entity seems to be co-existing inside Echo's new body! (I think you'd sense the A.I. activity)

GAW can be contacted at their dealership in town. The communities also have leadership representatives that can be contacted by going to the settlement.

There are a number of Guild members with knowledge of the local mystical environment and history. Contact can be made through the guild.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Wed Nov 29, 2017 4:44 pm

Perception: 1d20+3 = 9
JIC: 1d20 = 15 1d100 = 36

- - - - - - -

SNAFU wrote:Erg has mastered the spell, finally and, quite likely... miraculously.

Thanks
:D

- - - - - - -

Vheld wrote:"I dislike the idea of having to transport myself and my work between two locations in town. Does the chamber you are constructing not work along the same principles as the spell 'time hole'? If any dangerous experiments are conducted in there, it would surely isolate any energies and prevent them from harming the Haunt. Alternatively, my void spell should do the same. Perhaps we should look into integrating it into your construction as well.


Erg replies, "You me and Lahz have all expressed an interest in keeping it all under one roof. But, it is what it is, those are Carl's orders. The 1st prototype hyperbolic time chamber only accelerates time for those inside it, nothing more. We can also construct a improved version2 that also includes internal isolation. I'm game for such a project. But would that be enough to satisfy Carl?"

Vheld wrote: "The speed loader is a good concept, particularly for a mercenary unit such as ourselves, but I think it might be too specific for what my contact has in mind. Something more general-purpose, such as your <ahem> 'Flat Jack Surprise', like a pouch or a bag with the pocket built-in and attuned to a specific owner. The speed-loader design, we save for when Whisper returns and decides what kind of guns she wants to use."


Erg replies, "We can do that, but it's not free. As soon as there is more than one kind of thing inside the pocket, a normal person might just be picking items at random. That particular problem was solved by making it just one thing inside. By trying to solve it instead of using a single item , but instead by attuning the object to a specific person would require an additional mystic circuit be added to do that attuning. I also don't currently know that attunement magic. We can see if it is available from the guild. Remember the more we add, and the more it can do the further we get from the 'cheap' mass production you said was a priority."

(OOC = Temporal Magic Spell "Attune Object to Owner" BoM-p.245)

Vheld wrote:"The teleportation gates are also a fascinating concept- would it be possible to modify them so that they can send someone to a destination without the return gate being in place? This strikes me as being the only way in which traveling through time, as well as space, is feasible without knowing the spell first. However I realize time travel is a fraught prospect, so if this is not possible I can see what my contact thinks of the idea."


Erg replies, "I'm confident we could make such a change. However, there might be some consequences. Without a linked destination gate to lock on to at the other end, there would probably be a increased chance to miss. Miss either in time or distance. It would also mean travel might only be a one way trip."

Erg also adds, "Those were just my 1st ideas. We can work out and refine the design direction we want to do. I'm happy to work with you as best I can."

- - - - - -

Assuming no objections or such from SNAFU or Vheld:
When Vheld and Erg finish Carl's prototype Technowizard shields They come back to give both the right and left units to Carl.

"Carl, me and Vheld have finished your prototype. When activated sensors and weapon fire entering one side will skip past you between them, and only see or hit what's out the other side. This worm hole effect normally lasts for about 50 minutes. We included an internal mystic energy storage to activate it one time on it's own. It can also be powered directly or recharged for you by most magic users or psychics."

Quantum Bridge Einstein-Rosen Tunneling v1.0 -- Aka: QBERT
Image
Techno-Wizard Enhanced Folding Shields
M.D.C.: 10 each (R/L)
P.P.E. Storage: 15 (1 Activation)
Magic Features
• (1 feature) Mystic-Portal/Worm-Hole: What enters one side (such as sensors and attacks) skips the space of the user between them. Sees and hits out the other side.
•• P.P.E.: 15 (30ISP) -- Usable by normals
•• Duration: 50 Minutes


Sorry having trouble with making the shield image a 'transparent background'.
Attachments
shield2d.png
shield2d.png (19.28 KiB) Viewed 4488 times
Last edited by Erg on Wed Nov 29, 2017 5:28 pm, edited 4 times in total.
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby SNAFU » Thu Nov 30, 2017 1:26 am

Quantum Bridge Einstein-Rosen Tunneling v1.0 -- Aka: QBERT
Image
Techno-Wizard Enhanced Folding Shields
M.D.C.: 10 each (R/L)
P.P.E. Storage: 15 (1 Activation)
Magic Features
• (1 feature) Mystic-Portal/Worm-Hole: What enters one side (such as sensors and attacks) skips the space of the user between them. Sees and hits out the other side.
•• P.P.E.: 15 (30ISP) -- Usable by normals
•• Duration: 50 Minutes



Code: Select all
[b]Quantum Bridge Einstein-Rosen Tunneling v1.0 -- Aka: QBERT[/b]
[img]https://i.imgur.com/5WFb5uS.png[/img]
[size=85]Techno-Wizard Enhanced Folding Shields
M.D.C.: 10 each (R/L)
P.P.E. Storage: 15 (1 Activation)
[u]Magic Features[/u]
• (1 feature) Mystic-Portal/Worm-Hole: What enters one side (such as sensors and attacks) skips the space of the user between them. Sees and hits out the other side.
•• P.P.E.: 15 (30ISP) -- Usable by normals
•• Duration: 50 Minutes[/size]
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Echo » Thu Nov 30, 2017 12:38 pm

Carl wrote:"As requested I will hold onto yours."


Echo nods in thanks, "Thank you, my next goal is going to be getting this curse removed from this artifact so you need not be burdened but thank you for acting as my buffer to this setback." Echo states, regarding the Pauper curse of poverty. Lucky it is of mere monetary concern, so long as the curse does not affect any owned objects I will be find.

"I dislike the idea of having to transport myself and my work between two locations in town."


Echo listens to the magi and nods, "There is potential to use the teleportation gate system concept as a means of quick access from the Haunt to another location. This location need not be in the heart of Merctown, and I have found several suitable locations with connections to the supernatural, a local population or a merc group operating it. I am trying to narrow it down to avoid confrontation with the mercenaries, it might raise eyesbrows to just eliminate them. The supernatural locations could prove useful in your field of expertise as well. Ideally, we can find a location, scout it out, determine if it is worth investing that type of resource into and then, once we find a suitable spot, connect it to the Haunt to eliminate travel time." Echo suggests.

OOC Comments
Lahz senses not only the physic-bending, mind-boggling tech, but in-fact a whole other artificial entity seems to be co-existing inside Echo's new body! (I think you'd sense the A.I. activity)


OOCly, Would LynX be able to tell that Lahz can sense her presence?

Not unless he tried something Active; I don't think a passive 'sense' would be detectable. On the other hand, if she knows he's a psi-tech, then she'd probably know he could sense her.


//In Response to OOC

Something left out during this merger; while I learned everything about you and you me, I learned little to nothing about your companions which I will need to rely on to some degree as well,
what are their proficiencies?

Ah, well of those here; Master Vheld is an extremely powerful magic user and has a private entourage of powerful supernaturals. Carl, the team leader, is a exceptional swordsman with a great deal of tech support. Erg can meld magic and technology and Lahz is attuned to machines and everything about them, he's controlled a hoverbarge as if it were his body. We have three others not currently here that I know little about, but each are capable and trustworthy to have my, and your relative backs.
Interesting crew, I will catalog this for combat scenarios and tactics.
LynX Rolls on the crew
Lore, Psychics and Psionics: 1d100 = 80/92%
Lore, Magic: 1d100 = 69/88%
Lore, Geomancy and Ley Lines: 1d100 = 87/88%
Cybernetics, Basic: 1d100 = 85/98%
Research: 1d100 = 4/92%
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Carl » Thu Nov 30, 2017 6:46 pm

Perception: 1d20+9 = 27
JIC D20: 1d20 = 18; D100: 1d100 = 31

Erg wrote:Assuming no objections or such from SNAFU or Vheld:
When Vheld and Erg finish Carl's prototype Technowizard shields They come back to give both the right and left units to Carl.

"Carl, me and Vheld have finished your prototype. When activated sensors and weapon fire entering one side will skip past you between them, and only see or hit what's out the other side. This worm hole effect normally lasts for about 50 minutes. We included an internal mystic energy storage to activate it one time on it's own. It can also be powered directly or recharged for you by most magic users or psychics."

Quantum Bridge Einstein-Rosen Tunneling v1.0 -- Aka: QBERT
Techno-Wizard Enhanced Folding Shields
M.D.C.: 10 each (R/L)
P.P.E. Storage: 15 (1 Activation)
Magic Features
• (1 feature) Mystic-Portal/Worm-Hole: What enters one side (such as sensors and attacks) skips the space of the user between them. Sees and hits out the other side.
•• P.P.E.: 15 (30ISP) -- Usable by normals
•• Duration: 50 Minutes

Carl looks the device over as he listens to Erg explain what it does. He nods his head. *Impressive!* ]To Erg he asks, "Can the device be turned off before 50 minutes or does it have to be active for the full duration? Also, what happens if something is only halfway through the hold when the device is turned off?"
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
Flight: Jet Pack[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Fri Dec 01, 2017 1:57 am

Rolls Carried:

Carl wrote:Carl looks the device over as he listens to Erg explain what it does. He nods his head. *Impressive!* To Erg he asks, "Can the device be turned off before 50 minutes or does it have to be active for the full duration? Also, what happens if something is only halfway through the hold when the device is turned off?"


Erg ponders for a moment, then replies:
"The user can end the effect early. However, it would then need to again be provided with mystic or psychic energy before it can be used again .. Half way through is a good question .. hmm .. I suspect it is most likely that it would appear complete either on one side or the other .. But to be certain, perhaps we should test the prototype."
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby SNAFU » Fri Dec 01, 2017 10:33 am

A quick test will reveal the individual is pushed back, forcing them out of the tunnel on the same side they entered.

The description of Lahz' power will immediately remind LynX of Mother Control. This trumps the roll, however she does not know the specifics of his class and therefore can't be certain.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Vheld » Fri Dec 01, 2017 1:05 pm

Erg wrote:"You me and Lahz have all expressed an interest in keeping it all under one roof. But, it is what it is, those are Carl's orders. The 1st prototype hyperbolic time chamber only accelerates time for those inside it, nothing more. We can also construct a improved version2 that also includes internal isolation. I'm game for such a project. But would that be enough to satisfy Carl?"
Vheld shrugs. "I suppose it would, but you'd have to ask him. I suspect Carl will be satisfied with whatever solution keeps the company safe at the cheapest cost. Even a new techno-wizard device is surely cheaper, not to mention more secure, than new real estate."

Erg wrote:"We can do that, but it's not free. As soon as there is more than one kind of thing inside the pocket, a normal person might just be picking items at random. That particular problem was solved by making it just one thing inside. By trying to solve it instead of using a single item , but instead by attuning the object to a specific person would require an additional mystic circuit be added to do that attuning. I also don't currently know that attunement magic. We can see if it is available from the guild. Remember the more we add, and the more it can do the further we get from the 'cheap' mass production you said was a priority."
Vheld shakes his head. "More spells equals greater cost. Hm..." The shifter appears pensive for a moment, before glancing down at himself. "What about something like this." He gestures at his utility belt. "Each compartment acting as its own dimensional pocket, designed to hold a single item. The spell could be the same, but each pouch or pocket on the belt could act as a storage and retrieval mechanism for a single item. Potentially we could adapt the design for something like a bandolier as well. Would such a configuration substantially increase the cost involved?"

Erg wrote:"I'm confident we could make such a change. However, there might be some consequences. Without a linked destination gate to lock on to at the other end, there would probably be a increased chance to miss. Miss either in time or distance. It would also mean travel might only be a one way trip."
Vheld shrugs again. "Provided the functionality exists to use this device either way, I don't see a problem. We can disclaim the results when we turn in the finished product."
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Fri Dec 01, 2017 4:30 pm

Rolls Carried:

Vheld wrote:Vheld shakes his head. "More spells equals greater cost. Hm..." The shifter appears pensive for a moment, before glancing down at himself. "What about something like this." He gestures at his utility belt. "Each compartment acting as its own dimensional pocket, designed to hold a single item. The spell could be the same, but each pouch or pocket on the belt could act as a storage and retrieval mechanism for a single item. Potentially we could adapt the design for something like a bandolier as well. Would such a configuration substantially increase the cost involved?"


Erg considers for a moment , then replies, "If we make each pouch it's own item that might be the best of both worlds. If they connect to the utility belt in a modular fashion, people can put on 1, 2, 10 or whatever up to the maximum number that would fit on the belt. It keeps the design and fabrication of each modular pouch simpler. I also keeps the contents of each individual pouch all the same. I like it."

Vheld wrote:Vheld shrugs again. "Provided the functionality exists to use this device either way, I don't see a problem. We can disclaim the results when we turn in the finished product."


Erg replies, "Ok. I think we understand each other. When you have the time we can go work on the schematics for the three devices. Once we finish those schematics we will have a good idea of cost , materials, and such. Do you want to check in with your client 1st , before we move ahead with fabricating a prototype of each?"

- - - - - - - - - -

Vheld wrote:Vheld shrugs. "I suppose it would, but you'd have to ask him. I suspect Carl will be satisfied with whatever solution keeps the company safe at the cheapest cost. Even a new techno-wizard device is surely cheaper, not to mention more secure, than new real estate."


Erg nods considering it.

When Erg next sees Carl he will ask him, "Carl sir, I don't think we have firm numbers yet on the costs either way .. but .. It will cost us people, time, and money to do either option. Staff , supply, guard, etc at two different facilities , or make isolation , safety, containment upgrades to our current single facility. Is there some amount of cost one path will give way to the other? Do we just go with whatever is cheapest? Do we expand to a 2nd facility even if it is more expensive? If nearly equal cost, is keeping us all under one roof more valuable than the companies expansion to a 2nd facility?"
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Echo » Sat Dec 02, 2017 1:15 am

Echo finds time to approach Carl specifically regarding the cursed object he posses;
"I wish to amend my request to you, and it requires a certain degree of anonymity regarding anything I would earn during missions; I request that instead of you holding it for me that it be placed into something of a Group Hedge Fund that I can requisition from at times. I do not know how specific the cursed object is however it seems to imply that any monetary value that may be mine would suddenly be lost. I feel that keeping it in a hedge fund I can place requisitions with will allow me to live with no monetary value, yet still have it accessible. The first item on my To-Do List is to find the means to remove this curse so that I do not need to impose. Does this sound plausible to you?" Echo questions.

Internally, with Lynx;
That one, Lahz, reminds me of Mother Control. I cannot be certain but if he is not yet aware of my presence, he soon will be. I do not know his intentions and the position you have with the group is important, so if you are questioned, speak the truth as much as you must. But their trust must be ensured, if Mother Control becomes aware of an increasing amount of individuals who are aware of any of this, she may seek to activate the contingency. Lynx advises and Echo winces slightly.
I am aware and should the need arise I am prepared to inform the crew; I will keep it as plain as I can. Lahz has proven to have a similar code of conduct to my own so I do not expect any foul play however I am prepared, you need not worry. There is no threat to Mother Control unless you deem there is one and inform her,
you too must understand that your position offers you a certain degree of freedom of judgement.

Regardless of my sentience, I am still bound by my programming.
Echo does not respond, as these will be the first few of many the philosophical discussions he will have with his new companion, but thinks heavily on her words.

He will spend the remaining time refitting his new artifact to the helmets that Lahz has fashioned in his free time to ensure proper working before the next contract arrives -- He doesn't commit to the artifact until his ventures are complete.
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Echo » Sun Dec 03, 2017 1:04 am

Regarding the Tinkerer's Post

While Echo is preparing and refitting his equipment after his trip to the West he takes a look at his recently acquired Ring of Thieves. This little item offers such valuable assets, the value of an item could keep me cloaked during combat would be hard to measure... Echo thinks briefly before directing his thoughts to LynX.

I require your insight, LynX, regarding the potential acquisition, creation or location of an item or device that could allow one such as myself to approach enemies undetected with a cloak or some other manner of stealth, attack but still be obscured by the cloak and then once combat is over, the cloak reforms and the user vanishes again.
No such technological item exists today, however I do believe that such a thing could be created by those who combine magic and technology.
LynX Skill Checks
Lore, Magic: 1d100 = 62/88%
Lore, Magic: 1d100 = 27/88%
Lore, Magic: 1d100 = 93/88%
Lore, Psionic: 1d100 = 36/92%
Lore, Psionic: 1d100 = 24/92%
Lore, Psionic: 1d100 = 40/92%

There is magic, such as the ring you were just thinking of that offers a high degree of invisibility and in the proper combination could provide an excellent form of defensive stealth. It would require the aid of your squad members who are more keen on such ideas.

Echo nods and will go seek out Erg regarding this idea of his. When Erg is found he will offer his thought, "Erg, I have my own request of you if you should have enough time open. A device that could revolutionize our functions as a squad if put into use by all of us. I am thinking of a device that allows the user to approach their enemies unseen or heard and to be unhindered in their first move, then, another effect would take place that obscures the user from sight during the engagement and once the engagement is over, assuming the device still has time running, the user would vanish again. Does this idea seem to have any merit? I know my recently acquired ring provides one of the effects through magic, and with the proper combination, one such as yourself could make this work."
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Carl » Tue Dec 05, 2017 8:11 pm

Erg wrote:
Carl wrote:Carl looks the device over as he listens to Erg explain what it does. He nods his head. *Impressive!* To Erg he asks, "Can the device be turned off before 50 minutes or does it have to be active for the full duration? Also, what happens if something is only halfway through the hold when the device is turned off?"
Erg ponders for a moment, then replies:
"The user can end the effect early. However, it would then need to again be provided with mystic or psychic energy before it can be used again .. Half way through is a good question .. hmm .. I suspect it is most likely that it would appear complete either on one side or the other .. But to be certain, perhaps we should test the prototype."
SNAFU wrote:A quick test will reveal the individual is pushed back, forcing them out of the tunnel on the same side they entered.
Carl smiles after they test what will happen when the device is turned off while something is passing through it. "I was hoping that it would sever whatever was caught within, but I can work with the results; knowing what will happen will allow me to use it as an advantage when needed. You guys do excellence work, thanks." Carl thinks for a moment, "OK, now lets test it to see if the mystic or psychic energy to recharge the thing can come from my sword?"

Erg wrote:
Vheld wrote:Vheld shrugs. "I suppose it would, but you'd have to ask him. I suspect Carl will be satisfied with whatever solution keeps the company safe at the cheapest cost. Even a new techno-wizard device is surely cheaper, not to mention more secure, than new real estate."

Erg nods considering it.
When Erg next sees Carl he will ask him, "Carl sir, I don't think we have firm numbers yet on the costs either way .. but .. It will cost us people, time, and money to do either option. Staff , supply, guard, etc at two different facilities , or make isolation , safety, containment upgrades to our current single facility. Is there some amount of cost one path will give way to the other? Do we just go with whatever is cheapest? Do we expand to a 2nd facility even if it is more expensive? If nearly equal cost, is keeping us all under one roof more valuable than the companies expansion to a 2nd facility?"
Carl says, The cheaper the better, most of your tinkering and experiments can probably be done at the Haunt, but for those experiments that require playing with time and space, I would prefer that you had someplace away from the Haunt *away from me* to play in. But if you cannot find a reasonable place, I guess if you are careful and take necessary precautions *and do not tell me the details about them* you can do them at the Haunt"

Echo wrote:Echo finds time to approach Carl specifically regarding the cursed object he posses;
"I wish to amend my request to you, and it requires a certain degree of anonymity regarding anything I would earn during missions; I request that instead of you holding it for me that it be placed into something of a Group Hedge Fund that I can requisition from at times. I do not know how specific the cursed object is however it seems to imply that any monetary value that may be mine would suddenly be lost. I feel that keeping it in a hedge fund I can place requisitions with will allow me to live with no monetary value, yet still have it accessible. The first item on my To-Do List is to find the means to remove this curse so that I do not need to impose. Does this sound plausible to you?" Echo questions.
Carl hesitates for a second, "If you are sure that is what you want? *This is strange, he disappears for a few months and then returns so indecisive. Is this the real Echo or have we been infiltrated by some imposter? I did not get to know him well enough to know the difference. I guess it will not hurt to keep an eye on him* To Echo he says, "If you are sure, I will see about starting a fund that you can draw from."
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
Flight: Jet Pack[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Vheld » Sat Jan 06, 2018 9:46 am

JIC: 1d20 = 14, 1d100 = 31
PER: 1d20+8 = 9

Vheld finishes helping Erg design the three protoypes. Not perfect, but they do meet Master Lung's requirements as best as we are able. Once Erg is finished tinkering with the designs, and with his other tasks, Vheld approaches him. "Come. Let us take these to my contact and see what he says. This is as good an opportunity to introduce you as any- and he may have valuable employment for both of us in the future."

When Erg is ready, Vheld will take the three prototypes and return to the restaurant. If Lung is not immediately in evidence, he will repeat his 'summoning': getting a corner table, ordering and pretending to enjoy the dim sum, then asking to speak to the chef. When he sees Lung, Vheld will nod and introduce Erg.

"Master Lung. This is my colleague, Erg. He has come up with three prototype devices for your inspection. I shall let him explain the details- will these meet your needs or are there any modifications you would like us to make?"
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Erg » Mon Jan 08, 2018 4:38 pm

Rolls Carried:
Vheld wrote:"Come. Let us take these to my contact and see what he says. This is as good an opportunity to introduce you as any- and he may have valuable employment for both of us in the future."


"I'm ready when you are."
Erg follows Vheld.

Vheld wrote:"Master Lung. This is my colleague, Erg. He has come up with three prototype devices for your inspection. I shall let him explain the details- will these meet your needs or are there any modifications you would like us to make?"


Paciently/Politely waiting his turn, Erg says, "Hellow, it's nice to meet you. The schematics were designed to be easier and cheaper to follow and produce. All 3 schematics create items that can be used by mundane people. Flat Jack Surprise allows a trojan horse like tactic. One or two people can stay inside for a few hours undetected from the outside. The device itself is easy to operate , roll up to conceal , carry, etc. Pocket of Pockets , or PoP , will create a single pouch that is bigger on the inside for few months. It is designed to be one of the pouches attached to a conventional utility belt. Without mystic training , talent, and such a mundane person would be best advised to keep only one type of item per such pouch they have on their utility belt. As an added benefit the contents inside are also concealed from most forms of detection. Kinetic Quantum Bridge Einstein-Rosen Tunneling, or K-Qbert is a great escape hatch, or way to get behind enemy lines. The operator can target a few hundred miles away and or some point of time in the future. They skip over the distance and time between them. Each item is only usable once. This keeps costs and complexity down. It also helps make it harder for competitors to try and reverse engineer the work. Do you have any specific questions?"
Erg Flux
Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: The Haunt [Spook Squad HQ] (26a)

Postby Lahz » Thu Jan 11, 2018 11:24 pm

Perception [+2]: 1d20+2 = 13 [+3 involving Electronics or Machines]
JiC D20: 1d20 = 6
JiC D100: 1d100 = 5

Conditions: Telemechanics (0 ISP, Constant, 5ft, 97%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Wary/Guarded/Impressed], Gauntlets of Mastery [+30% to Wearer's skill ratios that requires use of hands]

Telemechanics [97%]: 1d100 = 65

Lahz and Tony arrive back at the Haunt for a quick good-bye to the family (Aurelia and Kaiya). He checks his Multitool, his sidearms (Wilk's Mariner Pulse Pistol and [2] Q1-02 Stopper Ion Pistols), and straps a long-knife to one thigh before offering a long hug and kiss to his wife and admonishes Kaiya, "You listen to your mother, and Kit. Daddy's got to go away for a while."

He snaps a hand for Tony and Ray to tag along, "Saddle up gentlemen. Tony, you're on the CTT-M20 Missile Rifle. Ray, small arms and backup, oh and pull a dozen Long E-Clips from the armory."
Lahz D'Gemmel

ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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