Roughnecks Operations Compound (206a)

Dockside, Airport, and outskirts of MercTown.

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Re: Roughnecks Operations Compound (206a)

Postby SNAFU » Fri Mar 13, 2015 9:45 am

Murdoc wrote: Chats with Morty.


"Morty or Mortimer, either is fine. I will look for some of Jazz greats after you have left" Morty abruptly stops, and stares into space for 30 seconds or so. "There. The modifications have been made to the Wingrider. You've been very kind... I hope this isn't too forward, but I was wondering what you were planning after the drug regime has run it's course? If you've considered bionics, can I suggest a complete Intelligence transfer? I've been developing a new technique, I believe I could move your entire consciousness into an artificial frame! We could make it look almost exactly like you do now!" Morty looks at Murdoc with an expectant smile and waits for a response.
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Re: Roughnecks Operations Compound (206a)

Postby Mercedes » Fri Mar 13, 2015 4:26 pm

Perception: 1d20+2 = 7
Just in Case d20: 1d20 = 19;JIC d100: 1d100 = 76

Baker wrote:"Mercedes, come on in and grab a pew! I saw you with that flock of of fledglings there, I admire you. "

"No, I just...

Baker wrote:"I was raised by my older sister as well-"

"But I-"

Baker wrote:"-and I've got a lot of respect for what you are doing."

Hmm...maybe I can use this to my advantage.
"Uh, yea...yeah!"

Baker wrote:"I'll have Morty modify your quarters to accommodate the bigger crowd."

My room?! MY ROOM!?!
"NO! I mean, no...trouble."

Baker wrote:"We' ll get them to do odd jobs around the place to cover their room and board. They'll be taken care of while your gone I assure you! Are they enrolled in school yet?"

"No, uh, not yet. I might know someone though..."

Baker wrote:"You guys need anything?"

"Sounds like you got everything covered already, boss. I...could use some time away from the bra...er...kids. Adult time." Mercedes smiles suggestively, thinking devious thoughts.
((Empathic Transmission: Love; -6ISP))
If I can control him...I can put myself in a better position. Maybe even management!




At night, Mercedes meditates to regain her ISP and PPE.
Mercedes' Visitor
Mercedes doesn't get to dream because she is visited by yet another messenger of Venethrax a Magical Bat which relays the following message with a sigh,"Ugh, there's been a mistake. You know how upset I get if some one fails me. That damn troll frakked up. You killed the wrong guy, I killed the Troll. Instead, I need you to go to this location10 miles North West of Merctown and kill this guy. The Mekano-Maestro von Klink. I've had some associates keep him occupied but they aren't very... trustworthy... you better go NOW. Lord Amroth Dasule Venethrax out." The mystical transmission ends.


"Again?!" The hell?! How dare he order me like some common recruit?!

Mercedes angrily dresses, dons her armor (including Morty's additional exoskeleton), grabs her usual gear and rushes off. On the way, after exiting the gates, she casts Invisibility: Simple using her amulet's PPE rather than her own. She metamorphs herself again to look different, plain, dark haired and eyed. Then she uses the spell Superhuman Speed (-10 PPE) to run to the location she was given.

Assassination #2, or 'How my Lord doth test my patience!'
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

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Re: Roughnecks Operations Compound (206a)

Postby Murdoc » Fri Mar 13, 2015 10:56 pm

Percep: 1d20+3 = 4
JIC: 1d20 = 14 1d100 = 53

SNAFU wrote:"Morty or Mortimer, either is fine. I will look for some of Jazz greats after you have left" Morty abruptly stops, and stares into space for 30 seconds or so. "There. The modifications have been made to the Wingrider. You've been very kind... I hope this isn't too forward, but I was wondering what you were planning after the drug regime has run it's course? If you've considered bionics, can I suggest a complete Intelligence transfer? I've been developing a new technique, I believe I could move your entire consciousness into an artificial frame! We could make it look almost exactly like you do now!" Morty looks at Murdoc with an expectant smile and waits for a response.



Murdoc smiles when Morty says he'll go look for music once they're done. When Morty freezes and stares off, Murdoc gives him an odd look and is about to turn and leave when the Neco-Borg speaks up again.

Murdoc is impressed, "The mods are done already? Damn Morty, you are one kick ass dude."

Morty stears the conversation to what Murdoc will do after he goes threw detox, "I've been thinking about just piloting a power armor but if the drugs zap me pretty good, I might not have the physical ability to operate a PA. So yeah, cybernetics is on the list of possibilities. Actually they are pretty much the entire list but I'm not exactly sure what you mean be intelligence transfer. Is that where the brain is hooked up to a robot body? Wait, my consciousness. I, huh, is that even possible?"
Last edited by Murdoc on Sun Mar 15, 2015 7:52 pm, edited 1 time in total.
Travis Murdoc
Current Details
H.P.: 37/37
S.D.C.: 165/165
AR: 17
M.D.C.: 100/100

Armor:
TFRC-02 FreeRunner Combat Exoskeleton
• Helmet: 30
• Arms: 30 each
• Legs: 40 each
• Main Body: 70
• Force Field: 75

Weapons:
Grenade: Dead Ball
Phase Sword
NG-45LP Long Pistol
Pug's Vamp Special
JA-12 Laser Rifle


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Re: Roughnecks Operations Compound (206a)

Postby Nero » Sat Mar 14, 2015 2:00 am

Perception: 1d20+2 = 17
J.I.C: 1d20 = 9|1d100 = 91

Play Musical Instrument vs 77%: 1d100 = 97 (FAIL) - sounds a bit too forlorn, discomforting to listeners.

Murdoc wrote:"So long as you don't go starting any fires while we're pinned up in the tin can. Speaking of, you got the whole floating people bit sorted out, or do we need to keep worrying about our feet leaving the ground?"


Sporting a rather dazed look on her way to lock up her hover-cycle and subsequent return to Baker's meeting, Nero seems only vaguely cognisant when Murdoc shoots his coy wink and response. "Hmm? Yeah, we're all peachy... I recokon'." Moving past it's clear she's not quite 'there'.

Looking rather pallid, more so than usual which is almost a feat in and of itself, Zelda is very clearly distracted throughout the whole meeting - and failing quite miserably at being her usual smart-arse self...

Words, gestures and the like were all sequencing, but the only thing preoccupying her mind was that incessant, dull throbbing at the base of her skull. An insatiable pressure building at the temples causes her to frequently, and futilely rub her eyes throughout the meeting and introductions... even Morti's deliciously brutal vampire 'PR' kit didn't do all that much to relieve her ailment. You'd think after Lone Star I'd be used to having my brains tested, quantified, mangled, mashed...

Standing up almost abruptly after the whole bit regarding the yellowfish and mission parameters she stands up and mumbles something or rather about the christening of vessel, "Names, right... well we'll be namin' her for certain - you want 'em anywhere in particular? Eh, sorry boss-man, disregard. I think I need some Z's... I'll see myself out."

Walking out she does take a very small, and distorted look at the posse of runts Mercede's drags into the compound - but not closely, or willfully enough to engage in a discussion. What in tarnation... slaves, family, both?

Inside her cozy little cottage she slumps to the floor, her back resting against the door. Looking languidly into the distance she's content to stare catatonically at the wall for several moments - even old Alamo's chipper demeanor isn't enough to distract her from the tampering that's been done.

Of all the surgeries... A hand fining itself resting once more on the scar tissue... taking the hardened violin case off her back she exhumes the beautiful antique, fawning over the delicate heirloom. The familiarity and preciousness of the object somewhat relieving, but not entirely.

The night passes by in feverish insomnia and worry, but eventually when rest does overtake her the dream is actually rather pleasant. The soothing and appealing nature of this object is an unfounded and unfamiliar experience - sure she's been overly attached to inanimate objects before, but this was different...

Frolicking wildly in the dream she tries to reach out towards the medallion and grasp it, before waking in sweat soaked sheets. "What in the hell was that all about..." Looking over towards her enchanted armor her mind wanders to the dead flaming chick she pried it off of. This magic shit... never had to deal with it in the states.

Giving up on getting any more sleep she decides to rig up her new violin, amps and all, content to play a slightly forlorn tune... echoing throughout the compound
Nero
HP: 34/34
S.D.C.: 64/64
I.S.P.: 110/110

Flame Burst
    ☞ M.D.C: 54/54
    ☞ Regeneration: 3d6 M.D. per melee
    ☞ Duration: 6/6 Minutes
    ☞ Damage: 6d6 S.D.C. to anyone or anything touched.

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Re: Roughnecks Operations Compound (206a)

Postby Mercedes » Tue Mar 24, 2015 4:23 pm

Perception: 1d20+2 = 6
Just in Case d20: 1d20 = 10;JIC d100: 1d100 = 75

At the Roughnecks HQ, Mercedes goes to check on the kids first.
Can't they share another person's room?
"Hey you guys, how are ya making out?"
She'd never admit it, but they are kin of a sort and she does sorta care about them. Deep down. Way deep down.

After making sure they're dealt with, clean, clothed and fed, Mercedes makes sure to go clean up, wash down her weapons and armor and wash off any sweat. Hmm...maybe that Mortybot can wash my gear.
She hunts one down after taking a shower and asks it politely to clean her stuff and get it back to her room.

((edit))
After pestering a Mortybot, Mercedes realizes that she'd better let Venethrax know that her target is dead, and sends the little bat on its way with the message, 'The task is complete.'.

Then she makes sure that the unusual book is in her possession and heads to her room to study it.
On the way, she looks for Nero, intending to taunt her with the pendant.
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

Miniaturized Tolkeenite PPE Battery: 160/180 P.P.E.

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Re: Roughnecks Operations Compound (206a)

Postby SNAFU » Fri Apr 03, 2015 9:04 am

Murdoc wrote:Murdoc smiles when Morty says he'll go look for music once they're done. When Morty freezes and stares off, Murdoc gives him an odd look and is about to turn and leave when the Neco-Borg speaks up again.

Murdoc is impressed, "The mods are done already? Damn Morty, you are one kick ass dude."

Morty stears the conversation to what Murdoc will do after he goes threw detox, "I've been thinking about just piloting a power armor but if the drugs zap me pretty good, I might not have the physical ability to operate a PA. So yeah, cybernetics is on the list of possibilities. Actually they are pretty much the entire list but I'm not exactly sure what you mean be intelligence transfer. Is that where the brain is hooked up to a robot body? Wait, my consciousness. I, huh, is that even possible?"


"Oh yes, the German's were perfecting the process just before the cataclysm. I will print out a fact sheet for you so that you can familiarize yourself with the process." Within a few moments a butlerbot shows up with a infosheet for Murdoc (assume that you know the basics outlined in the Sourcebook)

Mercedes wrote:At the Roughnecks HQ, Mercedes goes to check on the kids first.
Can't they share another person's room?
"Hey you guys, how are ya making out?"
She'd never admit it, but they are kin of a sort and she does sorta care about them. Deep down. Way deep down.

The kids have settled in well. It seems Morty has set them up with a homemade entertainment system and their own personal Butlerbot to boss around.

Mercedes wrote:Then she makes sure that the unusual book is in her possession and heads to her room to study it.
On the way, she looks for Nero, intending to taunt her with the pendant.


Mercedes heads back to her private space and opens the book and reads the following...

This is the book of power...ful slumber! HAHAHA! Sucker!


As soon as the words register Mercedes blacks out. She wakes up almost two hours later. After several minutes of confusion she realizes what has happened. The book was some kind of trap!
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Re: Roughnecks Operations Compound (206a)

Postby Murdoc » Thu Apr 09, 2015 8:12 pm

Percep: 1d20+1 = 6
JIC: 1d20 = 6 1d100 = 67

"Oh yes, the German's were perfecting the process just before the cataclysm. I will print out a fact sheet for you so that you can familiarize yourself with the process." Within a few moments a butlerbot shows up with a infosheet for Murdoc (assume that you know the basics outlined in the Sourcebook)


Murdoc takes the infosheet from the butlerbot and reads it over, "That's...That's, something. That's a lot to wrap your head around. I'll think it over while we're out on this next mission. Either way, I'm pretty sure I'm gonna detox when we get back. If the timing on the mission is correct, I'll be juiced just over a year when we get back and I'll have enough credits to have a good choice as to what I want to do."

Turning to leave, Murdoc says, "Take care of yourself while we're away Morty. And if you run out of projects, feel free to tinker with any of the gear I've left behind."

Murdoc then leaves to go get his gear together and over to Dave before he ultimately heads down to the docks.
Travis Murdoc
Current Details
H.P.: 37/37
S.D.C.: 165/165
AR: 17
M.D.C.: 100/100

Armor:
TFRC-02 FreeRunner Combat Exoskeleton
• Helmet: 30
• Arms: 30 each
• Legs: 40 each
• Main Body: 70
• Force Field: 75

Weapons:
Grenade: Dead Ball
Phase Sword
NG-45LP Long Pistol
Pug's Vamp Special
JA-12 Laser Rifle


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Re: Roughnecks Operations Compound (206a)

Postby Augur » Thu Dec 13, 2018 6:48 am

Conditions:
Date: Summer, 111 P.A.
Environmental Effects: None; 85°, light breeze from the east
Location: Outskirts of MercTown, Roughnecks Compound


It's a warm, beautiful Summer day when the Roughnecks' flight returns them to New Paducah airport. It's a relatively short trip from the airport to their compound, so everyone elects to enjoy the incredible weather and stretch their legs if not forced to drive back a vehicle.
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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Thu Dec 13, 2018 7:52 pm

Perception: 1d100 = 58
JiC d20/d100: 1d20 = 18 / 1d100 = 53

John looks at Murdoc and Will. "Onetwothreego!" He then takes off running, but if Murdoc and/or Will follows him, he matches their pace (I think Will can actually fly faster under his own power. Wait, I don't know where we're going...

Assuming he either follows the others or gets there some other way, John carefully examines the Roughnecks compound. "So, this is your... fort? Barracks? It kind of looks... prefab. If we get some magic wood, I can build some nicer stuff pretty easily. At full size, it's like making dollhouses. NOT THAT I HAVE PLAYED WITH DOLLS!"
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 78/78
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,260/15/150/510/1,260

Important Combat Stats
Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16/+20 (+16/+16/+12/+12)/(+20/+20/+16/+16)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
Bonus to Disarm: +2
Called Shots: +4
Supernatural Strength Punch Damage: 3d6(5d6)+8/5d6(6d6)+8/1d6x10+18(+28)/1d6x10+58(+68)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400"
• See the invisible
• Nightvision 600'
• Recognize enchantment (63%)
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Re: Roughnecks Operations Compound (206a)

Postby William Summers » Fri Dec 14, 2018 11:43 am

Perception: 1d100 = 73/48%
JIC: 1d20 = 5/1d100 = 25

Will kicks back and enjoys the flight to the airport. He arranges for his gear to be transported to the Compound and starts to walk through MercTown to the compound.
John Altfeld wrote:John looks at Murdoc and Will. "Onetwothreego!" He then takes off running, but if Murdoc and/or Will follows him, he matches their pace (I think Will can actually fly faster under his own power.

"Ah! Shit! Triušio greitis!" Will calls upon the spell Superhuman Speed (-5 PPE), or as his invoking words refer to it "Speed of the Rabbit". Already naturally fast, this mid-level spell allows him to push himself just a bit faster. Still, he finds himself to be the slower of the trio with Murdoc easily outpacing him twofold and...well... he has no idea where John went. He's too fast. Still, enjoying the friendly competition after so much hard work, Will pushes himself to his magically enhanced limits to sprint to the HQ. "Damn, Rockslide. I didn't realize how fast you really were! Welcome to the Roughnecks Compound. We don't spend too much time here as we're usually on mission. But its got an armory, a gym and a pool. Kinda all you need. I mean, I guess you could need a room. Grab yourself a room and then grab some chow. I bet the fridge is still nice and stocked up. After we check in, I've gotta make a trip to the magic guild and pay some dues. They don't like it if you are too late with your payments. I'll ask them about a line on some magic wood."

Once he's settled in, he gets on the phone and inquires with the MercTown Courier service as to the location of his equipment. "Hello? Yes, this is William Summers of the Roughnecks. I had equipment delivered but I'm missing a crate? An armor and a couple of swords? You don't know where it is? That is... that is going to be a problem. Can I speak to your... Can I... I need to speak to your supervi... your... I need to speak to your... I'm being what? You're the ones who lost my!... Yes, I'll hold."
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

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☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Mon Dec 17, 2018 10:31 pm

ROLLS HELD

John arrives at the compound a full five minutes after you get there. "I, uh, realized after we started the race that I didn't know where I was going, so I had to ask directions. Three times. That's my bad. That's on me."

After Will speaks, John looks around some more. "Wow, a pool?!? This place is fancy! If the buildings are tough enough to withstand a casual punch, that's what's most important. If not, I can put together some really nice stuff, I think. I want to make a sort of box/house/backpack that I can carry around for all of us as long as we're not in the submarine. You're going to a magic place? I'm extremely interested in magic equipment - is it cool if I tag along?"
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 78/78
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,260/15/150/510/1,260

Important Combat Stats
Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16/+20 (+16/+16/+12/+12)/(+20/+20/+16/+16)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
Bonus to Disarm: +2
Called Shots: +4
Supernatural Strength Punch Damage: 3d6(5d6)+8/5d6(6d6)+8/1d6x10+18(+28)/1d6x10+58(+68)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400"
• See the invisible
• Nightvision 600'
• Recognize enchantment (63%)
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Re: Roughnecks Operations Compound (206a)

Postby Jack Killian » Wed Dec 19, 2018 6:14 pm

Perception: 64% 1d100 = 74
JIC d20: 1d20 = 4
JIC: 1d100 = 28

Jack looks out the window as the aircraft approaches, "Wow, this place is different than Aussie land, it is so Green! I thought the whole world would be like my home, I know I read the books but it is different seeing the places than reading about places. The world has really changed, even here. What is it they said, CS are radical? They don’t like the changes the, no D-Bees, no magic, no alien stuff.”

The aircraft starts descending and Jack gets his first glimpse of Merctown, “A new home, no more desert, no more jungles. An open city, almost, there are laws, new ways of doing things.”

Jack snaps out of his fixation, “Oh, is someone going to guide me to where I go, I got to take the Romper Stomper with me Right! Murdoc, I don’t want to do anything wrong and end up in Gaol, ah, that is a Jail.”

Once landed Jack disembarks the Aircraft. He streaches a bit glad to be on the ground. He waits to gets his ride and waits for anyone to climb aboard to act as A guide.
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OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

Armor: MDC Composite Animal Armor
A.R.: 14
M.D.C.: 35

Weapon Carried:
ATA "Super 10" Shotgun P200. 100ft range (1 MDC round left)
2 SDC Reloads
1 MDC reload

NeraTech Pn-50 "Splatter Gun": Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Thu Dec 27, 2018 12:54 pm

ROLLS HELD

"Hi Robot - do you make drinks? I'll take a margarita, please. Also, I need some shopping done."

John provides the robot a shopping list.

"Thanks Mr. Robot - gotta do some errands!"

John pounds the margarita and exits to Badgerbold Cartographers (96) viewtopic.php?f=171&t=6419
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 78/78
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,260/15/150/510/1,260

Important Combat Stats
Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16/+20 (+16/+16/+12/+12)/(+20/+20/+16/+16)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
Bonus to Disarm: +2
Called Shots: +4
Supernatural Strength Punch Damage: 3d6(5d6)+8/5d6(6d6)+8/1d6x10+18(+28)/1d6x10+58(+68)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400"
• See the invisible
• Nightvision 600'
• Recognize enchantment (63%)
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Re: Roughnecks Operations Compound (206a)

Postby Augur » Fri Dec 28, 2018 9:51 am

John Altfeld wrote:"Hi Robot - do you make drinks? I'll take a margarita, please. Also, I need some shopping done." John provides the robot a shopping list. "Thanks Mr. Robot - gotta do some errands!" John pounds the margarita and exits to Badgerbold Cartographers.

The robot's body language changes in an instant. His body language takes on the synthetic appearance of one who is puzzled and curious. "Welcome to the compound. No, I do not make drinks, sir. What makes you..." He's abruptly handed a piece of paper on a list by the fellow. "Umm...okay?" After John's hasty departure the robot looks somewhat upset. "The nerve of some people. Not even a story, or a 'good to see you once more, Dave.' Unbelievable."



William Summer wrote:"Hello? Yes, this is William Summers of the Roughnecks. I had equipment delivered but I'm missing a crate? An armor and a couple of swords? You don't know where it is? That is... that is going to be a problem. Can I speak to your... Can I... I need to speak to your supervi... your... I need to speak to your... I'm being what? You're the ones who lost my! Yes, I'll hold."

After some time on the phone, Will finally discovers that the port authorities in the native country from which they departed confiscated one of the crates for containing "contraband."


Jack's a bit taken aback. The busy dockside district with all its sweaty, greasy hustle and bustle is such a change from the tropical environment in which he's grown accustomed. The warm, windy day at least has one silver lining: the breeze coming over the Ohio River is pleasantly cool, even if it does carry the various odors of the district with it.
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Re: Roughnecks Operations Compound (206a)

Postby Jack Killian » Fri Dec 28, 2018 12:52 pm

((Rolls Carry Over))

Jack arrives at the compound this is a change that he is not sure of as yet, "Lots of people around, this isn’t your normal outback. Not bad weather either, lower temp. and humidity. Lots of different d-bees. wonder if the Crocmen are here?" He parks the vehicle make sure everything is locked up. Then heads for one of the largest buildings.


Once in there he sees some familiar faces, John and William, and an unfamiliar face, a robot? “Hi Mates. Uh, Jack here? Do I call the robot by name?” as he looks to William. "What does he do around here?"

Jack waits, “Guys, I find myself strapped for what ever goes for money here. And I think I should have a suit of armor and maybe a weapon or two.”

(from group stores : NE-BA-50 “Raider” Heavy Body Armor, CP-50 "Dragonfire" Assault Pulse)
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

Armor: MDC Composite Animal Armor
A.R.: 14
M.D.C.: 35

Weapon Carried:
ATA "Super 10" Shotgun P200. 100ft range (1 MDC round left)
2 SDC Reloads
1 MDC reload

NeraTech Pn-50 "Splatter Gun": Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

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Jack Killian
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Location: Rifts: Australia

Re: Roughnecks Operations Compound (206a)

Postby Augur » Tue Jan 01, 2019 1:16 pm

Jack reaches the armory at the compound, is allowed entrance by Wakiza, and withdraws a suit of NE-BA-50 “Raider” Heavy Body Armor and a CP-50 "Dragonfire" Assault Pulse Rifle from the racks of weapons, armor, and other gear stored in there.

Transfer from Group Equipment to Character Equipment Sheet completed.
Jack still needs to allocate some items on his equipment sheet.
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Re: Roughnecks Operations Compound (206a)

Postby Murdoc » Wed Jan 02, 2019 4:10 pm

Percep: 74%: 1d100 = 26
JIC: 1d20 = 3 1d100 = 97

Murdoc just furrows his brows and gives an odd look as John mutters something and bolts off. Then he gives a soft chuckle and shakes his head just a bit as he continues his slow walk from the airport back to the Roughneck's compound.

Grinning at Jack, Murdoc says, "Don't steal anything and don't kill anybody and you should be okay. Follow us, I guess..."

When Will joins in and takes off at a run, Murdoc finally hops to and runs to keep pace with Will. "I guess we're excited to get back. Especially the new guys." He gives a shrug as if to say, What can you do or maybe who wouldn't be.

When they get back to the compound, Murdoc goes about cleaning and storing his gear. When he sees Dave in passing he gives the robot a nod, "Its good to see you again... We had a crazy time out in the field. I'll tell you about it once we get settled back in. Got a good group of new hires that came back with us. Did anything eventful happen here while we were gone?"

As he goes about cleaning and storing his gear he goes over to Jack, "I'm in studio 5. I think 4 is empty. Why don't you grab that one. That way you can pop over if you have any questions. Hey, I see you're still light on gear and I'm guessing funds. I have some extra gear. Take a look. If you like it, its yours. Just promise to watch my back when we're out in the field." He grins as he starts to pull out a variety of weapons and gear;

4 NE-10G Frag Grenades
4 NE-10G HE Grenades
NE-RV03 Ripper Vibro-Saber
Duffel Bag
NE-97 Triple Threat Laser Rifle
Last edited by Murdoc on Wed Jan 02, 2019 8:55 pm, edited 1 time in total.
Travis Murdoc
Current Details
H.P.: 37/37
S.D.C.: 165/165
AR: 17
M.D.C.: 100/100

Armor:
TFRC-02 FreeRunner Combat Exoskeleton
• Helmet: 30
• Arms: 30 each
• Legs: 40 each
• Main Body: 70
• Force Field: 75

Weapons:
Grenade: Dead Ball
Phase Sword
NG-45LP Long Pistol
Pug's Vamp Special
JA-12 Laser Rifle


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Murdoc
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Re: Roughnecks Operations Compound (206a)

Postby Augur » Wed Jan 02, 2019 4:48 pm

Murdoc wrote:When he sees Dave in passing he gives the robot a nod, "Its good to see you again... We had a crazy time out in the field. I'll tell you about it once we get settled back in. Got a good group of new hires that came back with us. Did anything eventful happen here while we were gone?"


Dave pauses for a moment, as if trying to recall something buried deep in his memory. "Well, there was an incursion from demonic beings. Some time ago. The compound was mostly spared, but I did have to grab a weapon from the armory and blast some huge, red, demonic flies that were making a nuisance of themselves. The Defenders, various mercs, and Tennessee Jack's men all rallied in defense of the town. One of the more prestigious, independent merc outfits, Heroes for Hire, was accused of killing Kraus and looting his Triax dealership. Clean-up was swift and the town recovered quite quickly from the damage. Nothing too exciting, really."
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Re: Roughnecks Operations Compound (206a)

Postby Jack Killian » Wed Jan 02, 2019 7:16 pm

((Rolls Carry Over))

Grinning at Jack, Murdoc says, "Do steal anything and don't kill anybody and you should be okay. Follow us, I guess..."


Jack follows his friend Murdoc through the winding dockside area.

Jack likes how the robot reacts to John. Jack figures that this is no ordinary robot. He regrets that he called him a robot. “Dave sorry about calling you a robot, I can see that you are much more. I come from Australia, the land Downunder, and I have never seen a being like you. Please take my apology as sincere.”

He doesn’t want to pursue it any more, he will just keep an eye on the AI, called Dave.

When they tell him about the armory Jack excuses himself, “Thanks mates, I’ll get some stuff.”
When at the armory, he locates a few things, and takes them with him.

Murdoc
"I'm in studio 5. I think 4 is empty. Why don't you grab that one. That way you can pop over if you have any questions. Hey, I see you're still light on gear and I'm guessing funds. I have some extra gear. Take a look. If you like it, its yours. Just promise to watch my back when we're out in the field."


Jack replies, “I’ll take number four, I got your back anytime mate, you had mine when I popped in out of nowhere, I’m not goin to forget that.”

Jack heads over to Dave, “Dave, Murdoc says I can have studio 4 is there a key or something like that I need?”

Jack like the Idea of settling in. this is the first place he feels comfortable and can really relax. "Well life might be looking up."
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

Armor: MDC Composite Animal Armor
A.R.: 14
M.D.C.: 35

Weapon Carried:
ATA "Super 10" Shotgun P200. 100ft range (1 MDC round left)
2 SDC Reloads
1 MDC reload

NeraTech Pn-50 "Splatter Gun": Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

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Re: Roughnecks Operations Compound (206a)

Postby Augur » Wed Jan 02, 2019 7:35 pm

Jack Killian wrote:“Dave sorry about calling you a robot, I can see that you are much more. I come from Australia, the land Downunder, and I have never seen a being like you. Please take my apology as sincere.”

Jack heads over to Dave, “Dave, Murdoc says I can have studio 4 is there a key or something like that I need?”

Dave looks puzzled. "But I am a robot, Jack. No need to apologize. I don't take offense to factual statements and objectively true beliefs." Dave nods once, turns on a metal heel, leads Jack to the armory, and retrieves a key card for him to access the number four bungalow. "Welcome to your new home so long as you remain operational, Jack. Nice meeting you, but I've got some repairs to attend to. Please remind everyone that I'm available for 'beer runs' and the like, as master Connor used to put it, when I have time." Dave then wanders off to see to whatever business he has already planned.
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Re: Roughnecks Operations Compound (206a)

Postby Murdoc » Sun Jan 06, 2019 8:05 pm

Percep: 74%: 1d100 = 92
JIC: 1d20 = 12 1d100 = 88

Murdoc looks at Dave, "Not too exciting? Frak, that sounds like some of the drek we stumbled through when we were out on the road." He grins a bit, "But in the comfort of your own home. I'm glad you made it through in one piece." He pats Dave on the shoulder and says, "Take to you later. I'm gonna go sort through what gear made it back with me and get the road grime cleaned off of it....and me." He gives a little wave as he walks back to his rooms.

After he gets cleaned up, he starts looking around the compound to see who else is around. First stop, lets see if the noobs what to go look around town. Murdoc hits the closest place first and gives Jack's door a knock. Then a little shout into the closed door, "Yo, bud. Its Murdoc. You wanna go take a look around town?"
Travis Murdoc
Current Details
H.P.: 37/37
S.D.C.: 165/165
AR: 17
M.D.C.: 100/100

Armor:
TFRC-02 FreeRunner Combat Exoskeleton
• Helmet: 30
• Arms: 30 each
• Legs: 40 each
• Main Body: 70
• Force Field: 75

Weapons:
Grenade: Dead Ball
Phase Sword
NG-45LP Long Pistol
Pug's Vamp Special
JA-12 Laser Rifle


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Re: Roughnecks Operations Compound (206a)

Postby William Summers » Sun Jan 06, 2019 11:47 pm

Perception: 1d100 = 38/48%
JIC: 1d20 = 1/1d100 = 79

Will sits by the phone for a while before getting up. Contraband? Goddamn bureaucrats and their laws, that was my gear! "Time to man up." Will gathers some of his mission gear together and heads out to sell some of it.

(To the Crimson Dragon)
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

8th Ring of Elder
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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Re: Roughnecks Operations Compound (206a)

Postby Wakiza » Thu Jan 10, 2019 9:04 pm

Perception: 1d100 / 82%
JiC 1d20 = 12 1d100 = 93

When Wak walks in to the compound he nods to Dave, Well that was a long one. Spirits look over the town with John running loose. Wak looks at Dave, "Demons huh? Bet they regretted poking their noses in here at Merctown. So did the Heroes get cleared? Or did they do it?" Wak cleans his weapons and lines them up in his various weapons racks.

"So Dave we heard some scuttlebutt when we were out, who is managing things here? Is it Baker or Max?"

When he gets cleaned up and changed he will head out to Geoff Blackman's place first.
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 54/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 103/103; Force Field: 75
• Helmet: 57; Arms: 46 each; • Legs: 57 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 80 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
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Posts: 364
Joined: Sun Aug 31, 2014 11:20 am
Location: Roughnecks PC

Re: Roughnecks Operations Compound (206a)

Postby Augur » Fri Jan 11, 2019 12:13 am

Wakiza catches sight of Dave as the robot is securing the armory. "Oh, I'm afraid I didn't bother to pay close attention to the matter, sir. They very well may have been cleared and I just haven't heard. They've not been in town in some time...though the scuttlebutt on the intranet is that the Spook Squad is recently returned." Dave has learned enough about human communication to estimate with reasonable certitude that Wakiza's first question was rhetorical, and so says nothing.

Dave simulates a sound akin to a wooden door being resurfaced with a disc grinder at Wakiza's last question. "Uh, about that, sir. Well, you're the first people to visit the compound since shortly after you left...when the others left as well."
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Re: Roughnecks Operations Compound (206a)

Postby Jack Killian » Fri Jan 11, 2019 3:15 pm

(((Rolls Carry Over)))
Yo, bud. Its Murdoc. You wanna go take a look around town?"


Jack, responds to Murdoc, "Hell Yea!" Jack jumps to his feet. He is excited this place is nothing like he ever saw in the Land Downunder. Jack opens the door, and smiles at Murdoc. "Where we heading first. Do I need to take anything?"
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

Armor: MDC Composite Animal Armor
A.R.: 14
M.D.C.: 35

Weapon Carried:
ATA "Super 10" Shotgun P200. 100ft range (1 MDC round left)
2 SDC Reloads
1 MDC reload

NeraTech Pn-50 "Splatter Gun": Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

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Re: Roughnecks Operations Compound (206a)

Postby Wakiza » Sun Jan 13, 2019 9:09 pm

Perception: 1d100 = 100 / 82%
JiC: 1d20 = 6 1d100 = 31

What in the Spirit Realm is going on? Wak looks a Dave, "So no one has been running things? Wonderful! Well, we'll get it straightened out when all the Roughnecks are back in base" Don't know much about the Spooks, wonder what they are up to? "Dave, I'll be back. Heading out to meet with a couple old friends."

Heading HERE
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 54/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 103/103; Force Field: 75
• Helmet: 57; Arms: 46 each; • Legs: 57 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 80 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
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Posts: 364
Joined: Sun Aug 31, 2014 11:20 am
Location: Roughnecks PC

Re: Roughnecks Operations Compound (206a)

Postby Augur » Thu Jan 17, 2019 6:38 am

Jack and Mercedes both suddenly feel something akin to icy black icicles being shoved through their ears and into their brains. Before Murdoc can do much more than gawk at their sudden screams of pain, they've collapsed where they were standing.

Jack and Mercedes next see the cloud-flecked sky of a lovely Kentucky springtime afternoon. Their memories are a soft morass of black sludge tinted with premonitions of doom and ominous images of an engulfing cold, darkness, and pain. Murdoc is standing nearby under the midday sun, casting their faces in shadow. Dave stands off to one side, somehow, despite his synthetic features, managing to convey concern through his peculiar body language. A few minutes have passed since the two members of the Roughnecks suddenly clutched their heads, screamed, and collapsed unconscious to the ground.
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Re: Roughnecks Operations Compound (206a)

Postby Murdoc » Fri Jan 18, 2019 10:42 am

Percep: 74%: 1d100 = 21
JIC: 1d20 = 10 1d100 = 23

Detect Ambush 75%=1d100 = 36
First Aid 50%=1d100 = 67

Murdoc grins as Jack opens the door, "We can start by grabbing some food. Then we can wander the market and see if anything catches our eye. As far as what to bring. I've got some cash. You may want to bring anything you have to trade." Once Jack has collected whatever trade goods or whatnot, Murdoc airs the pair of them toward the compound's exit.

As they cross the compound, Murdoc spots Mercedes and gives her a nod. When Jack and Mercedes scream and fall to the ground, Murdoc defaults to him paramilitary training and his hand whips to his sidearm. Drawing the Long Pistol he sweeps the area for sign of possible attack.

If Murdoc sees not source for the apparent attack, He'll drop to Jack's side, being that the man is closer, and feels for a pulse. Frak! I can't feel anything. Could just be me though. Adrenaline's firing. Or my heavy hand (deadened sense of touch) after Pete fixed me up. Best assume they're still alive. He calls out to the compound at large, "MAN DOWN, MAN DOWN!" He scans the compound again and mutters, "Frak, we're the only ones here."

Holstering his pistol, Murdoc scoops up Jack and lifts him over one shoulder then sets out to grab Mercedes. Along the way, Murdoc kicks on his cyber radio, "MAYDAY MAYDAY. This is Murdoc at the compound. Jack and Mercedes just screamed and collapsed. I'm taking them to the clinic now."

Murdoc call out over his shoulder as he moves toward the clinic, , "Dave, secure the compound. Roughneck access only."
Travis Murdoc
Current Details
H.P.: 37/37
S.D.C.: 165/165
AR: 17
M.D.C.: 100/100

Armor:
TFRC-02 FreeRunner Combat Exoskeleton
• Helmet: 30
• Arms: 30 each
• Legs: 40 each
• Main Body: 70
• Force Field: 75

Weapons:
Grenade: Dead Ball
Phase Sword
NG-45LP Long Pistol
Pug's Vamp Special
JA-12 Laser Rifle


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