Stop #2: Welcome to Tampico

These fuckers are too stubborn to die.

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Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Wed Nov 22, 2017 5:32 am

Perception: Invalid dice code!
JIC d20: Invalid dice code!
JIC: Invalid dice code!

Jack drives the Romper into La Venta and goes where he is directed. After he gets Kai and the others out he heads to the meeting he tells his team mates what transpired at Tampico, “…. Yea it looks like Grambins in charge there but in reality, I think he is really a puppet with that thing on his neck. So, essentially the whole Tampico is nothing but a Sploogie foothold. Just another wart on a Tasmanian Devils face.”

Looking back at the Romper he says to the group, “Hey, boss, we have enough funds to fix me Romper up? Or is the cash going to come out of me own pockets. Because I have somethings trade items I could come up with the moola. I got a bunch of gold (25,000) and silver (25,000, la Venta Prices 250,000) from my last deal in Australia. She took a bit of small arms fire back there, not that she didn’t have any dings before. Maybe get some upgrades. Like weapons, a hoist system, so we can grab items and haul them away. Things like that, maybe one of them robot drivers, even better one of them hot ladies here want to tag team it with me as a driver.” to himself he is wondering, "Thirsty Pete here some kinda of Big time Opperator. He might have a few things up his sleeves to help poor old Jack."


After looking at all the goodies this guy Thirsty Pete shows them, “Ya know, we got vamps in Australia, not as much as you do here, mind ya. But the farmers who can’t afford much, would use the soft grenades and a hollowed-out limb. Man does that send splinters everywhere. I have a few of them grenades we should convert and place them on the outside of the Romper. The other thing is they would put silver plating on the outside of the grenades then paint them like the old ones. Vamps think they can't get hurt, but then, Blamo!”


Jack looks to the others, "So we got a plan to kick the vampires, Sploogies and anyone else’s butts out of this place. Because I’m all in." In reality Jack is just being Jack. He realy wants to get back to the Mamasitas and the Senoritas. "I might have to start inteviewing the ladies. Or am I already taken by the gods so I shouldn't do a thing, Man this is confusing for me. Hell, play it by ear."

OOC Comments
(OCC:does Jack here the fire/Plasma elementals talking? )
"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: Stop #2: Welcome to Tampico

Postby Dodskrigaren » Fri Nov 24, 2017 7:52 am

Perception: 1d20+2 = 11
JIC d20: 1d20 = 5, d100: 1d100 = 79

Following the others in Dods drinks in the sights of the town. Huh, not a bad place, not quite the Splynn Market, but what is? He sticks somewhat close to Murdoc and John, since they have at least seemed open to the idea of giving him a job. While he isn't sure what that would entail in its entirety, he does know it looks like they fight for a living, which suits him fine.

When all the WMD's are being shown off, he gets bored, and starts to fidget a little I am not sure what Antimatter is, but it sure doesn't sound like I have enough hot sauce to make it edible. And some of the names of those things just makes my head hurt. Why can't people just keep it simple and shoot things with a particle beam if it really displeases them?

"Hey, anyone think they do a decent reptile stew around here? I dunno about you all, but I'm getting hungry for more than protein bars, even if they are tasty with hot sauce."
Fun Sized Insanity
Dodskrigaren

P.P.E.: 27/27
I.S.P.: 53/53
H.P.: 52/52
S.D.C.: 99/99

NG RA20 Roadrunner Ride Armor
M.D.C.:
• Head/Helmet – 35/35
• Arms – 20/20 Right 20/20 Left
• Legs – 11/11 Right 11/11 Left
• Main Body – 32/32

NE-80 Slim-Line Lever Action Plasma Rifle

• Range: 2000’
• Damage: 1D4x10 M.D. per single shot
• Payload: 8/8 rounds (NE-003PC)

Forearm Grenade Launcher

• Range: 600'
• Rate of Fire: 1, 2, or 3
• Payload: 3 Grenades, current mix 1 NG Smoke, 1 NG Plasma, 1 NE High Explosive
• Notes: Voice Activated
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Re: Stop #2: Welcome to Tampico

Postby William Summers » Sat Nov 25, 2017 6:07 pm

Perception: 1d20+3 = 22
JIC: 1d20 = 1/1d100 = 31

On the way down to the meetup, Will thinks about what happened earlier with Mercedes on the ship. Does she like me? She is very attractive. And she might be a better swordsman than me. Heh, OK at least as good. But what about Brianna? She was the first woman I met outside of Dweomer or Duncan that treated me like more than a pile of muscles. I think I might have a thing for her. But she's really far away. And we met on an alien planet. And she might not even remember that I exist. Wish I knew the pigeon spell.

Will shows up to the meeting a little preoccupied, but that all goes away once he sees what's in front of Thirsty Pete. "By the Brothers, this is a lot of firepower. What does it all do, Pete?" When Pete gives the run down of the missile's capabilities, Will looks like a kid in a candy shop. "We could do it. We could really take out some vamps!" His glee is interrupted by:
Dodskrigaren wrote:"Hey, anyone think they do a decent reptile stew around here? I dunno about you all, but I'm getting hungry for more than protein bars, even if they are tasty with hot sauce."

Will turns to the new guy and says "We just fought a crocodile god and forgot to get steaks. Are you really putting hot sauce on a protein bar?" That's repulsive
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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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Sun Nov 26, 2017 8:52 am

Perception: 1d20+3 = 11
JiC d20/d100: 1d20 = 19 / 1d100 = 14

John looks around at the massive amount of armament in the warehouse with a stony face. Good lord, these are a lot of bombs. I could blow up all of Chi-Town with this. I wonder if they'll pay me with some of these. Gotta find out what the do first. And Glitter-boys, I can finally test out a theory...

He waves to everyone present, and offers his hand to Wakiza. "Name's John, I met Jack when we both had to bust out of a trap set by a mind-controlled Gamblin. I'm on an info-gathering job for Fort Reid, but interested in further work if you've got it available. I've got a range of... skills. We can go over the list, but it's strictly confidential, if you know what I mean. I'm keeping a low profile." He gestures to the massive arsenal that's present. "Seems like you all are planning something major. Don't know how much you can share, but I'm listening. And... if I can borrow one of those Boom Guns for a couple hours tomorrow, I'd love to try something out."

I also found these keep-sakes from the Splugorth in Tampico. Any idea what they are? When Pete explains about the Alameda Mind Worm and reveals the True Atlantean corpse, John goes over what he knows in these areas.
Lore: Demons & Monsters 1d100 = 99 / 45%
Lore: Magic General 1d100 = 92 / 25%

I'm not sure what I found, but the Kingsdale Magical Guild will probably be interested, and it might help Kingsdale and hurt the Coalition.


"You guys know a good place to get a drink around here? I'm buying."

In the morning, John goes looking for: an oil drum to dump the worm and the Sunaj corpse in, along with enough formaldehyde or denatured alcohol to fill it. If neither of those are available, he'll use vinegar and rock salt. He'll also be looking for somewhere that sells maps of the area and buying one of each map they have available any local guidebooks or similar are also up for purchase. Prefer to pay in the furs he's lugging around. He's also looking for a computer to enter his own cartography notes for later use.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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: Stop #2: Welcome to Tampico

Postby SNAFU » Sun Nov 26, 2017 5:05 pm

Mini-Update

Pete informs everyone what each device does and how many there are of each type.

He informs you that the second SARAV bomb needs about 800 lbs or silver and 200 Karats of Diamonds.

"I took the liberty of liquidating those tanks of yours." Thirsty Pete explains, Here's your share. La Venta Pinks, 100 caracts each. Don't spend them all in one place."

La Venta Pink Diamond [2]
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  • 100 carats

The tanks are gone but the diamond problem is solved. Only 800 lbs of silver is now required.

At the end of the conversation it becomes obvious the Pete doesn't care whether or not the second bomb is active or not. It seems that he is under the impression that the working bomb will definitely be dropped on Milta and not Muluc.

No stew, but a girl with grilled reptile arrives mysteriously and serves Dods.
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    • 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: Stop #2: Welcome to Tampico

Postby Wakiza » Sun Nov 26, 2017 5:43 pm

Perception: 1d20+10 = 18
JiC: 1d20 = 20 1d100 = 75

Conditions: Wak cycles to thermal vision every few minutes to keep an eye out for the invisible.

Wak smiles at Will, "Anything that will protect my mind, be it from vampires or anything else I am interested in."

He heads to the garage and sees the others and Pete surrounded by his toys. Damn, new troops. We lost Max and Kai, Mouser is AWOL. Not fond of going into what we may be doing with raw recruits. Damn!! Well at least I still have Murdoc, Will and Mercedes. He looks to Murdoc and Will, "Murdoc, you are acting XO and Will, you are the acting Master Sargeant. Both positions are permanent if Max is out of the game."

Field Armorer & Munitions Expert-- 1d100 = 61 / 83%
Lore: Magic-- 1d100 = 58 / 53%

When he sees Mana'koa he smiles at her. If he gets the gist of these things, by labels or lore, he goes on.

Wak sighs and is seriously impressed by what he sees here, Spirits, let's just be straight up and see how the chips fall. "Well Pete, as you may know we are being paid to take out the Muloc Vampire Intelligence. We need your assistance in doing that. Please understand that taking out that Intel will assist in causing difficulties to Splynncryth's plans on this world. I'm sure you can understand the necessity of stymying that being whenever possible. I can't elaborate much further on that. We understand that may cause problems here locally, so we are amenable to causing further destruction to another Intel, say the Milta one while we are here. We seem to be in an once and a lifetime situation. With the armaments I see here, not that I recognize all of them, along with the Roughnecks' resources we may be able to do a lot to curb the overall vampire threat." He glances at Mana'koa and then back to Pete, "However to have a chance at doing anything meaningful we will need some serious, serious intel on these vamp kingdoms. What do you say? Do you think we have a shot at doing something that may have worldwide beneficial ramifications on multiple fronts?

To Mana'koa, "Sorry I disappeared after that amazing night, but you will never believe what actually happened to me."

He nods to Jack, "Let's see where we need the resources placed first. We may need a souped up land vehicle, but let us see. We have some amazing tactical weapons that are geared towards fighting vamps." He shows him the Vamp Sniper by Mortimer, "and that isn't all. We can probably modify a few of those grenades. Sounds like a good idea."

Wak shakes John's hand, "Well as we seem to suddenly be a little short handed, we may need your services. What can you do? And why is it classified?" Is he a robot like Mouser? "Oh and the drinks, and other things, are flowing freely during their celebration."

He looks over the Dods, Crap its a crazy!

If they get to Maxwell Wak says, "Max, you okay and what is the story?"
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

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Blues Saraceno – Dogs of War
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Re: Stop #2: Welcome to Tampico

Postby Dodskrigaren » Sun Nov 26, 2017 7:15 pm

William Summers wrote:Will turns to the new guy and says "We just fought a crocodile god and forgot to get steaks. Are you really putting hot sauce on a protein bar?" That's repulsive


"Well of course. I mean protein bars do not really taste to good otherwise. Hard to get anything other than hot sauce in a slave pit. Why, do you have a better suggestion?" I mean who does not understand the need to make a protein bar taste better, guy must have had his ability to taste removed.

When the lady delivers his lizard, Dods smiles and digs in, showing very little in the way of proper table manners but he does display a healthy appetite. "Ahhh, if you are going to get into a fight you might die in, always good to have a decent last meal!!"
Fun Sized Insanity
Dodskrigaren

P.P.E.: 27/27
I.S.P.: 53/53
H.P.: 52/52
S.D.C.: 99/99

NG RA20 Roadrunner Ride Armor
M.D.C.:
• Head/Helmet – 35/35
• Arms – 20/20 Right 20/20 Left
• Legs – 11/11 Right 11/11 Left
• Main Body – 32/32

NE-80 Slim-Line Lever Action Plasma Rifle

• Range: 2000’
• Damage: 1D4x10 M.D. per single shot
• Payload: 8/8 rounds (NE-003PC)

Forearm Grenade Launcher

• Range: 600'
• Rate of Fire: 1, 2, or 3
• Payload: 3 Grenades, current mix 1 NG Smoke, 1 NG Plasma, 1 NE High Explosive
• Notes: Voice Activated
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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Mon Nov 27, 2017 1:38 pm

(Rolls Held)

When Thirsty Pete explains the capabilities of the bombs laid out in the room, John's jaw goes slack, but he gets himself back under control quickly. This kind of ordnance could topple nations in the right hands.


In response to Wakiza, he says, "That's great news about the free drinks. It's been a rough trip and I could run up a hefty bar tab otherwise!" When speaking of his abilities, John leans closer to the cyber-knight. "Without getting into too many details about my past, I'm not eager for certain parties to learn more about what I'm capable of. Also, some of my powers include limited shapeshifting, which means I go under a couple different names and personas depending on the circumstance. It would be useful to at least casually keep up that pretense."

John pauses and thinks carefully about how he's going to word this before going on. "So I can move things - with my mind. And I'm strong and tough and can run at a couple hundred miles per hour. I can also turn into a sort of, uh, gravel monster? And I can get big, really really big. Also I can control house cats. I don't like to talk about that one."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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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John Altfeld
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Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Mon Nov 27, 2017 7:45 pm

Perception: 1d20+3 = 9
JIC d20: 1d20 = 3
JIC: 1d100 = 58

When Wak says:
He nods to Jack, "Let's see where we need the resources placed first. We may need a souped up land vehicle, but let us see. We have some amazing tactical weapons that are geared towards fighting vamps." He shows him the Vamp Sniper by Mortimer, "and that isn't all. We can probably modify a few of those grenades. Sounds like a good idea."


When Pete mentions needing Silver Jack thinks about what he is carrying in the Romper. As Jack listens to Pete he offers Pete something, “The Silver, I got a bunch of it in the Romper, about 25,000 (250,000 worth here) where I come from. I know I couldn’t carry it all when I loaded it so, I’m not sure how much it weighs. If it will help these people Pete ya can have it. Fixing the old Romper Stomper can wait. I’m not use to a lot of fancy stuff anyway.”

“The people should come first, they need this, I'd just blow it on booze and women. This is the right thing. I still have some gems I can trade.”
"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: Stop #2: Welcome to Tampico

Postby Murdoc » Mon Nov 27, 2017 11:34 pm

Percep: 1d20+3 = 9
JIC: 1d20 = 20 1d100 = 20

Murdoc grins when he sees Pete sitting on the ground like a kid but then his eyes go wide as he recognizes the crates he retrieved from the hidden room in the vamp village with their contents on display. "Crap Pete, this is the stuff I got for you. Now that I see it all, I'm happy as fuck that I didn't leave a crate behind so I could use the tag to get out easy. If the vamps had found it..." He trails off, obviously concerned with what could have been.

When Pete names off what John's keep-sakes are, Murdoc tips his head and makes a funny look at the other man, "I don't see us doing anything with them but if you have plans for them, by all means, do what you can."

Murdoc listens to Wakiza talk to Dods and John but when the group leader bumps him up to XO, Murdoc looks a little taken back. When the crap? They just bumped me up to Sargeant not too long ago, and now Max goes on the injured list and Wakiza wants to push me up to XO. But Will has more time in with the group....Well, first job as a XO, don't contradict the boss in front of the troops. Then he gives Wakiza a firm nod and simply says, "Sir."

A lot of information is being passed around about their current objectives and Murdoc nods along as everything is disclosed to Pete and the new guys. "Even if we can't get the location on both vampire intelligences, dropping one of those SARAV's in their territory is gonna screw them over like a mofo. Either way, lets get this done."

He gives Jack a nod when the other man offers up his personal silver for the teams use, then he furrows his brows and looks around the Garage for something, "Any chance someone asked the La Venta guys if Flip Balboa ever made it out of Tampico?"
Last edited by Murdoc on Wed Nov 29, 2017 11:29 pm, edited 2 times 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: Stop #2: Welcome to Tampico

Postby John Altfeld » Tue Nov 28, 2017 10:36 am

Murdoc wrote:When Pete names off what John's keep-sakes are, Murdoc tips his head and makes a funny look at the other man, "I don't see us doing anything with them but if you have plans for them, by all means, do what you can."


John shrugs, "We may not be able to do anything with them, but they represent hard intelligence and back up the story on Tampico. There are people who will want to see these - maybe not in MercTown, but Lazlo, Kingsdale, maybe even Northern Gun. It can't hurt to get in good with those people."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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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John Altfeld
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Re: Stop #2: Welcome to Tampico

Postby Wakiza » Tue Nov 28, 2017 9:42 pm

Rolls as above

Wak will take and pocket the diamonds before Mercedes reaches for them. "I'll take those for now."

Wak nods to John, "Well those abilities could come in handy. Looking forward to seeing what you can do in combat." What in the spirits? Well I am fighting Sploogs, so it is a good idea to have our own augmented guys! But cats?

He smiles at Murdoc's face when he gets promoted, Welcome to even more responsibility Murdoc, You are ready. "Crap Murdoc that is the job you did for Pete, gathering these weapons? Yep, this stuff will hurt them, but we need better intel."

To Jack, he says, "Thanks for kicking in. Wait till you see the amount of silver we will be picking up tomorrow."

He ponders a bit more, I can't believe an Atlantean was there working with Gamblin or the Sploogs. The few I've known were all very honourable.
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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Wakiza
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Location: Roughnecks PC

Re: Stop #2: Welcome to Tampico

Postby Murdoc » Thu Nov 30, 2017 12:04 am

[rolls held]

Murdoc looks to John, "Okay. You find a way to store them without stinking the sub up to high heaven and I'll made sure there's room for them."

Murdoc gives Wakiza a nod with a solemn expression, then says, "Solid intel would be a blessing at this point. But either way, those SARAV bombs are gonna mess up things in any vamp territory, whether we get the big master vamp or not. We could start by asking the locals. We should be able to get something out of the Council guy here in La Venta. After we quiz Pete on whatever he knows." Murdoc offers the old man a smile, "But after that things get a little thin and less... er, I mean, more objectionable. The god Huitzilopochtli scooped me up after the ball game. He'd likely have some information about the area, but I have no idea how we'd contact him. And then there's the god Camazotz. He stressed the the Muluc were a bad choice and would only strengthen the Mexico and Milta kingdoms. If we hit the Muluc and one of these stronger more organized kingdoms with the second bomb...." Murdoc give a little shake of his head as he remembers his extremely close call with Camazotz. "I would have to advise strongly against trying to contact him again"
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: Stop #2: Welcome to Tampico

Postby Dodskrigaren » Thu Nov 30, 2017 8:52 am

After listening for a little bit, Dods shrugs and looks to Wakiza and Murdoc during a quiet stretch of thing "Look, I really have no clue what all you said about the big weapons over there" he motions over towards all the bombs"But I do know I want to help earn my keep. I am willing to do anything that isn't outright suicide, just point me in the direction you need and I'll do what I can to get it done. I didn't escape twice just to sit around and expect things in life to be handed to me. What can I do?"
Fun Sized Insanity
Dodskrigaren

P.P.E.: 27/27
I.S.P.: 53/53
H.P.: 52/52
S.D.C.: 99/99

NG RA20 Roadrunner Ride Armor
M.D.C.:
• Head/Helmet – 35/35
• Arms – 20/20 Right 20/20 Left
• Legs – 11/11 Right 11/11 Left
• Main Body – 32/32

NE-80 Slim-Line Lever Action Plasma Rifle

• Range: 2000’
• Damage: 1D4x10 M.D. per single shot
• Payload: 8/8 rounds (NE-003PC)

Forearm Grenade Launcher

• Range: 600'
• Rate of Fire: 1, 2, or 3
• Payload: 3 Grenades, current mix 1 NG Smoke, 1 NG Plasma, 1 NE High Explosive
• Notes: Voice Activated
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Dodskrigaren
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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Thu Nov 30, 2017 9:10 am

(Rolls Held, John is at +1 feet)

John nods to Murdoc, "I'll seal them up really well, and make sure they're in some kind of preservative."

"True story - back in the Golden Age, there was apparently some admiral who died in battle far away from his country and his men loved him so much that they decided to bring him home to get a hero's funeral and a monument or something. Well, they didn't have formaldehyde or other means of preservation, so they stuck him in a giant cask of rum and said 'Hey everybody, there's a dead body in here, so don't drink the rum. Just, DON'T.' Well, by the time they got home and busted open the cask to get him ready for his funeral procession, all the rum had been drunk. Every last drop. Only the rum-soaked body was still there."

He pauses. "The moral is, don't trust sailors. They're gross."

At some point, you'd have to know it was more body-juice than rum? Why would you keep drinking?!?
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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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John Altfeld
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Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Thu Nov 30, 2017 4:46 pm

((Rolls Carry Over))

To Jack, he says, "Thanks for kicking in. Wait till you see the amount of silver we will be picking up tomorrow."


“Oh, we have more coming in?” Jack ask with a little bit of excitement. “Bloody salty crocs, we can have the Romper tow a missile launcher? Just need to find one or make one. So,we can move it where we want and have two platforms to launch from. The sub from the water and the landthe Romper, Can the plane launch any? that makes three platforms. I just can’t run the Missile Launch equipment.”

After Murdoc speaks Jack looks at him, “By Jimminee, the Hand of God has some ideas I bet? They seemed like they want to help the people here. They might have information on launchers or who could lead us into the land of the vamps. If this helps the people then maybe we couldalso get the Were Jaguar in this too. I bet they know ways in and out of the Neck biters land.”
"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: Stop #2: Welcome to Tampico

Postby William Summers » Thu Nov 30, 2017 10:06 pm

((Rolls held over))

"OK. We've got the following possible sources of intelligence regarding the location of our targets. Wakiza, you were chatting with that Lemurian woman. I had a meet up with the Bone Jaguars. Murdoc, you went big time and met up with the God of Sun and War, got yourself redone by Thirsty Pete over there and a God of Bats? That last one sounds icky. Mad Max got to talking with Maria of the Water. Kai helped out Mr. X and he might know something. Jack, you dealt with some color gods? And last, maybe least, we've got the common townfolk of La Venta. So here's the plan."

The Plan
  • Mana'Koa the Lemurian - Wakiza
  • First-Chief Kazz Ra Kurz and the Bone-Jaguars – William Summers
  • Huitzilopochtli, God of Sun and War - Murdoc
  • Thirsty Pete – Murdoc
  • La Venta townsfolk – John Altfield, Dods
  • Maria Villa d'Aguas (via Mad Max) - Wakiza
  • Mr. X – William Summers
  • The Hand – Jack Killian
  • Camazotz (last resort) – Murdoc


Will goes over his plan for who should chat with who and then sends them on their ways to go do it.

"I'll go ask the Bone Jags first. I saved the chief's son so maybe he'll do more than just roar at me this time. And Mr. X was Kai's contact but I can run that one. New guys, welcome to the Roughnecks. You don't know the players yet so we'll just have you chat with the local townsfolk. Try not to scare them too much with your protein bars and barrels of rum with people in them. Mercedes, feel free to help out wherever. You're very... charming." Satisfied with his iteration of the plan, he heads out to go find First Chief Kazz Ra Kurz of the Bone-Jaguars.
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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William Summers
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Re: Stop #2: Welcome to Tampico

Postby SNAFU » Sat Dec 02, 2017 1:01 pm

The Eve of Destruction
La Venta Intelligence Gathering
Image

EVERYONE

Thirsty Pete
Answers Wak
Image
Wak wrote: "Well Pete, as you may know we are being paid to take out the Muloc Vampire Intelligence. We need your assistance in doing that.

"Being paid by who? Wakiza, let's quit pretending we don't all know the nature of your 'employer'. A contract with an Eldritch Blob isn't something a human needs to honor. You know why? 'Cause sooner or later, it will betray you! We're talking about immortal evil here. This is not a human filled with hate or suffering from a mental condition, but a tentacle-creature from beyond the veil. We are nothing to such a being, let alone any bargain we may strike with them. You are waiting to be betrayed by a creature who would wipe out our entire species if it suited it. You should take care to mind your priorities, lest you become a 'collaborator' like those Deathstrike sumbitches or that Atlantean working with the Sploogs. Is it the money? You seek wealth? Such things impress you? Fine, get a load of this."
Thirsty presses a button on his wrist and yet another dimensional doorway sides open beside him:
Image
The door snaps shut after a second or two." I've got uncountable supply of gold bullion. Gold, everybody loves it, everywhere you go; practically a universal currency. Got feck all for silver but I got a shit ton of Gold. Now, I'll match the slug's bill, but in gold. Whatever weight of silver it's offerin' you'll have the same in gold. But you're working for me then, goddamn human beam, and a man of my word. Does that make saving humanity worth your while?"

Wak wrote:Please understand that taking out that Intel will assist in causing difficulties to Splynncryth's plans on this world. I'm sure you can understand the necessity of stymying that being whenever possible. I can't elaborate much further on that.


"Sure, sure, top secret, whatever. Howver, I don't quite agree with you there... Considering the take over of Tampico, clearing out the Muluc would only give them time to secure their position there. Again, I think your being jerked around."
Image
Wak wrote:We understand that may cause problems here locally, so we are amenable to causing further destruction to another Intel, say the Milta one while we are here. We seem to be in an once and a lifetime situation. With the armaments I see here, not that I recognize all of them, along with the Roughnecks' resources we may be able to do a lot to curb the overall vampire threat." He glances at Mana'koa and then back to Pete, "However to have a chance at doing anything meaningful we will need some serious, serious intel on these vamp kingdoms. What do you say? Do you think we have a shot at doing something that may have worldwide beneficial ramifications on multiple fronts?

"First, you're acting like these are your weapons, they are not, they're mine. Second of course we can make a fecking difference! We got enough armaments to crater the whole of Mexico! Now, it's you who's pulling the trigger sure, but if anyone valued my opinion, we'd strike Milta, Tula and Mexico City, the first two with Saravs the last with these AM-nukes, you know what that would get you? Definitely one if not two intelligences and the two most powerful kingdoms decimated! But what do I know I'm just the guy who made the bombs."


Thirsty Pete grumbles about being too busy building nuclear weapons to tell the 'Necks how to do their job. Instead he produces an ancient looking machine with he uses to project what turns out to be an educational film discussing Vampirism and Vampire Intelligence.
Vampire Intelligence PSA
Image
The Vampire Intelligence PSA wrote:A Vampire Intelligence is so powerful that its evil supernatural presence and magic can be sensed by psychic sensitives more than one hundred miles (160 km) away. To disguise its presence and to feed on life-giving P.P.E., the creature establishes a lair right on or very near a ley line nexus. This location provides the living horror with great magic energy to draw upon for the performance of magic and to quench its terrible hunger. It also provides a quick means of escape. A Vampire Intelligence located at a ley line nexus can open a Rift to another world that it dominates, or to the dimension from which it originates. The Earthly location will be a region dominated by its undead legions, thus offering it the protection of a vampire army. A stone pyramid is usually erected by forced labor to house the wicked creature. Stone pyramids also magnify and channel magic energy, enabling the deific horror to open portals to other worlds, work its magic and defend itself.The connection to the pyramid has led some Rogue Scholars to wonder if the ancient Aztecs, Mayans and other cultures in the same geographic region were also once servants of one or more Vampire Intelligences. The return of the Mayan god, Camazotz,and his enslavement of a Vampire Intelligence and usurped control of a vampire kingdom in the Yucatan suggests that this maybe the case. A frightening secret of Earth's past.The malignant Vampire Intelligence is such a master of dimensional travel, and so powerful, that once it has claimed a leyline nexus as the location of its lair, it dominates and controls the nexus. This means no other being can use that nexus as a dimensional gateway or draw on its usual energies. Only one third the nonnal ley line energy can be drawn upon by beings other than the Intelligence. With the dimensional aspect of the nexus under the control of the Vampire Intelligence, nothing can enter or leave through the nexus Rift unless the Vampire Intelligence allows it. This level of control is accomplished, in part, by the Intelligence's ability to syphon the magic energy into itself, feeding on it, and thereby controlling the flow of mystic energy. The stone pyramid helps to focus and control the flow of magic at the nexus point and along the connecting ley lines.The lair of a Vampire Intelligence is hidden deep inside a massive stone pyramid, gargantuan temple (with a small pyramidas part of its structure), or underground labyrinth. The actual inner sanctum of the lair is a massive chamber where the physical Vampire Intelligence resides. The chamber usually resembles a temple or royal chamber. Deep inside the lair is the physical embodiment of the Vampire Intelligence, a gigantic mound of slime covered flesh that measures 100-200 feet (30.5 to 61 m)in diameter and 12 to 24 feet (3.6 to 7.3 m) tall. Six to twelve tentacles snake and writhe from the body mound. At the end of each tentacle is a mouth filled with sharp teeth and a pair of canine fangs. A hundred small, round, red or yellow eyes encircle one giant central eye that dominates the body. All who see the Vampire Intelligence recognize its maleficence and know it must be destroyed. While you would expect there to be scores of vampires,the chamber seldom has more than half a dozen Secondary Vampires as attendants and, unless off on a mission, the Demonic Vampire Familiar is also present. Of course, 1D6x10 additional vampires are likely to work and live in the stone pyramid, and the Intelligence can mentally summon any or all of the vampires within a 10 mile (16 km) radius. As a result, 2D4 Secondary Vampires arrive to the chamber within one minute and continue to arrive every melee round until the danger has passed or the Intelligence tells them to stop.Once interred inside the edifice, the creature never leaves, unless
it is to escape via a dimensional Rift. This, despite the Intelligence's great power, makes it vulnerable. Its gargantuan size,slow speed, tremendous consumption of magic energy and need for humanoid blood and emotions to stay alive, prevent the horror from traveling, except by teleporting from one stone pyramid lair in its empire to another, or from one dimension to another. This is why the thing makes its home in a region dominated by its own legions of undead. Though isolated and hidden away, the Vampire Intelligence sees and experiences its empire via empathic and telepathic connections with the Master Vampire and its Demon Familiar, which is an extension or avatar of itself. Everything the Demon Familiar sees, hears and experiences is known to the Vampire Intelligence.Likewise, the creature experiences the emotions and directed thoughts of it Master Vampires, and, to a less-direct extent, is linked to all the undead born of its essence when they are within a 10 mile (1.6 km) radius of its abode

A Vampire Intelligence can only enter our world when there are 2,500 or more vampires counted among its minions.But a legion of vampires is not sufficient. There must also be a huge supply of magic energy (P.P.E.) and a regular (though comparatively minuscule ) supply of humanoid blood. In Earth's past. there were isolated incidents of vampire rising due to the efforts of a Master Vampire, but the small amount of magic energy and the dominance of human beings made it impossible for a Vampire Intelligence to enter our world or to establish more than a temporary toe-hold on Earth with its undead.Throughout Earth's history, there have been outbreaks of invading vampires - the most famous near Transylvania And throughout Eastern Europe during the Middle Ages - but none ever led to the establishment of massive vampire colonies as exist on Rifts Earth in Mexico, Central America and South America..

"Oh yeah, don't forget, that other than La Venta whose weather is controlled by pyramid Mexico is pretty much wrapped in a blanket of volcanic smoke and ash. Precision is goin' to be a challenge."
Image
-----------------------------------------------------------------------------------
Mad Maxwell
"Boys, erm, and Mercedes, every once in a while there comes a once in a million opportunity that you can't refuse..."
Maxwell News
Wak wrote: "Max, you okay and what is the story?"

Image
In exchange for access to modern technology and infrastructure, the Nahautec (local Mayan-Aztec peoples) have offered up the rights to a portion of the mineral rights here. Which is extensive I'm told. For setting up the deal I got a broker's fee, a large one. I never thought I'd have too much money, but there I was all alone in a strange place while my teammates were off doing who knows what... I had to make a decision. So I did the only thing I could think of, bought my own mercenary company. Been on the radio with Baker for hours, turns out he's been wanting to move to Lazlo ever since we were there. Tired of the Merctown dust, he says. Anyway, we hammered out a deal and you suckers work for me now!

Maria and I are, er, just working out the specifics... They want to build a modern city here, provide a safe haven for the human refugees likely to flee in throngs once the true war starts.
"

"I've also received a cryptic message from that 'bot of yours Wak:"
MOUSER FAREWELL
"Recieved a compelling signal. Headed to Maryland. Troop of Shemarrian Monster Riders previously seen at King's Bay encountered North of Tampico at XX cooardinates. Farewell Meat bags."
Image


"I've got a new man coming in soon to join the squad, should be here soon. Him, plus the two strays you picked up- Welcome to the team by the way," Maxwell acknowledges Dods and John. "Anyway, that should be enough to handle this mess, right? "
Wakiza
Wakiza finds Mana'Koa who is clearly pleased to see him. Regarding the location of the Intelligences she can only add:
Mana Koa Gifts
Image
If it would aid you, I will give to you a pair of Lemurian creatures, advanced beyond the Moonseer Hawk, these are sensitive to different types of Vampires.

Moonseer Great Eagle [2]
Also Known As: Master Raptor
Alignment: Considered Scrupulous or Unprincipled.
Attributes: I.Q. 1D4+3 (high animal intelligence), M.A. 2D6+3, M.E. 2D6+6, P.S. 1D4+8, P.P. 2D6+12, P.E. 1D6+14, P.B.2D4+4, Spd 1D4 walking, but 3D6+90 flying and swimming (70 mph/112 km on average).
Size: Wingspan is 4 to 4.6 feet (0.6 to 0.8 m).
Weight: 1D4+5 lbs (1.3 to 2.7 kg).
M.D.C.: 1D4x10+10 M.D.C. during the day, doubles at night, triples when the moon is full.
Horror Factor: 13 to all undead.
P.P.E.: 5D6+25. I.S.P.: M.E. Attribute x2.
Average Life Span: 5D6+ 11 years
  • Natural Abilities: Nightvision 11,000 feet (3,353 m), flight (maximum altitude 25,000 feet (7,6720m), swim (maximum depth 4 miles/6.4 km), can breathe water and air, M.D.C. creature doubles the night and triples when the moon is full, and normal Bio-Regeneration at a rate of 2D4 Hit Points/M.D.C. per hour, 2D4 H.P./M.D.C. per melee during a full moon, and double per melee round healing when on a ley line or nexus point, day or night.
  • See Vampires (special): A Moonseer Hawk's eyes can spot a vampire from up to a one mile (1.6 km) away at night, two miles (3.2 km) when the moon is out, and four miles (6.4 km) when the moon is full. When a bloodsucker is sighted, the Moonseer Hawk indicates this with head movements and vocalizations.If told to pursue, the animal follows from a safe distance before circling, like a hawk, above the vampire's location when the monster stops or goes indoors. When signaled or told to attack, it swoops down, screeching with raking claws and biting mouth. Moonseer Hawks are trained to attack vampires in bat form upon command, knocking them to the ground and forcing the monster to assume human or wolf form to better fight back. When perched on its master's shoulder, the animal becomes agitated whenever it senses a vampire within one mile (1.6 km) or it sees one at any distance. Like a trained pointer, the Moonseer Hawk's body becomes rigid, points in the direction of the undead and it makes a series of short, soft chirps until its master acknowledges its warning.
  • Sense Vampires/Undead (special): Moonseer Hawks are very sensitive to all undead, including mummies, zombies,Ghouls and others. The presence of the undead is felt within a radius of 1500 feet (450.4 m) during daylight, one mile (1.6 km) at night, and two miles (3.2 km) during a full moon and along ley lines. While the animal may not know the direction or number of the undead, the animal will alert it’s handler and will behave in a distressed manner until the undead move away or are dealt with.
  • Locate Master/Intelligence: Within the ranges above the Raptor can differentiate between types of vampires and can inform its handler via a set of vocal signals.
Attacks per Melee: 3.
Damage: Bite does 1D6 S.D.C./Hit Points and talons do 2D4S.D.C./Hit Points to vampires and mortals alike; +6 and +8 damage respectively during a full moon. Does not do M.D.,
even at night when the Moonseer Raptor is a Mega-Damage creature.
Bonuses: +3 on Perception Rolls to track and locate undead, +3 on initiative, +1 to strike, +3 to automatic dodge (the act of dodging does not use up an attack), +2 to roll with impact/fall,and +3 to save vs Horror Factor against most enemies, and is impervious to vampire mind control and the Horror Factor of all undead. All bonuses are double at night, triple during a full moon.
Magic: None, other than its natural abilities, senses and vision.
Psionics: I.S.P.: M.E. Attribute x2. Psi-Abilities: See Aura (6), See the Invisible (4) and Sense Time (2).


Code: Select all
[img]https://i.imgur.com/RQenN8Q.png[/img]
[size=85][b]Moonseer Great Eagle[/b].
[b]Also Known As: Master Raptor[/b]
[b]Alignment: [/b]Considered Scrupulous or Unprincipled.
[b]Attributes: [/b]I.Q. 1D4+3 (high animal intelligence), M.A. 2D6+3, M.E. 2D6+6, P.S. 1D4+8, P.P. 2D6+12, P.E. 1D6+14, P.B.2D4+4, Spd 1D4 walking, but 3D6+90 flying and swimming (70 mph/112 km on average).
[b]Size: [/b]Wingspan is 4 to 4.6 feet (0.6 to 0.8 m).
[b]Weight: [/b]1D4+5 lbs (1.3 to 2.7 kg).
[b]M.D.C.: [/b]1D4x10+10  M.D.C. during the day,  doubles at night, triples when the moon is full.
[b]Horror Factor:[/b] 13 to all undead.
[b]P.P.E.:[/b] 5D6+25. [b]I.S.P.:[/b] M.E. Attribute x2.
[b]Average Life Span[/b]: 5D6+ 11 years
[list][*][b]Natural Abilities: [/b]Nightvision 11,000 feet (3,353 m), flight (maximum altitude 25,000 feet (7,6720m), swim (maximum depth 4 miles/6.4 km), can breathe water and air, M.D.C. creature doubles  the night and triples when the moon is full, and normal Bio-Regeneration at a rate of 2D4 Hit Points/M.D.C. per hour, 2D4 H.P./M.D.C. per melee during a full moon, and double per melee round healing when on a ley line or nexus point, day or night.
[*][b]See Vampires (special):[/b] A Moonseer Hawk's eyes can spot a vampire from up to a one mile (1.6 km) away at night, two miles (3.2 km) when the moon is out, and four miles (6.4 km) when the moon is full. When a bloodsucker is sighted, the Moonseer Hawk indicates this with head movements and vocalizations.If told to pursue, the animal follows from a safe distance before circling, like a hawk, above the vampire's location when the monster stops or goes indoors. When signaled or told to attack, it swoops down, screeching with raking claws and biting mouth. Moonseer Hawks are trained to attack vampires in bat form upon command, knocking them to the ground and forcing the monster to assume human or wolf form to better fight back. When perched on its master's shoulder, the animal becomes agitated whenever it senses a vampire within one mile (1.6 km)  or it sees one at any distance. Like a trained pointer, the Moonseer Hawk's body becomes rigid, points in the direction of the undead and it makes a series of short, soft chirps until its master acknowledges its warning.
[*][b]Sense Vampires/Undead (special): [/b]Moonseer Hawks are very sensitive to all undead, including mummies, zombies,Ghouls and others. The presence of the undead is felt within a radius of 1500 feet (450.4 m) during daylight, one mile (1.6 km) at night, and  two miles (3.2 km) during a full moon and along ley lines. While the animal may not know the direction or number of the undead, the animal will alert it’s handler and will behave in a distressed manner until the undead move away or are dealt with.
[*][b]Locate Master/Intelligence:  [/b]Within the ranges above the Raptor can differentiate between types of vampires and can inform its handler via a set of vocal signals.[/list]
[b]Attacks per Melee: [/b]3[b].[/b]
[b]Damage: [/b]Bite does 1D6 S.D.C./Hit Points and talons do 2D4S.D.C./Hit Points to vampires and mortals alike; +6 and +8 damage respectively during a full moon. Does not do M.D.,
even at night when the Moonseer Raptor is a Mega-Damage creature.
[b]Bonuses:[/b] +3 on Perception Rolls to track and locate undead, +3 on initiative, +1 to strike, +3 to automatic dodge (the act of dodging does not use up an attack), +2 to roll with impact/fall,and +3 to save vs Horror Factor against most enemies, and is impervious to vampire mind control and the Horror Factor of all undead. All bonuses are double at night, triple during a full moon.
[b]Magic:[/b] None, other than its natural abilities, senses and vision.
[b]Psionics: [/b]I.S.P.: M.E. Attribute x2. Psi-Abilities: See Aura (6), See the Invisible (4) and Sense Time (2).    [/size]

----------------------------------------------------------------------------
William Summers
Will searches La Venta for the Bone Jaguar chief and his retinue. He is soon reminded that the bulk of the Bone Jaguar part had left La Venta in hurry to mobilize their defensive forces. The news of a large, organized force of werewolves convinced them an attack was imminent.
However he learns that there is one Jaguar emissary that remained in order to maintain the link between the two communities.
Kazz Rrrrro
He finds the lone remaining representative in a dark alcove where the Bone-Jaguar is preparing a potent narcotic brew.
Image
Right away, Will can tell this guy is unlike the Bone-Jaguars he'd met previously, for one thing, he's high as f@#k. Wordlessly, he motions Will to sit and join him. If Will spends enough time, and partakes in the the Bone-Jaguar's sesh, then he will learn the following:
  • The Bone-Jaguar's name is Kazz Rrrrro
  • The the Bone-Jaguars are mobilized for war and would be ready to take advantage of any disruption in the nearby kingdoms.
  • The Werewolf Army did not head to Palenque but instead diverted North, they are now in the deserts East of Tampico.
  • The Intelligences are believed to be in the largest and most protected stronghold in their kingdoms.
  • Muluc has two strongholds of similar size, it is unknown which would house the intelligence.
  • There are at least two Vampire Intelligences in the Yucatan.
  • The basic nature of the Yucatan has been changed and it now exits in two dimensions simultaneously (Will understands the Yucatan's nature).

------------------------------------------------------------------------------------------
Murdoc
Murdoc is directed to one of the taller pyramids; it is there, the Gods may answer a mortal's prayer he is told.
Temple of Day and Night
Image
There are people everywhere, the crowd is as large as the ex-juicer has ever seen and he has to push his way through in order to get moving.
Image
Even the pyramid itself is crowded as the holy men of a variety of gods make their supplications. But as Murdoc arrives at the very top, an uncanny mist envelops him and obscures all the people in the complex below. Even the priests beside him has disappeared.
Murdoc wrote:"I would have to advise strongly against trying to contact him again"

After a moment, and without even a prayer to prompt it, the fluttering shape of a bat approaches Murdoc. When it arrives, the Bat disappears and is replaced by native man dressed in black, bat-themed gear.
Image
Murdoc has no trouble recognize Camazotz who asks, "What are you waiting for? My forces are ready to invade! Once the pyramid is destroyed I can teleport my troops right to their doorstep using the nexus." If asked about the locations of Intelligence he'll tell Murdoc that they are a cowardly and paranoid creature. They will be at a nexus, likely with temple on it and far underground. Other than the Intelligence enslaved by Camazotz, there are two others in the Yucatan; one at Rio Bec. The primary Master is usually near the Intelligence. The Milta intelligence is expected to be in the Yucatan, Camazotz believes once the city has fallen the Intelligence will be easy pickings.
Without warning, Camazotz changes back into a bat and in fact appears to have left the scene entirely as the bat, looking quite ordinary now, flutters and bobs in the air as it recovers from the effects of divine possession.
Image
A second later, with a flash of color, the bat explodes in a pink mist. A flap of batskin falls on Murdoc's boot.
Image
He looks up to see a brightly-plumed Hummingbird unnaturally hovering in place, a little above Murdoc's head a few few infront of his face. "Ballplayer! I see many bombs down there. Drop them all! Muluc and Mexico have already been attacked from the North! No more waiting, the war has begun!"

------------------------------------------------------------------------------------
John Altfield
John Atfield finds a radio with which to contact Fort Reid. He informs of them the state of Tampico. While losing a human stronghold is regrettable, almost nothing would be better than if the Splugorth are drawn into the war against the vampires. The conditions of his contract are met.
La Venta townsfolk
He wanders through the massive temple complex that is La Venta. He sees the women doing their daily labors, and some of the aspects of daily life.
Image
But then the festival has taken over and he watch dancers that perform feats of grace worthy of the most talented Juicer.
Image
Finally he meets someone he can communicate with, and it just happens to be a beautiful woman named Anci.
Image
She leads him to what she calls a Wise-man at the a corner of a massive stone pyramid.
Image
The Wise-man talks with John in perfect American,
"Unfortunately, I do not know the answers to your questions but I might be able to help you, if you are willing." He produces two small, ornately-engraved cubes:
Image

"These are the Eternity Stones, give them your blood and they will reveal any hidden truth you seek." In order to provide answers, the Stones requires the blood of the asker. In game terms the player must voluntarily (and temporarily) lose half his SDC and HP or MDC. The blood is poured over the cubes, which soak it up like a sponge and then the cubes are rolled like dice, the sides facing up reveal the answer which is deciphered by the Wise-man.
------------------------------------------------------------------------
Dodskigaren

Dods walks around for about five minutes before he is greeted by a very intense looking holy man, who then promptly leads him deep with the temple complex.
Mr X
Image
The fellow presents him to a dog-headed man, the holy man then leaves them, making a big deal of showing respect to the dog-headed man.
Image
While in the presence of this person, Dods suddenly feels clear-headed and lucid. His various psychoses are temporarily alleviated. "The people here refer to me as Mr. Equus but my true name is Xotol and I believe you should come with me." Dodskigaren then follows Xotol as he descends deep into the Earth.
Image
Dodskigaren is then put at the center of a ceremony involving the sacrifice of a jaguar.
Image
At the end he is presented with a gift. A simple vial in which a tiny amount of twinkling liquid resides. "You may not have been destined for this life, if and when you are ready, take this and be set free."

Without being told Dodskigaren suddenly knows everything about the substance he's been given:
The Cure for Being Still
Magic Elixir
  • Duration: 22 Minutes
  • The drinker of this potion becomes a 4th-Dimensional Being as per the spell Bom p.250
  • At the end of this period the character will become a being of pure energy and become one with Megaverse (Dies)


Code: Select all
[b]The Cure for Being Still[/b]
[size=85][i]Magic Elixir[/i]
[list][*]Duration: 22 Minutes
[*]The drinker of this potion becomes a 4th-Dimensional Being as per the spell Bom p.250
[*]At the end of this period the character will become a being of pure energy and become one with Megaverse (Dies)[/list][/size]

--------------------------------------------------------------------------
Jack Killian

Jack makes his way around La Venta looking for his old pals, the Hand:
The Hand
Image
Mr. Jaguar: There are two Masters in Muluc, but the intelligence has not been located. Mr. Jaguar is beginning to suspect the Muluc intelligence is hiding somewhere else, likely the Yucatan.
Image
Mr. Skeleton tells Jack that killing the Masters and enough of the vampire population of any one kingdom will result in that Intelligence being forced from this dimension.
Image
Mr. Jade informs him that Reid's Rangers are making excellent progress, but still haven't met any true organized resistance. The Vamps must be planning something.
Image
Mr. Feathers tells Jack that if the initial attack does enough damage or is shocking enough the cowardly intelligence will flee this dimension and make it impossible for it to return. He also knows of an insane Vampire Intelligence in the Yucatan. Living on the nexus at Rio Bec, it seems content to rule over a small group of vampires and a tribe of cannibals. it is apparently a rare, unambitious Vampire Intelligence.

-----------------------------------------------------------------------
EVERYONE
Accumulated Intel
Forces in the south are ready to move. Reid's Rangers push in from the North. Their are two unknown Intelligences in the Yucatan.
Image


The Aztari Again
While sharing their gathered information the 'Necks are approached by their old friends the Aztari:
Image
The 'Necks are informed the Aztari know where all major players are located and would be happy to share the information in exchange for a favor:
The Aztari Landing Team
Image
The Aztari want the 'Necks to use their fancy sub to deliver a covert landing team to Atlantis.


In the Morning:
In the morning the 'Necks are woken by sound of an Alarm. Something is happening, something big, and judging by the traffic it's down at Crocodile Beach, where the 'Necks were meant to pick up their silver.
Image
Above them they see Quetzacoatl, the great feathered dragon, coil around a temple as it rise in the sky and flies towards the beach with incredible speed.
Trouble at the Beach
Image
Illyncryth's minions have been ambushed by a heavily-mechanized Kittani strike force. A Dragon Dreadnought lords over the beach raining destruction down from above.Those with expertise in such matters see that the coloring and insignias of the Kittani Mech are different than any they've seen. originating from Atlantis.
Image
Soon enough the disturbance summons the beach's protector, Cipactli the devourer. Quetzacoatl has already engaged the Dreadnought, binding it and warping it with strange magicks.
The Kittani are focused on blasting Illyncryth's witch into oblivion and do not react in time to the great sweeping tail of Cipactli swinging towards them...

Before the 'Necks have any need to react the two gods have made short work of the beach combatants.

The Dreadnought has some how compacted down to cube the size of a car. Kittani Mech lay strewn across the surf, Cipactli heads home munching on the remains of a Serpent Power Armor.

There are no signs of Illyncryth's minions, however a large box remains undamaged on the beach. The silver is theirs!
    • 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
User avatar
SNAFU
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Re: Stop #2: Welcome to Tampico

Postby Murdoc » Sun Dec 10, 2017 10:00 pm

Percep: 1d20+3 = 20
JIC: 1d20 = 13 1d100 = 56

When Camazotz appears before his, Murdoc remains as still as possible and listens to what the god has to say.

Camazotz wrote:"What are you waiting for? My forces are ready to invade! Once the pyramid is destroyed I can teleport my troops right to their doorstep using the nexus."


Murdoc nods to the evil god and says, "We are attempting to find the best possible targets so that the bombs will have the greatest effect."

Camazotz wrote:If asked about the locations of Intelligence he'll tell Murdoc that they are a cowardly and paranoid creature. They will be at a nexus, likely with temple on it and far underground. Other than the Intelligence enslaved by Camazotz, there are two others in the Yucatan; one at Rio Bec. The primary Master is usually near the Intelligence. The Milta intelligence is expected to be in the Yucatan, Camazotz believes once the city has fallen the Intelligence will be easy pickings.


Murdoc opens his mouth to thank Camazotz for the information but when the god departs leaving only a normal bat in his place, he is left standing there with his mouth agape. This only lasts a moment as the avatar of Huitzilopochtli darts in and destroys the bat. Murdoc's eye flick down as the bat skin lands on his boot and he gives it a little shake, letting it drop to the floor.

Huitzilopochtli wrote:He looks up to see a brightly-plumed Hummingbird unnaturally hovering in place, a little above Murdoc's head a few feet in front of his face. "Ballplayer! I see many bombs down there. Drop them all! Muluc and Mexico have already been attacked from the North! No more waiting, the war has begun!"


Murdoc nods to the hummingbird and with as much reverence as the merc knows how to give, he simple nods and says, "Thank you."

When the mist clears and Murdoc finds himself back at the top of the temple, he turns and bounds down the temple and through the crowds as he heads back to their meeting point in the garage. Skidding to a stop, Murdoc nods to Wakiza and the other present and says, "Much to my surprise I was able to get a little more information from the gods Camazotz and Huitzilopochtli. Camazotz states that his forces are ready to move in and clear the two Yucatan entities once we hit Rio Bec and Milta." Murdoc grins a little and continues, "Huitzilopochtli doesn't think we shuould spare any ordinance. He also said that Muluc and Mexico are being attacked from the north."

Murdoc looks around to see just who was listening, then he turns to Wakiza and says, "We could use the big stuff in the Yuatan. Get those guys on the run with Camazotz on their tail and then we can help soften up the intelligences to the north with more tactical strikes. This will also back up what I'm guessing is Reid's Rangers." Nodding as he finishes relaying what he learned, Murdoc says, "Depending on what info you guys have gotten, this seem lie the most actionable intell we're going to get."

When the Aztari turn up again, Murdoc take a deep breath, Frak not these guys again. He listens to what they are offering then smiles, "We will need some time to think about your offer. When to you need to know by?"

Once they are gone and the mess at the beach unfolds, Murdoc just busts out laughing, "It looks like the silver was saved. We should get that to Pete so he can finish his prep and we can get the jobs done and then some."
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: Stop #2: Welcome to Tampico

Postby Jack Killian » Thu Dec 14, 2017 6:59 am

Perception: 1d20+3 = 23 Natural 20!
JIC d20: 1d20 = 12
JIC: 1d100 = 33
Thirsty Pete

Pete:
"Oh yeah, don't forget, that other than La Venta whose weather is controlled by pyramid Mexico is pretty much wrapped in a blanket of volcanic smoke and ash. Precision is goin' to be a challenge."

Jack watches the Vamp Film. At the end of the film, “So, we have to kill a lot of Vamps then they run away? That is a temporary fix. We eventually have to close off the rift, or take control of it completely? Ah, hitting it with these weapons may do no good. Can’t they also just open a Rift or Portal and divert the missile? They are after all in charge of the Ley line, right? Humm, we need to put an anti-magic thing on the missile. Along with needing to guide it.”

The Hand

Jack is glad to meet the hand. He greets each of them warmly, “Hi Mates, I came for information on the Vampires and to see if you all want to help get rid of some of their big boys and rid this area or least lessen their influence.”
He listens to his friends and then responds, “So if we kill their Masters and enough of the others, we force the Vamp intelligence ones to flee. Next, Reid Rangers are coming in from the north but hasn’t met any resistance which is odd.”

Jack turns to Mr. Jade, “Mr. Jade do you think they are aware of the weapons we have and have gone to ground? Waiting to sucker us all in?”

“The ones in the Yucatan are waiting for everything to playout up north maybe and then rush in and grab everything.”

“And last, If we do something, I want to make sure we do it and that everyone is backing these plans. Are the other groups ready to rush in and take up the ground vacated or are you wanting the Sploogs or whoever they are to come in? Because to tell you the truth I’m not an expert here in this stuff. And you all have to pick up the pieces.”

The Meeting
When he meets up with his party he tells them all the hand knows or suspects
OOC Comments
Mr. Jaguar: There are two Masters in Muluc, but the intelligence has not been located. Mr. Jaguar is beginning to suspect the Muluc intelligence is hiding somewhere else, likely the Yucatan.
Mr. Skeleton tells Jack that killing the Masters and enough of the vampire population of any one kingdom will result in that Intelligence being forced from this dimension.
Mr. Jade informs him that Reid's Rangers are making excellent progress, but still haven't met any true organized resistance. The Vamps must be planning something.
Mr. Feathers tells Jack that if the initial attack does enough damage or is shocking enough the cowardly intelligence will flee this dimension and make it impossible for it to return. He also knows of an insane Vampire Intelligence in the Yucatan. Living on the nexus at Rio Bec, it seems content to rule over a small group of vampires and a tribe of cannibals. it is apparently a rare, unambitious Vampire Intelligence.


Jack looks around at the others, “I got a bunch of information on the vamps just like Pete’s vid. Mulac Intel is hiding somewhere. Like on the Yucatan. Next This group Ried’s Rangers are making excellent progress but haven’t met up with much resistance. I think the Vamps got to be planning something.
There is a so called an insane vamp on the Yucatan, living on the Rio Bec nexus. This is an odd fellow. I be careful about that one.”

Aztari

Jack is interested in the Aztari, he tries to sense what and who these strange people are. “This is an odd assortment. Their ship can hide but they need our stealth Sub to get them in to Atlantis?! What the bloody hell is Atlantis doing here? They show up not to fight but to get us to do their dirty work. Are they playing everyone against the others? What is there game after all the crap breaks loose?”
OOC Comments
Do they register as Super Natural? As per Psyscape power? Or do I get a sensation that these guys are different.


The next morning

Jack wakes up early and then he hears the alarm. As he sees the great feather serpent rise and fly off to the beach Jack knows it can be no good. He quickly heads down to the beach running with others, “Crap someone else has set the Croc God off, I hope I am not too late.”
Jack sees the battle it seems two new groups are fighting! (Jack has never seen Armor like this unless they were at Tampico) but listening to the others talk about the Kantanni form Atlantis he figures that they must be from Tampico. He is amazed at the sheer size of the Mechanical Dragon Thing. “Dang that was some hell of a fight.”

When the Battle at the beach is over Jack quickly looks for some salvage. And then heads back to the group and their box? He wonders if the Feather Serpent is OK. "Whos idea was it to set the box down on the Croc Gods Beach. and who were those guys."
"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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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Tue Dec 19, 2017 10:38 am

Perception: 1d20+3 = 10
JiC d20/d100: 1d20 = 9 / 1d100 = 77

Thirsty Pete
"First, you're acting like these are your weapons, they are not, they're mine. Second of course we can make a fecking difference! We got enough armaments to crater the whole of Mexico! Now, it's you who's pulling the trigger sure, but if anyone valued my opinion, we'd strike Milta, Tula and Mexico City, the first two with Saravs the last with these AM-nukes, you know what that would get you? Definitely one if not two intelligences and the two most powerful kingdoms decimated! But what do I know I'm just the guy who made the bombs."

John listens to Thirsty Pete, deeply confused. So this ordnance is all the old man’s and he’s some kind of dragon with a dimension full of gold? Maybe he’ll sell me some of the bombs? Or trade? And Shades is working for a ‘blob of flesh?’ Like a vampire intelligence? What am I in the middle of?

John then tries to get a moment alone with Thirsty Pete. "Mr. Pete, I understand that you're the one who owns all this ordnance. I'm wondering if you're planning using it all or if you'd be willing to part with any of it to strike a blow against the Coalition. I'm guessing that you're no friend of theirs. If you have a supplier, I'd deeply appreciate being put in touch with them."

Mad Maxwell


John nods in response to Max’s welcome. “I plan to handle whatever mess you have. Glad to be here.” Wait, so now this guy with the silver eyes is the boss, not Shades? I’ll need to get an organization chart. Maybe you have to give up your eyes to get ahead in this outfit? Gross.

John Altfield
John Atfield finds a radio with which to contact Fort Reid. He informs them of the state of Tampico. While losing a human stronghold is regrettable, almost nothing would be better than if the Splugorth are drawn into the war against the vampires. The conditions of his contract are met.

“If you can open an account at the MercTown NGMI bank for the balance of my pay and send me the confirmation, I’d appreciate it, things are heating up and I don’t know when I’ll be back past Fort Reid. I’d like to get a message to Taen Badgerbold in MercTown as well, I need to speak to him as soon as possible. And good hunting to all of you.”

OOC: John knows that Taen’s a mage, so assumes he can set something up to communicate directly. Taen being a Shifter, it’s actually one of his core powers.

Afterwards, John wanders the town, admiring the many athletic forms and generally enjoying the festival. Friendly people and everyone down here is good looking. I may have to move here instead of sticking around in MercTown…

When Anci catches his attention, he follows her to the Wise Man.

"These are the Eternity Stones, give them your blood and they will reveal any hidden truth you seek." In order to provide answers, the Stones requires the blood of the asker. In game terms the player must voluntarily (and temporarily) lose half his SDC and HP or MDC. The blood is poured over the cubes, which soak it up like a sponge and then the cubes are rolled like dice, the sides facing up reveal the answer which is deciphered by the Wise-man.

John nods respectfully to the Wise Man, kneeling in front of him and his dice. "Grandfather, I thank you for the opportunity to learn. If these can truly answer any question, then I have something much larger to ask than the location of vampires.” John cuts his palm, and spills blood across the dice, focusing with all his being. “My question is: How does one become a god?”

After the Wise-man’s answer, John tries to heal the wound using his Healing Factor . If it works, he will try to ask another question. If not, he thanks the Wise-man and leaves, offering his furs as a donation/repayment. “Thank you for your wisdom. I feel blessed to have met with you. If there is ever a favor you need, let me know and I will do what I can to help.”

Contingency: “My second question is: What is the best way to bring down the Coalition States?”


EVERYONE

When everyone else shares their information, John listens carefully. “Unfortunately, I wasn’t able to learn anything about the vampires or where they might be located. I WAS able to speak to Reid’s Rangers and can let them know where the Ixzotz intelligence is located – it may be vulnerable and is close to the Rangers’ home base. Your friend who owns the bombs seems to have some targets in mind.”
He then points at Thirsty Pete. “It seems like your friend is into bombing Milta, Tula and Mexico City. If that buys this place some breathing room, that makes us good guests.”

The Aztari Again

John watches the Aztari delegation suspiciously. Lots of strange-looking people could mean a lot of strange powers, there’s something about them that reminds me of a mirror. Don’t know who these jokers are, but they’re too friendly by half and I don’t like not knowing their capabilities.

In the Morning:

When John sees Quetzalcoatl, he briefly falls to his knees, awed by the beauty of the god. Recovering, he makes his way down to the beach in time to watch most of the action. Although he tries to keep a straight face, he is impressed with the power and efficiency of the two reptiles.

Looks like this town has two dragons backing them – no wonder they’re free of the vamps.

After the battle is over, he makes his way down to the beach. First, he goes over to the compacted dragon dreadnought and tries to pick it up, testing (out of simple curiosity) whether the whole thing was, indeed compacted or shrunk in some other manner. After that, he goes along the beach, picking up armor remnants and weapons with his telekinesis, tossing them into a pile farther onshore.

When he’s done, he rejoins the Necks, pointing a thumb back at the pile, “Don’t know if there’s anything usable in there, but I figure our hosts can use it for scrap or whatever.”

OOC Stuff: Cartography Roll to map as much of Mexico as possible based on local input/maps and John’s firsthand observations.
1d100 = 97 / 50%

Contingencies: If Taen contacts John, he says, “Taen, thanks for reaching out to me. I don’t know how long we can talk, but I have big news and need to get information to people. Can you help me? I’ll pay you. Reid’s Rangers opened an account for me at NGMI. I’m down in Mexico and things are getting crazy here. We found Atlanteans working for the Splugorth, I can send pictures of the tattoos and everything. And I’ve got some very interesting maps I need to get to the right people, either the Kingsdale Magical Guild or the Tolkeen resistance. And I know you’ll be interested, but I want to keep it confidential and only between us and your contacts.”
Last edited by John Altfeld on Fri Dec 29, 2017 12:26 pm, edited 1 time in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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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John Altfeld
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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Tue Dec 19, 2017 10:39 am

Posting again to note that the failed Cartography roll means that there are inaccuracies on the map, but that it's still a usable map.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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: Stop #2: Welcome to Tampico

Postby Mercedes » Wed Dec 20, 2017 2:46 pm

Perception: 1d20+2 = 9
Just in Case d20: 1d20 = 8;JIC d100: 1d100 = 26
Imitate Voice (for her accent) 1d100 = 90/80%

Why am I always being woken up and worked hard?, Mercedes wearily thinks, slipping her armor on and strapping on weapons.

"Someone. Shut. Off. That. Alarm!", Mercedes demands, joining the group and surveying the situation.

Murdoc wrote: "Much to my surprise I was able to get a little more information from the gods Camazotz and Huitzilopochtli."


Why the fuck do gods need US?
"Brilliant, Murdoc.", Mercedes states haughtily.
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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.

Knock-Knock: 1/6 shots remaining
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Posts: 230
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Location: Waterloo

Re: Stop #2: Welcome to Tampico

Postby William Summers » Fri Dec 22, 2017 12:30 pm

Perception: 1d20+3 = 4
JIC: 1d20 = 14/1d100 = 59

"Are you Kazz Rrrrro? They told me you might be the last... What is that smell?" Will has a seat with Kazz and partakes silently in his bone jaguar drug session. Once he starts to feel the effects of the drugs, he realizes why Kazz wasn't talking. If you imbibe enough of this, you can just hear each other! Are you trying to speak with me?

Once he understands what's going on, Will dives in to the broth and goes on a journey with Kazz across the stars, plains and oceans. He sees the great evils surrounding them and understands the plural nature of the land called the Yucatan and then he arrives back in his body. "Whoa. You're a solid cat, Kazz. Here, have one of these." Will hands Kazz an Earth Elementum joint. Nodding to the Bone Jaguar representative, he heads back to his crew.

"You won't believe what I just learned!" Will gives his details about the nature of the Yucatan, Werewolf army, Bone Jaguars, vampire intelligences and getting high.

During the beach scuffle, Will races over there on his wingboard ready for action when he sees the two gods handle business thoroughly. "Ahem. Well, I guess that's the end of that. Let's grab the silver and head back."
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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William Summers
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Re: Stop #2: Welcome to Tampico

Postby Wakiza » Sat Jan 06, 2018 9:00 pm

Perception: 1d20+10 = 21
JiC: 1d20 = 4 1d100 = 88

Conditions: Wak cycles to thermal vision every few minutes to keep an eye out for the invisible.

Wak listens to Pete prattle on. You arrogant prick! How did he know? That has been a closely guarded secret that only Will knew. Spirits he sounds like those arrogant mages that ran Tolkeen. They were a bunch idiots too. Wak shakes his head, "Must be nice to have unlimited resources and look down your nose at those that don't. If you think I made a deal with that monster based on money then you are a fool. I made the deal for multiple reasons, not the least of which is that it was a being who would oppose Splynncryth's dominion on this world. The jobs we do are risky, so I make sure my team is well compensated for the jobs. I am no blind follower of anyone. I know the beast I made a deal with and I guard against betrayal." Even more now than before. "I was ready to strike down his minions at the idea that he may have betrayed me, but my team talked me down. So far it has been worthy of the deal I made with it. When it is not, that deal will be null and void."

"Why am I justifying . . ." Myself to this arrogant ass! I gave my word and can't turn away from that until the creature reveals that he isn't worth it. Wak shakes his head and turns away from Pete and to Murdoc, "Listen I am a little conflicted out here, I agreed to a deal with an employer that would net us a shit load of silver. Murdoc, as the XO, you should take command of this mission here in Mexico. Remember you are a merc, so if you take that silver from our employer, you are agreeing to his terms, and it is to deal with the Muloc Intel. I would never advise accepting payment from a customer and then not do the job, regardless of the customer. If you ask I will advise you the best I can. But here in Mexico, you are in command.

To Maxwell, "Nice to see you alive and kicking. Sounds good to me, at least I know you. Didn't know Baker all that well. Too bad about Mouser, that bot was a serious asset."

To Mana Koa, He kisses her and says "good to see you too." As to the gifts, he says, "I am humbled that you would entrust me with such a gift. Thank you. We will care for them and use them well. What are their names?" Wak keeps one and give the other to Will.

As to the Aztari, He says to Murdoc, "If they do know where the players are, a side trip to Atlantis is warranted."

Before the morning Wak goes with Mana Koa and sits with The Spirit Mask of Aj Q'uq'umatz. He tries to use its many abilities to see and spy on Illynncryth, and to see if he can find Flip Balboa. Also, the much more difficult job of finding The Muloc intel. After hopefully he spends a good night with the Lemurrian.

At the beach. Wak watches the devastation. This is not a good place to start a fight. Wonder if Ill's minions got away again? He just smiles as he watches Quetzacoatl make short work of the Dreadnought.
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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Re: Stop #2: Welcome to Tampico

Postby SNAFU » Wed Jan 10, 2018 11:08 am

Thirsty Pete:

"You, and therefore your employer, are receiving these weapons from me for free, so I figure that gives me the right to yap my lips all I please on this," reminds Pete, "I don't normally deal with eldritch slavers, certainly not for gratis, but if you tell me the future promise of this one is worth all the common sense in the world... well, we'll see about that."

John:

Q1:
1 Ascension: You must be accepted by a pantheon.
2 Faith: You must receive the 'faith' of multitudes.

Q2:
Time and attrition.

The message is transmitted as intended, "Looks good, keep it coming John." is the simple reply.

Aztari:

These guys register as weird on all levels, definitely supernatural for those who can sense such.

Silver:

The show on the beach over. They gather the silver and return to base. Pete disappears into his time/space chamber. A second later reappearing with the functioning weapons.

"Alrighty, there ya go, bombs away! Now I gotta get a drink."
    • 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: Stop #2: Welcome to Tampico

Postby Murdoc » Thu Jan 11, 2018 10:17 pm

Percep: 1d20+3 = 11
JIC: 1d20 = 10 1d100 = 81

Looking the Aztari landing team over, Murdoc chuckles and nods, "You've got a deal. As soon as we wrap up here, we'll give you a lift." It's your funeral though. A bunch of whatever you are, tromping around that Sploog haven.

Murdoc takes a deep breath and lets out a long sigh, Okay, somehow I am now the mission leader. He rubs a hand over his close cropped hair as he thinks. When Thirsty Pete reappears, Murdoc says, "Thanks Pete. Is there any chance you can get the Lechuza Bruja down through all the ash in the air? We're going to need a transport vehicle for all of this ordinance."

Turning back to the others, Murdoc nods to Wakiza then says to the group, "I'm thinking Pete has the right of it. We hit Milta and Tula with the SARAVs. Mexico City gets the Antimatter nukes. That leaves us with 12 nuclear missiles, 16 Hell Fury missiles and 32 Elemental Fury missiles. These we can split between Muluc, Ixzotz and the Sploog mothership. With Reid's Rangers moving down from the north, this could be a nice hit behind enemy lines for them and because of their compact nature, are less likely to cause causalities in Reid's army. We could even sling two or three towards Rio Bec and put a little hurt on it. Even if it just cuts down the number of cannibal followers it has, that's a win for me."

Murdoc gives the group a good look, trying to judge how they feel about what he's said, then he moves on, "With all this ash in the air, targeting is going to be an issue. Ground radio beacons or laser targeting is going to be our best chance for success. With the SARAVs being the most tricky to work with since they don't fly under their own power and they also have the largest area of effect. As is, we're looking at five to seven targets. Does anyone have an idea on how we can hit these targets as fast as possible? Also, we need to extract Flip from Tampico."
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: Stop #2: Welcome to Tampico

Postby Wakiza » Thu Jan 11, 2018 10:55 pm

Perception: 1d20+10 = 11
JiC: 1d20 = 1 1d100 = 16

Conditions: Wak cycles to thermal vision every few minutes to keep an eye out for the invisible.

Wak stiffens for a mere second as he hears that their only paid job has been turned into an afterthought. He shrugs it off, You gave up command . . . deal with it. Murdoc knows what the employer had us do to Splynncryth's closest aid, and we are nowhere near as protected as it was. Hope it will be enough to get the job done.

Wak speaks up, "So are they giving us the locations before we give them the lift, or are we doing this job later? What can the Lechuza Bruja carry? If it can carry everything we can launch at all targets simultaneously from near orbit. The ones with low visibility we will have to do like you said use ground beacons or laser targeting."

Intelligence-- 1d100 = 83 / 68%
Land Navigation-- 1d100 = 50 / 79%

"I tried to locate Flip, using this Mask, it has several nice features that can help you track things down. However, it has been useless lately and hasn't responded at all."
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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Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Fri Jan 12, 2018 6:07 am

Perception: 1d20+3 = 16
JIC d20: 1d20 = 14
JIC: 1d100 = 92

Jack looks to the others and quips, "It's a shame that we can't take them under ground by Earth Elementals and then have them just pop it to the surface to detonate. Create a diversion because you know they are expecting something."
Last edited by Jack Killian on Fri Jan 12, 2018 5:49 pm, edited 1 time in total.
"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: Stop #2: Welcome to Tampico

Postby Murdoc » Fri Jan 12, 2018 10:56 am

[rolls held]

Murdoc notices Wakiza tense up and says, "What He wants is a war between the Vampire Kingdoms and Atlantis. With everything we've learned here, I think we'll get that by setting off the SARAVs almost anywhere in Mexico. And being that they are Pete's bombs, and he could time bomb us up to the moon or thirty thousand leagues under the sea, it might be a good idea to follow his lead, especially if this result is the same, even if we aren't doing exactly as we were told." He chuckles a little to himself, and utters the mantra of every military man in history, "The plan never survives contact with the enemy."

Murdoc takes another deep breath, "As far as the Aztari go, they better or its no deal. Flip is going to be an issue for our contract with Northern Gun. I'm not sure how we'll find him and Tampico is going to be in the middle of a lot of hurt pretty soon." He claps and rubs his hands together, "So how do we get ground beacons or laser targeting on the drop sites? I'm hesitant to split us up to cover all the sites and the SARAVs have a large kill zone, which I don't want any of us trapped in. Jack's idea has merit, but I've got no clue about elementals."

Bomb/Missile List

Bomb Muloc mission request
Last edited by Murdoc on Sun Jan 14, 2018 2:48 pm, edited 3 times 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: Stop #2: Welcome to Tampico

Postby William Summers » Fri Jan 12, 2018 12:13 pm

Perception: 1d20+3 = 21
JIC: 1d20 = 1/1d100 = 60

Will listens carefully to the plan as laid out by Murdoc and nods his approval. "The plan sounds good. I think we'll be making a lasting impact in this region. And hopefully we can teach these bloodsuckers a lesson about messing with humanity. As far as painting our targets, I've got a spell for that. But I'd have to be within range which is a little more danger than I want to put myself in right now. I'm tough, but I'm not kill every vampire tough."
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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William Summers
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Re: Stop #2: Welcome to Tampico

Postby SNAFU » Fri Jan 12, 2018 8:52 pm

Van Der Cleff

Show up at the precise time they said, none of this 'pirate-time' they said, but then he sits waiting for hours before they actually figure out where they're actually Rifting him too. Finally the Lazlo egg-heads seem to have it figured, and after dialling their knobs a bit more, beckon him to pass through the portal forming before them.
...
On the other side, well it certainly seems like it could be Mexico, and the multitude of brown faces staring at him seem Mexican enough, as far as he knows. Eventually he is brought to the man in charge, Mike Maxwell, and introduced to the rest of his new colleagues.

Van Der Cleff has been formally introduced and brought into the current meeting.

Queries

"I tried to locate Flip, using this Mask, it has several nice features that can help you track things down. However, it has been useless lately and hasn't responded at all."


"Well, pardon me sir, I'm sorry that locating dark god-beings and some missing guy... takes more time than you have patience for. Flip Balboa is on the Mothership docked near Tampico. The Muluc Intelligence is somewhere, here and not here..., based on the uncertainty, the Yucatan seems likely. Illyncryth is on Earth, on an island east of here once known as Cuba."

Sorry forgot about that.

Wak speaks up, "So are they giving us the locations before we give them the lift, or are we doing this job later? What can the Lechuza Bruja carry? If it can carry everything we can launch at all targets simultaneously from near orbit. The ones with low visibility we will have to do like you said use ground beacons or laser targeting."


"She can carry 8 long-range or cruise size missiles. 2 for the SARAV, that leaves 6. The rest need to be launched from the sub. They don't have any long-range missile launchers in La Venta. Don't forget, anything destined for targets in the Yucatan needs to be physically carried in there."

The Aztari had agreed to provide the information before-hand with the understanding that they would be aboard the sub and ready to go, once the ordinance had been launched.


"Thanks Pete. Is there any chance you can get the Lechuza Bruja down through all the ash in the air? We're going to need a transport vehicle for all of this ordinance."


"No sweat, it's coming down now."
    • Snafu is
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      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Sun Jan 14, 2018 1:15 pm

Conditions: John is at +1 foot

Perception: 1d20+3 = 16
JiC d20/d100: 1d20 = 14 / 1d100 = 40

John listens carefully to Murdoc's plan, nodding along. "Seems solid and we'll get paid and help out the locals, all of humanity, and so on. That's a win-win-win. I don't know what needs to be taken where exactly, but I've got back country experience and I can run at a couple hundred miles per hour. If you put a ten to thirty second delay on the bomb, or give me a button to trigger it, I can probably carry in anything you need dropped off. If you just want homing beacons, that's even easier."

John goes over and tries hefting a couple of the bombs, first with his powers, then his hands. "These are pretty heavy, I'd probably need to be larger to carry them, but probably not too big and it wouldn't slow me down any. As far as getting your friend Flip out, if he's in Tampico, maybe we can ask the Rangers for a favor? I told them about the Splugorth presence there."

When the sub and plane are mentioned, John shivers. Am I more likely to drown or die from falling if things go sideways? Probably have a better chance of getting out of the sub...

"I guess one metal can is as good as another if you want me in one. I'd likely prefer the submarine, though."

When Maxwell introduces Van Der Cleff, John moves to shake his hand, "Glad to meet you. It seems like this outfit is taking on a lot of new people, should be exciting." When shaking Van Der Cleff's hand, he subtly checks to see if he's unnaturally strong, and finding that he's not, John smiles. "I'm new myself, look forward to getting to know you."
Last edited by John Altfeld on Fri Jan 19, 2018 1:11 pm, edited 1 time in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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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John Altfeld
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Re: Stop #2: Welcome to Tampico

Postby Murdoc » Sun Jan 14, 2018 4:06 pm

Percep: 1d20+3 = 11
JIC: 1d20 = 2 1d100 = 10

Murdoc grins as Maxwell starts his new ownership roll by bringing on another hand. Looking over at the new team member, Murdoc nods, "Welcome to the party. You really stepped in the shit when you hired on with us." He gives a little chuckle, "We're just getting ready to glass Old Mexico but don't worry about that now. Looks like you have the fun of playing with Gee. Just bring plenty of pie, or sweets at the very least. Welcome aboard."

Murdoc says, "Thanks Pete. We'll get her loaded as soon as she lands."

Murdoc nods as the additional information comes in, "Okay, The Lechuza Bruja has to carry the 2 SARAVs and what, 6 of the Anti-Matter nukes. So its handling Milta and Tula and Mexico City." He looks around at the rest of the group, "That leaves 2 Antimatter nukes, 12 nuclear missiles, 16 Hell Fury missiles and 32 Elemental Fury missiles to be launched from the sub. We can follow up on Mexico City with a handful of the Elemental Fury missiles. Then spread the leftovers around at various targets. Apparently the trick is going to be hitting the stuff in the Yucatan. I guess we're going to have to bring the sub down that way. Do we have any other information on where the Muluc Intelligence is hiding, other than in the Yucatan?"

Murdoc sighs, again, "And we should try to get stinky Flip back, but that means infiltrating the Sploog mothership. Any ideas there?"



Target breakdown:
Milta: 1 SARAV
Tula: 1 SARAV
Mexico City: 6 A/M nukes and 6 Elemental Fury missiles
Muluc (City): 2 A/M nukes, 6 Elemental Fury missiles and 2 Hell Fury missiles?
Rio Bec: ?
Ixzotz: ?
Sploog mothership: ?

Yucatan targets:
?: ?
?: ?
?: ?

Missiles remaining:
0: SARAV
0: Antimatter nukes
12: nuclear missiles
14: Hell Fury missiles
20: Elemental Fury missiles
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: Stop #2: Welcome to Tampico

Postby Mercedes » Mon Jan 15, 2018 6:25 am

Perception: 1d20+2 = 5
Just in Case d20: 1d20 = 19;JIC d100: 1d100 = 40
Imitate Voice (for her accent) 1d100 = 57/80%; pass

With nothing in particular to add, Mercedes merely absorbs the conversations occurring. Having no specific tasks to carry out suits her just fine; she probably wouldn't bother doing them anyway.

Yes yes yes, missiles boom boom. Help out humanity. This group IS rather human-centric, isn't it?
"Wankers.", Mercedes mutters to no one in particular.
Last edited by Mercedes on Wed Jan 24, 2018 2:07 pm, edited 1 time in total.
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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.

Knock-Knock: 1/6 shots remaining
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Location: Waterloo

Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Mon Jan 15, 2018 12:59 pm

Perception: 1d20+3 = 13
JIC d20: 1d20 = 3
JIC: 1d100 = 5

Jack listens to the others. He thinks, “Underwater and a burster is not compatible.” “Don’t mind a swim but this stuff about subs, is just not to me liking. If possible, I like to stay above ground and the waves.”

“Not sure how helpful I can be? I mean I don’t have wings or a flying cape. Hey that would be cool.”
Murdoc sighs, again, "And we should try to get stinky Flip back, but that means infiltrating the Sploog mothership. Any ideas there?"


When getting Flip, “Tampico and Gamblin, that Worm Bait, and I are not on talking terms. As for getting Flip and the others good people! Unless you can come up with a plan to wash the Mothership upside down on the shore. That will make the defensive system unusable. We might stand a chance to crack that egg. So you can count me in but it is hard to hide a flaming guy, when they are looking for me.”
"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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Re: Stop #2: Welcome to Tampico

Postby Wakiza » Mon Jan 15, 2018 6:23 pm

Perception: 1d20+10 = 23
JiC: 1d20 = 11 1d100 = 5

Conditions: Wak cycles to thermal vision every few minutes to keep an eye out for the invisible.

Wak reveals what the mask told him, except for Illnnycryth's location.

Wak nods to Murdoc, "Don't worry about me, I have your back 100%." He nods to the other new guy, and looks at Murdoc and wants to say, Too many untested new guys for my liking!! But instead, he says, "I'll take wherever you don't go. If you are in the plane, I'll take the sub."

He looks at Dods, "You have any ideas on how we can get on and off that mothership do you?"

If he gets a chance he is going to use remote viewing to peek in on Illynncryth. He will also try to use the Oracle spell, regarding their plan, to see what he can find out, if anything.
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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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Wed Jan 17, 2018 12:18 pm

ROLLS HELD

John raises his hand - "I might have an idea about getting Flip back. I don't know how much he's worth, and I don't know much about the Splugorth, but they're slavers, right? Why don't we just... buy him back from them? I mean, isn't that why they captured him?"

He pauses, "I don't think there's a safe way to let the Rangers know about what we're doing until afterwards, but they'd probably value the intel once we've made our move, whatever happens. And their interference might cover our backs."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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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John Altfeld
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Re: Stop #2: Welcome to Tampico

Postby Van Der Cleff » Wed Jan 17, 2018 6:38 pm

Perception: 1d20+1 = 20
Just in Case: 1d20 = 16/1d100 = 45
Conditions: None.

Van Der Cleff stands a bit dumbfounded as he has been shuffled from one spot to another for the past several hours. Once the pirate is finally introduced to the infamous Roughnecks. "Ahoy, I'm Max Van Der Cleff, Lazlo sent me to pilot their submarine for them." Van Der Cleff says as he looks over the motley crew. Van Der Cleff drops a sea bag on the floor next to himself. "So my first question is where is the Sub? My second question is where am I driving you all too?" Van Der Cleff says with a cocky smirk. I have no idea what is going on right now, hopefully someone clues me in before I have to ask too many dumb questions.
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Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Thu Jan 18, 2018 3:46 am

((Rolls Cary over))

Jack speaks up in his aussie acent, "Jack, Volcano Jack, do you go by Max? As far asvlocation? Yhe boss will tell yathe destination." Jack likes the new guy.but doesn't know why they need a pilot, especially sence the others seem to have been using the sub just fine already. Jack shakes his hand in outback fashion, wiping it off prior to presenting it hor a shake of a firm hand. Not to firm, because Jack remembers he has gotten a bit stronger lately. "I wonder what happen to me? I can run like the wind and not tire."
"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: Stop #2: Welcome to Tampico

Postby Van Der Cleff » Fri Jan 19, 2018 8:17 am

(Rolls Carried over)

Van Der Cleff accepts the handshake from Jack. "Most of my former mates just called me Van Der Cleff, or Van... It doesn't really matter to me to be honest. Max is short for Maximilian, so there is that." Van Der Cleff says to Jack and the rest of the group in general. At the mention of the location being up to the boss, Van Der Cleff just nods. I guess I'll find out soon enough.
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Re: Stop #2: Welcome to Tampico

Postby Murdoc » Fri Jan 19, 2018 11:56 am

[rolls held]

Murdoc looks over to Van Der Cleff, Our old teammate, now our boss, is Michael Maxwell. called him Max too often. He gives the new man a grin and skips the explanation, "Van it is. So, the sub is off shore a little ways from here. After we get done slinging about 70 odd magic and nuclear missiles around Vamp country, we're going around to old California." He gives the new guy another grin and turns back to the team.

"Fuck the Yucatan. The very nature of that place is gonna make it a pain in the ass to deal with. We can spread the missiles are the main part of Mexico and deal the Vamps a major setback." Murdoc goes on to list out all of their targets;

Target breakdown:
Milta: 1 SARAV
Tula: 1 SARAV
Mexico City: 6 A/M nukes and 6 Elemental Fury missiles
Muluc (City): 2 A/M nukes, 6 Elemental Fury missiles and 2 Hell Fury missiles?
Ixzotz: 7 Hell Fury missiles and 10 Elemental Fury missiles
Werewolves: 6 nuclear missiles
Shemarrians: 6 nuclear missiles
Sploog mothership: 7 Hell Fury missiles and 10 Elemental Fury missiles

Murdoc explains, "We can throw the nukes at the Shemarrians and the werewolves. If we can't locate them again we can hit the other two Vamp pyramids at Eltain and Munattalan. With Reid's Rangers coming down that should soften things up for them. If we're going to try and save Flip, whether we buy him back or try a raid, I still want to save those missiles for a quick delivery to the Sploog mothership once we are headed out of the area. That should get rid of all of Pete's ordinance and cause one hell of a stink with what's left of the vamps in Mexico."

He looks around at the assembled team and asks, "Now that targets are settled. How do we get target locks? I wonder if the Aztari can help us with that, as part of our delivery fee?"


Missiles remaining:
0: SARAV
0: Antimatter nukes
0: nuclear missiles
0: Hell Fury missiles
0: Elemental Fury missiles
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: Stop #2: Welcome to Tampico

Postby SNAFU » Fri Jan 19, 2018 1:34 pm

Bombs Over Mexico!

The Aztari can provide precise targeting but only if one of theirs is programming and firing the munitions. That means at least one will have to go with Lechuza Bruja.

However the location of the werewolves and the Shemarrians was not part of their initial offer amd these are currently unknown.

The Aztari agree to the terms, voluntarily restricting the bulk of their numbers to the cargo hold, snuggled up next to Jack's Romper Stomper. Those involved in the Glitterboy heist will recognize a familiar looking coffin-like box among their gear.

The Roughnecks and their assets divvy up in the following manner:

Fish in the SeaTarget breakdown (Phase 1):
  • Mexico City: 6 Elemental Fury missiles
  • Muluc (City): 2 A/M nukes, 6 Elemental Fury missiles and 2 Hell Fury missiles
  • Ixzotz: 7 Hell Fury missiles and 10 Elemental Fury missiles
Missiles remaining:
  • 12: nuclear missiles
  • 7: Hell Fury missiles
  • 10: Elemental Fury missiles

Max Van der Clef is finally shown the vessel he's supposed to be the pilot of, immediately he is struck by the amazing tech/techno-wizardry on display and also by the fact that the sub is for all intents and purposes a living magic-dynamo, possessed by a bewildering foreign entity known as the GEE.

The Roughnecks and the Aztari leadership are watching Van der Clef as he helms the sub (after a brief negotiation with the GEE). The sub moves into a suitable location from which to launch.


Bird in the Sky
  • Murdoc, Jack, Will,
  • 2 SARAVs, 6 Anti-Matter nukes,
  • Sevlin Kask (Astari)
Target breakdown (Phase 1):
  • Milta: 1 SARAV
  • Tula: 1 SARAV
  • Mexico City: 6 A/M nukes

Murdoc, Will, and Jack are joined by another fancy-pants Aztari, the charming and gregarious Sevlin Kask. An Aztari tech-guy with some minor bionic implants. They board the jet and ask it to take them to a high-altitude position suitable for launch.

Bombs Away!!!

At precisely the same time both sub and jet unleash their payloads (the Ixzotz payload must be launched in a second volley, after a reload, about 5 minutes after the first).

The Sarav Nukes work even better than expected! The destructive power is intense and the skies above Mexico swirl and blacken. In the same instant 4 pyramids are destroyed at once. The nexus storms that follow extend for hundreds of miles in ever direction.

Fish in a Net
Almost immediately after firing the second volley a line of Splugorth warships appears on the Yellowfish's sensors. Approaching fast they are forming line between the sub and the shore. The first will be in firing range of their current position in one minute!

Bird in a Storm
The Lechuza Bruja is rocked from both sides by extreme turbulence. The passengers are disoriented from extreme gee forces and their spiralling and spinning craft. Suddenly they are struck by a blue lightning bolt and the blue energy crackles around them, obscuring all else.

And then it all goes quiet. And black. When they look out, the passengers of the Lechuza Bruja see an endless and empty void. The jet's AI is currently bewildered as to their current location. Radio contact with the sub or La Venta is not possible, however one transmission is received,

"...SOS, SOS, SOS..."


What do you do?
    • 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: Stop #2: Welcome to Tampico

Postby Jack Killian » Sat Jan 20, 2018 8:11 am

After the Bomb?! Or Jacks up in the air.

Perception: 1d20+3 = 15
JIC d20: 1d20 = 15
JIC: 1d100 = 71

Jack enjoys the plane ride in Lechuza Bruja. He is still suspicious of the Aztari tech-guy, Sevlin Kask, but that is the way Jack is built. “This guy is different, need to keep an eye on him.” Eventually the thrill of flight takes over and Jack looks out any window he can.

Eventually his excitement mounts till the release of the weapons, then he has a sigh of relief. “Well they are out of our hands now. Do we need to get away?”

When the explosions are seen, “Great Balls of Fire!” then silence, as the effect is unbelievable to Jacks mind. Seeing old videos of an explosion does not compare for the effects in real life.

The Sarav Nukes work even better than expected! The destructive power is intense and the skies above Mexico swirl and blacken. In the same instant 4 pyramids are destroyed at once. The nexus storms that follow extend for hundreds of miles in every direction.

Then the storm hits.

The Lechuza Bruja is rocked from both sides by extreme turbulence. The passengers are disoriented from extreme gee forces and their spiralling and spinning craft. Suddenly they are struck by a blue lightning bolt and the blue energy crackles around them, obscuring all else.


Jack grabs hold for dear life, he fights the urge to put his flame aura on as they are rocked back and forth. “Flaming Dingo Crap, last time something like this happened I ended up getting spit out of a Volcano!”

And then it all goes quiet. And black. When they look out, the passengers of the Lechuza Bruja see an endless and empty void. The jet's AI is currently bewildered as to their current location. Radio contact with the sub or La Venta is not possible, however one transmission is received,

"...SOS, SOS, SOS..."


Jack looks to see if this Sev guy looks as confused as the rest, “This isn’t a Bloody Volcano! Everyone OK, I can heal minor stuff if ya need it.” When he hears the SOS he says, “What the Bloody hell is that SOS? Are we sending it or is someone else?”
"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: Stop #2: Welcome to Tampico

Postby John Altfeld » Mon Jan 22, 2018 1:03 pm

Perception: 1d100 = 44
JiC d20/d100: 1d20 = 17 / 1d100 = 20

John isn't able to see the effects of the explosions in the submarine. All is quiet. Instead, he watches the Aztari suspiciously. When the ley line storms start, he thinks to himself, Well, that makes sense. I think that happened when Tolkeen's pyramids went down. I guess this is no different.

When Van mentions the Splugorth dragnet, John clears his throat and looks to Wakiza - "What's the plan now? We bugging out? I don't like the idea of sitting in a tin can while the Splugorth blow us to bits."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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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John Altfeld
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Re: Stop #2: Welcome to Tampico

Postby Mercedes » Wed Jan 24, 2018 2:06 pm

Perception: 1d20+2 = 19
Just in Case d20: 1d20 = 12;JIC d100: 1d100 = 23
Imitate Voice (for her accent) 1d100 = 20/80%; pass

Mercedes fidgets as she waits aboard the submarine. There isn't much to see or do, so she mostly needs to stay out of the way. She hears the missiles launch but has no reference for their effect. Although, if she concentrates, she's certain that she can feel ley line energies surging.

Yes, must escape the Splugorth! I have no doubt that they would find me 'amusing'.

"By all means, pilot-person, let us depart.", Mercedes agrees with John.
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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.

Knock-Knock: 1/6 shots remaining
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Mercedes
 
Posts: 230
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo

Re: Stop #2: Welcome to Tampico

Postby Van Der Cleff » Wed Jan 24, 2018 5:16 pm

Perception: 1d100 = 36/26%
Just in Case: 1d20 = 4/1d100 = 54
Conditions: At the Helm of the Yellowfish.

Pilot: Submarines: 1d100 = 75/48% Fail
Pilot: Submarines: 1d100 = 72/48% Fail
Pilot: Submarines: 1d100 = 33/48% Pass


Van is watching the readouts on the helm, impressed as always with the quality of the University of Lazlo's work. When Van becomes aware of the Splugorth warships approaching, he swears loudly. "Shit!" Van clicks a few options on his console to verify information, before turning enough to see the next person on the bridge. "We have Splugorth Ships moving in on us, I'm gonna try and sneak back past them and point them in the wrong direction. Hold onto something." Van says as he starts to maneuver the Sub around.

Bringing up options on his screen Van selects (Super-Stealth Mode — Invisibility Superior and Sound Nullifier: 50 PPE / 5 min & Acoustic Decoy (Distant Voice): Single / 10 PPE) from the menu and activates them, while trying to find a way to skirt past the incoming warships. "Come on G.E.E., do it for us, because they'll kill us all if they find us." Warship we are not.

Van tries to work controls, but he keeps getting errors and warnings across the board, followed by collision warnings as Van likely clips an old sea wreck hidden in the cove. Finally G.E.E. seems to cooperate and the Yellowfish swings about, which causes Van to sigh loudly as his stress flows out. "I'll get you so much ice cream as soon as I can."
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Van Der Cleff
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Re: Stop #2: Welcome to Tampico

Postby Murdoc » Thu Jan 25, 2018 11:00 pm

Percep 71%: 1d100 = 10
JIC: 1d20 = 7 1d100 = 37

Radio: Basic 90%=1d100 = 32

for attempted zero G movement
Sense of Balance 115%=1d100 = 66
S.C.U.B.A. 40%=1d100 = 68


Murdoc lets a deep breath go as the load the ordinance aboard the Lechuza Bruja and board the futuristic plane themselves. Dropping himself into the pilot's seat, he buckles up and chuckles to himself when he realizes no one on the plane can actually pilot it. Shit, if the AI goes down we're screwed. Lets hope everything goes as ... better than planned. He plugs his cyberlink in so he can monitor Sevlin Kask's work but otherwise lets the AI and the Aztari do their jobs.

When the SARAV and A/M nukes deploy, Murdoc feels a weight come off his chest, "Well, that's done now. Whatever the result, we can stop worrying about what to do." He switches his cyberlink connection from monitoring the targeting computer to an external camera feed as the missiles make their way to the targets. He's in awe as the SARAVs detonate but when the turbulence starts his concern rises. He starts to call out to the AI, "Lechuza Bruja, gets us..." but when the craft begins to spiral and spin, he's cut off as he's thrown against the seatbelt straps and can't even get the words out to tell the crew to hang on.

When the craft steadies again, Murdoc finds that his cyberlink has pulled free, "Lechuza Bruja, did you take any damage? Everybody else okay?"

Jack wrote:Jack looks to see if this Sev guy looks as confused as the rest, “This isn’t a Bloody Volcano! Everyone OK, I can heal minor stuff if ya need it.”


Murdoc nods to himself, "All good here. I think we just got jangled about by the SARAV storms." He stares out the front windscreen, "Lechuza Bruja, what am I looking at? Is it dark? Are we stuck in the storm?" He unbuckles himself so he can get a closer look at the vast black nothing out the front windscreen but finds himself floating free from the pilots chair. "What the hell is going on?" Murdoc says as he struggles to get buckled back into the pilots seat.

Jack wrote:When he hears the SOS he says, “What the Bloody hell is that SOS? Are we sending it or is someone else?”


Murdoc first attempts to contact the Yellowfish and La Venta but he gets nothing aside from the strange SOS. "Its not us Jack. But its the only thing coming through. I'm getting no response from the Yellowfish or La Venta." He looks back over his shoulder as best he can to try and gauge the others expressions, but turns back to the radio regardless. Well shit, Maybe these guys have a clue as to what's going on. But if they're in trouble, they can't help us if they're dead.

Murdoc calls out to the ships AI, "Lechuza Bruja, locate the source of that SOS, give me a range and time to intercept. Oh, and what should we call you? Lechuza Bruja seems a little formal." He throws a grin back to the others and he reaches out and keys the radio for a reply to the SOS, "Uh, This is Travis Murdoc aboard the Lechuza Bruja. We read your SOS. Can we offer any help?" Murdoc says a bit awkwardly as he combines his military training with some dialog from the old SciFi vids he watched as a kid.
Last edited by Murdoc on Mon Jan 29, 2018 9:20 am, edited 2 times 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: Stop #2: Welcome to Tampico

Postby Wakiza » Thu Jan 25, 2018 11:26 pm

Perception: 1d100 = 92 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 9 1d100 = 57

Conditions: Wak cycles to thermal vision every few minutes to keep an eye out for the invisible.

As the fleet approaches them, Wak nods to Van "Well Vann, let us see what you got. I will launch a spray of torpedoes and missiles in their direction before you activate stealth mode. Fortunately, torpedoes can lock onto targets all on their own." Hope this guy knows what he is doing? Wak launches all the torpedo tubes and missile launchers at once at the incoming Sploog ships. Max volleys for anything being launched! This is mostly a tactic of giving the incoming ships something else to think about, but hopefully, we get one or two.

Weapon Systems--1d100 = 29 / 53%
Sensory Equipment-- 1d100 = 87 / 43%

Strike rolls (One roll per weapons system): 1d20+3 = 19 1d20+3 = 20 1d20+3 = 5 1d20+3 = 4 1d20+3 = 10
Not sure of the damage as payload isn't listed.

"Get us out of 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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Wakiza
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Joined: Sun Aug 31, 2014 11:20 am
Location: Roughnecks PC

Re: Stop #2: Welcome to Tampico

Postby William Summers » Sat Jan 27, 2018 9:53 am

Perception: 1d100 = 80/48%
JIC: 1d20 = 12/1d100 = 89

"Sevlin, eh? Nice duds. You get eyebeams from that thing on your face?" Will asks about his tech in the nicest, least judgemental a way a magic user knows how. When the Lechuza Bruja takes them high above the ground, Will takes his seat and gets ready for the show. "Here we go. It's all been for this. Hopefully we can rid the world of some truly terrible monsters."

He watches as the bombs drop and the SARAVs do their vampire destructive thing. "Bullseye! We got em. Damn, that's a hell of a storm coming out from those sites." As the storm hits the plane and the world begins to spin and fade away, Will thinks to himself At least I vanquished evil wherever it reared its ugly head! Ten seconds later, he opens his eyes and realizes that he still has a body and that the plane hasn't crashed. Looking out the viewscreen, he asks "Where are we?"
Jack Killian wrote:“This isn’t a Bloody Volcano! Everyone OK, I can heal minor stuff if ya need it.” When he hears the SOS he says, “What the Bloody hell is that SOS? Are we sending it or is someone else?”

Murdoc wrote:When the craft steadies again, Murdoc finds that his cyberlink has pulled free, "Lechuza Bruja, did you take any damage? Everybody else okay?"

"No, I think I'm fine. Let's see if I can't get us out of here..." Will channels his magic energies and brings forth his Mystic Direction Sense (-3 PPE). "I learned this handy spell for forest fights. I can always tell which way is north."
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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William Summers
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