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 » Sat Jan 27, 2018 10:53 am

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


Jack thinks, “I hope all is ok with the plane. Wearing out the tire treads on my boots will be bad. Hum but it seems I can run for a lot longer I wonder if that is a gift?” Jack continues to listen to his friend Murdoc, trying to make sense out of this whole mess.

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.

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.


Jack speaks up, “I hope they have radios instead of that SOS. That crap gets anoying, are there no other tunes? Hey we better get ready for anything. Aw! When things look at their bleakest that is when the flaming bat crap hits the fans, this might be a trap.”

He starts going through his gear. Weapons, armor, he has his shot gun and his Thompson with him. The machete is on his back. NeraTech Pn-50 is on his hip. Fighting knife Attach to the upper armor and a hunting knife on the side of his boot. In a backpack he has a 11 Hand Grenades, 16 Flares and several cans of dog food. "Wonder if I'm going to ever find a good dog. Or a good women? Hell there seems like there were plenty of them in La Venta but they were just partying types." "Maybe searching in all the wrong places?" Gems $2970 are carried inside the armor.
"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 Jan 29, 2018 9:21 am

[Rolls Held]

Murdoc looks over to Will, "Do what you can while I check out this SOS that's coming through. Mr. Kask, what do you make of this situation? Whatever it is, something odd has definitely happened. Feels like we're weightless. Which is something to say for me."

Murdoc goes back to scanning the controls and looking out at the vast nothing beyond the front viewport. He says over his shoulder to Jack, "Oh, I don't think you need to worry about walking out of here." He gives a sickly smile that no one else can see, unless they catch a reflection of it in the viewport. "Do worry, we'll take this nice and easy, unless the situation calls for something else." He gives a little chuckle, "Hell, when we get back to Merctown, I'll take you to buy a robot dog. They eat a bit less and can carry some better weapons." He pauses a he thinks back to the twins, Man, those La Venta party girls knew exactly what they were doing. Almost worth getting woken by that god. But crap that was a while back. Spent too much time in Pete's time hole healing up after my bio comp fucked up and he did this to me.

"As far as women go, there's plenty in Merctown. Whatever type your looking for." Murdoc chuckles again, "But lets focus on not getting dead right now."
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 » Tue Jan 30, 2018 9:10 pm

Rifthold Space Hulk

Those is in the Lechuza Bruja eventually get their bearings. They find that they are in a zero-gravity environment but not open 'space as such, there are no stars. The sensors reveal that they are in a enormous mega structure thousands of miles in diameter. The SOS is automated and is transmitting from what would be considered the North Pole of the Spherical Object, the south Pole is occupied by an enormous ring of buoyed satelites encircling a periodically forming superrift, the super-structure is shell around the single-sided anomaly. The Mega-rift goes black then tears open in an explosion of energy nearly 8000 miles long on a cycle about 1+1d4 minutes off and 1d6x10 seconds on.

There is a clear docking mechanism at the North Pole site.


Atlantis, Ho?

The Max's feint draws the Splugorth ships from the line and gives the Yellowfish a hole to slip through. From that point it takes several hours for the Slaver Navy to realize their prey has slipped the net.

This allows the motley mariners aboard the Yellowfish to sail all the way to Atlantis free and clear while the Splugorth fleet swarms Mexico.

Very pleased so far, the Astari leader directs Max to steer the sub up the Grand waterway and take the landing team right up to within eyesight of the spires of Splynn!!!
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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!
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Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Wed Jan 31, 2018 4:03 am

Perception: 1d20+3 = 15
JIC d20: 1d20 = 4
JIC: 1d100 = 90

Jack listens to, Murdoc,
Murdoc, "Oh, I don't think you need to worry about walking out of here." He gives a sickly smile that no one else can see, unless they catch a reflection of it in the viewport. "Do worry, we'll take this nice and easy, unless the situation calls for something else."


Jack repeats the phrase in his standard, “Nice and Easy, sounds good to me right about now. With my down under luck that I’ve been having, I bet we get the ‘Something Else’ Up the Flaming Wazoo! Maybe this is a big Wazoo!” as Jack looks out side again.

Murdoc
"Hell, when we get back to Merctown, I'll take you to buy a robot dog. They eat a bit less and can carry some better weapons."


Jack smiles a bit and tries to relieve the pressure that this situation has caused, and calm himself down too, “Robot dog be great, better than a Jesus Lizard. Had one of them as a pet once. Took it out to see it walk on water. Boy that thing could run across the water, Just like they said. It was so cool. then I realized it was on the other side of the creek and dashing into the woods. Bloody hell there went me birthday present.”

“Yea Jack was a bit on the dim-witted side when I was young. It wasn’t till my tenth birthday that I found out I wasn’t related to all the males on the ranch. I thought ‘Stupid’ was a family name. Ma called all us Stupid. Never told anyone about that. Hell, you guys who knows we all might be related through this Stupid guy or di ya belong to the ‘Idiot’ clan."

Jack listens as Lechuza Bruja and the others describes their position, then he responds. “Maybe it would be wise to head to that docking thing.”
"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 » Wed Jan 31, 2018 10:15 am

Perception: 1d100 = 56/26%
Just in Case: 1d20 = 15/1d100 = 41
Conditions: None

SNAFU wrote:Atlantis, Ho?

The Max's feint draws the Splugorth ships from the line and gives the Yellowfish a hole to slip through. From that point it takes several hours for the Slaver Navy to realize their prey has slipped the net.

This allows the motley mariners aboard the Yellowfish to sail all the way to Atlantis free and clear while the Splugorth fleet swarms Mexico.

Very pleased so far, the Astari leader directs Max to steer the sub up the Grand waterway and take the landing team right up to within eyesight of the spires of Splynn!!!


Van Der Cleff is pleased with himself even if he had a rocky first outing. Professor Blake would be proud. Van thinks as he quietly pilots the sub for the next several hours. When the Astari make their request Van Der Cleff looks at them with mouth a bit agape. "So we had to flee the Splugorth to just drive right back to them.... Makes not a lick of sense, but lucky for you all, I'm not paid to figure out that kind of stuff. Are we docking with something or what? Van asks as he makes a few micro-corrections on the helm.

"The Yellowfish handles like a dream, far better than the prototype they trained me on. it was a smaller deathtrap of a sub, prone to leaking and false sonar reports. I must of bottomed her out more than a dozen times before I got a feel for her. Though to be honest I prefer sailing ships to submarines, they were my bread and butter for a few years plying my trade on the great lakes. But we all need a change of pace, so here we are and here I am." Van says to no one in particular, just feeling like making conversation.

Intention
Van intends on bringing the Sub to exactly where they want it, if being spotted isn't a big deal then he can run on the surface, if it is a big deal then he'llrun under water on silent mode for as long as it is possible.
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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Wed Jan 31, 2018 10:47 am

Perception: 1d100 = 99 / 30%
JiC d20/d100: 1d20 = 12 / 1d100 = 94

CONDITIONS: John is at +1 foot throughout this trip and wearing his Naruni Helmet, faceplate up when around the Aztari.

In a Kettle of Fish


Lore: Demons & Monsters 1d100 = 38 / 45% to know what Splynn is.
Lore: Demons & Monsters 1d100 = 31 / 45% for any info on what the hell an Aztari is.


After the escape from the Splugorth fleet and the notification that they're going not to some hidden drop-point, but the freaking capital of Atlantis, John attempts to make some sense of the Aztari and what exactly is going on, including trying to sneak down to the hold in order to eavesdrop on them.

Prowl 1d100 = 27 / 63%
Dragonese or Gobblely 1d100 = 42 / 45%


John, clearly nervous, sidles over to Wakiza and lowers his voice, "Commander Shades - I don't know a lot about the Splugorth, but isn't Splynn like the capital? I kind of thought our deal with the sideshow crew was to drop them off somewhere private? Are they trying to use us to bomb something in exchange for just information? Can we even get away after something like that? I'll back the play, I know what it's like to be in a unit, I just want to know more about what we're actually DOING here..."

During the Journey


John also tries to find time to speak entirely privately with Wakiza. "Commander, I know I just joined up, but that old dragon guy with the dimension full of gold said something about us working for a lump of flesh, like it was some kind of vampire intelligence or something and it sounded like he was worried about us being compromised. You don't have to tell me anything, obviously, but I generally like to know whose orders I'm following and I'd appreciate candor. I did tell you about my abilities, after all, and you're the only one who knows that information other than the cats I whispered it to in the woods."

He also further introduces himself to Van and Mercedes.

To Mercedes, he reaches out a hand to shake/check for supernatural strength. "Glad to be working with you, though we didn't get a proper introduction back in party central. That's a beautiful sword. I used to be up in Kingsdale and saw a few like that in the elite units. I bet you're a real handful on the battlefield. Have you been with this outfit long? Is it a good place to be working?"

While Van is piloting is the wee hours, John comes to keep him company. "If you don't mind me asking, whereabouts are you from up north? I haven't seen a lot of people who can drive a submarine. Although I haven't been mercenarying long. Most of my background is land-locked and this can gives me the true chills. I hope we're not down here long. It's so... limiting."
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
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Re: Stop #2: Welcome to Tampico

Postby Van Der Cleff » Wed Jan 31, 2018 11:41 am

((Rolls Carried Over))

John Altfeld wrote:"If you don't mind me asking, whereabouts are you from up north? I haven't seen a lot of people who can drive a submarine. Although I haven't been mercenarying long. Most of my background is land-locked and this can gives me the true chills. I hope we're not down here long. It's so... limiting."


Van looks to John. I'm from Queenston Harbor, it's on Lake Erie. Oh to be honest I only recently learned how to pilot a sub, I was taking a break from privateering and was hired by a Professor Blake out of Lazlo University. He needed a submarine pilot and I was up for something new. Yeah being in the sub but not being in control can be frustrating, but it's no different then being in an APC and not being at the controls... just has some scarier consequences if we crash really." Van replies, hoping to have answered and eased the mans concerns, but likely having done neither.
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Re: Stop #2: Welcome to Tampico

Postby Murdoc » Wed Jan 31, 2018 1:14 pm

Percep 71%: 1d100 = 50
JIC: 1d20 = 9 1d100 = 7

for attempted zero G movement
Sense of Balance 115%=1d100 = 57
S.C.U.B.A. 40%=1d100 = 92


Murdoc chuckles, "Yeah, nice and easy always sounds good. Rarely is, but it does sound good." He looks out the viewport again at the super rift, "Okay, someone built this thing for a reason and that rift is enormous. By my count it open every few minutes for maybe a minute total. Do you think that's where we came through?"

When they spot the dock, Murdoc takes a deep breath and says, "Okay Lechuza Bruja, take us in toward that docking collar nice and slow, but hold off about 100 feet so we can get a closer look." He looks back and sees Jack in his homespun armor, "Lechuza Bruja, Is there any chance you have any enviro-armor on board or any kind of vacc suit?"

Giving Will a nod, Murdoc asks, "Any chance yours is enviro?" Though by the look on his face he's pretty sure its not, "Well, I hope there's good air in there. If not, I'll have to go by myself and my chances of taking it up the wazoo get much bigger."

Chuckling a little to himself when he realizes that he still has the Mahautl and Montezuma's Crown, he mutters, "Dammit, I meant to give these to the La Venta enders before we left Mexico. Oh well" He shrugs and keeps the native equipment on anyway.

"Okay, once we get a look at that docking port and get our gear settled, what I'd like is for Kask to stay here and keep the ship sealed up until we get back. The rest of us can take a look around. See where that SOS is coming from and try to figure out how to get back home. Seems pretty simple, it won't be though, so make sure you have your shit together when we stop to check out the docking port." He gives the other men a look that says, comment, concerns, questions?
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 » Fri Feb 02, 2018 12:59 pm

((Rolls Carried Over))
Van Der Cleff wrote:Van looks to John. I'm from Queenston Harbor, it's on Lake Erie. Oh to be honest I only recently learned how to pilot a sub, I was taking a break from privateering and was hired by a Professor Blake out of Lazlo University. He needed a submarine pilot and I was up for something new. Yeah being in the sub but not being in control can be frustrating, but it's no different then being in an APC and not being at the controls... just has some scarier consequences if we crash really." Van replies, hoping to have answered and eased the mans concerns, but likely having done neither.


John takes a long pause before responding. "Are you saying this is the second time you've piloted a submarine? Well, I guess worst case scenario we all get wet and lose the silver. Which would be unfortunate. I've heard of Lake Eerie, but never been up there. Is Lazlo the shining city on a hill everyone claims it is?" He looks around at the walls and the dials. "For what it's worth, I don't love APCs either, but at least you can get out if you need to."

Or outrun them...
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
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Re: Stop #2: Welcome to Tampico

Postby William Summers » Sat Feb 03, 2018 10:38 am

Perception: 1d100 = 100/48%
JIC: 1d20 = 11/1d100 = 57

Murdoc wrote:"Okay, someone built this thing for a reason and that rift is enormous. By my count it open every few minutes for maybe a minute total. Do you think that's where we came through?"

"Yeah, I'd reckon that we came through that rift. Our magic nukes probably opened up a rift connected to this super rift. Well, that spell was useless. Glad the ship got itself together. North then?"
Murdoc wrote:Giving Will a nod, Murdoc asks, "Any chance yours is enviro?" Though by the look on his face he's pretty sure its not, "Well, I hope there's good air in there. If not, I'll have to go by myself and my chances of taking it up the wazoo get much bigger."

"You know, I haven't taken this one underwater yet but I'm guessing not. It's got an enchantment that should help me out but I've got a spell for the three of you that'll at least keep you alive if there's bad air. Or no air. I'll wait until we dock. If things get hairier than that, I've got a nice trick up my sleeve from our buddy Pete. Kask, you good to stay here?" Will gets ready to dock with the ship by checking his gear again. Once the time is right, he will cast Breathe Without Air on the boarding party.
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


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

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

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

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

Wing Board Turbo

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


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Re: Stop #2: Welcome to Tampico

Postby Van Der Cleff » Sat Feb 03, 2018 10:50 am

((Rolls Carried Over))

John Altfeld wrote:John takes a long pause before responding. "Are you saying this is the second time you've piloted a submarine? Well, I guess worst case scenario we all get wet and lose the silver. Which would be unfortunate. I've heard of Lake Eerie, but never been up there. Is Lazlo the shining city on a hill everyone claims it is?" He looks around at the walls and the dials. "For what it's worth, I don't love APCs either, but at least you can get out if you need to."

Or outrun them...


"Oh no, I have months of training, I've piloted subs many times. It's just a skill I've only recently learned is what I was saying. Yeah, Lazlo's pretty shiny as they say, bit too civilized for me though." Van Der Cleff says before reaching over to fiddle with some dial. "Ive been born and raised on the water so to speak, above or below we'll make it through just fine."
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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Tue Feb 06, 2018 8:33 am

ROLLS HELD

Van Der Cleff wrote:
"Oh no, I have months of training, I've piloted subs many times. It's just a skill I've only recently learned is what I was saying. Yeah, Lazlo's pretty shiny as they say, bit too civilized for me though." Van Der Cleff says before reaching over to fiddle with some dial. "Ive been born and raised on the water so to speak, above or below we'll make it through just fine."


John laughs, "Well that's good news - you had me worried for a second, there. I'm from Kingsdale originally, so all of this boats and oceans and whatnot is new to me. I don't know what to make of it, honestly. How can anyone spend a long time trapped underwater in one of these without going crazy? At least on top of the water you can get some air and look around."
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
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Re: Stop #2: Welcome to Tampico

Postby Wakiza » Wed Feb 07, 2018 10:46 pm

Perception: 1d100 = 12 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 1 1d100 = 19

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

As they appraoch Splynn, "Whoa there this is more than close enough. We promised to take you to Atlantis, not commit suicide. This is insane. Van drop them off here." This is crazy, Hopefully I will be back here to level this place sometime in the future, but that time isn't now.

John Altfeld wrote: John, clearly nervous, sidles over to Wakiza and lowers his voice, "Commander Shades - I don't know a lot about the Splugorth, but isn't Splynn like the capital? I kind of thought our deal with the sideshow crew was to drop them off somewhere private? Are they trying to use us to bomb something in exchange for just information? Can we even get away after something like that? I'll back the play, I know what it's like to be in a unit, I just want to know more about what we're actually DOING here..."


Wak nods, "Agreed this is crazy, we never agreed to get this close."

John Altfeld wrote:John also tries to find time to speak entirely privately with Wakiza. "Commander, I know I just joined up, but that old dragon guy with the dimension full of gold said something about us working for a lump of flesh, like it was some kind of vampire intelligence or something and it sounded like he was worried about us being compromised. You don't have to tell me anything, obviously, but I generally like to know whose orders I'm following and I'd appreciate candor. I did tell you about my abilities, after all, and you're the only one who knows that information other than the cats I whispered it to in the woods."


Wak smiles, "That arrogant prick, it definitely isn't a vamp or vamp related anything. I have a private, confidential employer who is willing to pay us top cred for dangerous missions. The best part is the missions always harm the ruler of that city up there." He gestures at Splynn. "That interests me. I don't trust that employer, that arrogant prick mage or pretty much anyone anymore other than Will and Murdoc. So I accept the jobs that will hurt Splynncryth, as long as my team gets paid well and the jobs aren't too insane.
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 54/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

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

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

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

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

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

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
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Posts: 353
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Location: Roughnecks PC

Re: Stop #2: Welcome to Tampico

Postby Mercedes » Fri Feb 09, 2018 5:53 pm

Perception: 1d20+2 = 14
Just in Case d20: 1d20 = 18;JIC d100: 1d100 = 97
Imitate Voice (for her accent) 1d100 = 59/80%

Mercedes looks at John's hand rather haughtily and shakes it reluctantly. "Mm...a pleasure, sir." She considers John's other inquiries with a forced smile, answering, "I have been with them longer than most. A good place? To be insulted and ignored, certainly!"

"We are FAR too close already!", Mercedes exclaims upon the full realization of the situation. "We must depart post-haste!"
Image

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: 221
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Location: Waterloo

Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Sat Feb 10, 2018 1:22 pm

((Rolls Carry Over))

Jack Listens to William about the techno of the rift. "Yea, don't know much except it drops you to strange places and causes troubles. Never heard it dropping you in a place where there is nothing but beautiful women and plenty of whiskey and food." "Suits another thing. I need to get a good suit, one that is full on closed off to harsh environments."
Jack speaks to the other about the His suit, “Yea, my suit isn't a full protection suit but I have some oxygen, now if there is air in there. I'll be good, as a kola up a eucalyptus tree. It is the cold that might zap me, I can put on the heat and I be smiling Like a croc with a full belly, if ya, catch me drift. So, any extra be much appreciated.”
"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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Posts: 228
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Re: Stop #2: Welcome to Tampico

Postby SNAFU » Sat Feb 10, 2018 2:56 pm

Yellow-fish, So It's Not Just a Clever Name

Conversations happens as intended.


After a rocky start, Maximilian has settled into piloting the Yellowfish like an old-hand. Regarding the necessity of stealth, GEE informs Van Der Cleff in a casual aside that it's pretty damn likely that every Splugorth minion on planet Earth is looking for a very fast, very yellow submarine at the moment. After hearing that, Max decides to use the sub's long-range sensors to get some idea about the activity around the landmass.

He is about to follow through on the Aztari directions when several Roughnecks, including the CO, himself balk at sailing right up to Splynncryth's palace so to speak. Wisely, Max waits for clarification.

Wak wrote:"Whoa there this is more than close enough. We promised to take you to Atlantis, not commit suicide. This is insane. Van drop them off here."


"So it's not just the sub that's yellow," one of the subordinate Aztari says under his breath and his friends snicker in response.

"Well shit amigo, I don't recall negotiating exactly where the drop-off was or was not going to be. Surely you didn't expect to dump us just anywhere? You might as well drop us off at the bottom of the sea as a random beach on Atlantis.... Damn, I thought we had hired the one team that could get us there." The Aztari leader mulls over his options. "Fine, we'll need to surface so I can communicate with my people, but there is a secondary landing we can use."

Image

John recalls the basic info available to North Americans regarding Splynn. He is quite certain he's never heard of an Aztari.

OOC Note: In fact, before the current holiday festival no one in La Venta had heard of them either. They had shown up on the eve of the holiday claiming (the human element anyway) to be descended from a long-lost splinter group of the Aztec (a relationship akin to that of the true Atlanteans and the ancient Greeks). Whatever their anthropological bonafides had been, they were convincing enough for the Los Ventanos and the rest, as they say, is history.


When he makes a slow pass by the hold hoping to overhear something enlightening, John is able to determine that when conversing among themselves the Aztari do not speak Gobbley or Dragonese, and based on his experiences in La Venta they aren't speaking Spanish or Huatec either.

--------------------------------------------------------------------------------------

Space Oddities

Conversations happens as intended. Kask agrees to stay behind and hold the fort.

The L.B. manages to lock itself into the docking-bay however the automated systems on the other (station) side do not engage and it might take some effort to get the station's airlocks to open.

You are able to scrounge two Light EVA Suits and two Adjustable Oxygen-Supply Attachments from the L.B., it is not clear what the air situation on the station is.

Through a viewport you can see a manual override lever for the doors; it's 10 feet away on the opposite side of the lock. Beyond the Airlock the station is dark except for the rhythmic flashing of bright, red emergency lighting.


[2] Light EVA Suit
This is a non-restrictive, lightweight body suit that nonetheless provides its wearer with decent protection. The suit is made of multiple layers of a polymer weave fabric reinforced in vital areas by semi-rigid composite ceramic plates. It is not meant as a front-line armor suit, but designed for short-term exposure to vacuum and void.
Weight: 11 lbs.
Mobility: Unrestricted (no penalties).
M.D.C. by Location:
--Helmet: 10
--Arms: 5 each
--Legs: 10 each
--Main Body: 20
Features: The helmet normally ties-in to a craft's life support system for sustained operations. In the event of an emergency, the suit has been equipped with 6 hours of oxygen reserves. Can be worn over light to medium non-EBA.


Code: Select all
[b]Light EVA Suit[/b]
[size=85]This is a non-restrictive, lightweight body suit that nonetheless provides its wearer with decent protection. The suit is made of multiple layers of a polymer weave fabric reinforced in vital areas by semi-rigid composite ceramic plates. It is not meant as a front-line armor suit, but designed for short-term exposure to vacuum and void.
Weight: 11 lbs.
Mobility: Unrestricted (no penalties).
[u]M.D.C. by Location:[/u]
--Helmet: 10
--Arms: 5 each
--Legs: 10 each
--Main Body: 20
Features:  The helmet normally ties-in to a craft's life support system for sustained operations. In the event of an emergency, the suit has been equipped with 6 hours of oxygen reserves.  Can be worn over light to medium non-EBA.[/size]


[2] Adjustable Oxygen-Supply Attachment
This adaptable attachment can be connected to a standard EBA, either tying-in to a craft's life support system or providing 6 hours of oxygen reserves.
Stats:
Weight: 5 lbs
M.D.C.: 10


Code: Select all
[b]Adjustable Oxygen-Supply Attachment[/b]
[size=85]This adaptable attachment can be connected to a standard EBA, either tying-in to  a craft's life support system or providing 6 hours of oxygen reserves. 
[u]Stats:[/u]
Weight: 5 lbs
M.D.C.: 10  [/size]
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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SNAFU
Game Master
 
Posts: 1385
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Sun Feb 11, 2018 11:56 am

Perception: 1d20+3 = 14
39% 1d100 = 72
JIC d20: 1d20 = 17
JIC: 1d100 = 67

Jack is glad he can find something to wear, he puts on the light EVA suit over his own armor. He takes extra oxygen bottles because he is not sure how bad it will be once on board.
"Yea, take the extra oxygen bottles who knows when they will come in handy."

When it comes to the Air Lock, If he can see the lever he can use telekinesis to operate the lever. "let me see if I can move the lever and open the door."
ISP for telekinesis

He then steps in and waits for the others before he closes the door behind him and opens the other door. Once thru the double doors he will close the second door. "How can we tell if the air is good in here?"
"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.
User avatar
Jack Killian
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Posts: 228
Joined: Sat Jan 03, 2015 7:14 pm
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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Mon Feb 12, 2018 11:09 am

Perception: 1d100 = 54 /36%
JiC d20/d100: 1d20 = 13 / 1d100 = 20

More Like the Ass-tari


When John hears the 'passengers' snickering under their breaths, he thinks, "I'd like to meet these jokers outside of the sub after our contract and hear them say that again..."

To Mercedes
"What do you mean about being ignored and insulted? Everyone's seemed friendly so far - is there something I should know?"

To Wakiza
To finish out their previous conversation: "That's comforting to hear. I wouldn't want to be accidentally selling out the planet for a handful of credits. And I don't mind danger."

To the Whole Roughnecks Team
John waits until the Aztari are all in the hold and he can speak safely. He opens with, "I tried listening in on our cargo and they're not speaking any language I recognize or anything we heard in La Venta, unfortunately." Then he gestures to the map display. "According to that map, our new landing place is just a bit north of some city name of Dragcona, I'm guessing dragons, and only about 500 miles from Splynn straight down a ley line. If we need to take on supplies, I don't mind handling it, though I'd appreciate someone to watch my back, or everyone if you're up for it. You can't get lost on a ley line and I could make a trip there and back in a day if it came down to it. The Splugorth are supposed to be big slavers and traders who hang out with monsters. I can look like a monster pretty well, so it should be safe enough." He pauses and nods to Van, "I don't think we've heard from the other half of the team, either. Do you all have a method for meeting up again if you're separated, or do we need to give them time to get in touch. Radios can be finicky."

And I hope Jack's okay - it'd be tragic to escape Tampico just for him to get blown up in the vamp bombing.
John Altfeld
P.P.E.: 16/16
H.P./M.D.C.: 62/62
S.D.C.: 198/198
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16 (+16/+16/+12/+12)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
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John Altfeld
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Posts: 56
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Re: Stop #2: Welcome to Tampico

Postby Wakiza » Mon Feb 12, 2018 10:01 pm

Perception: 1d100 = 38 / 57% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 14 1d100 = 63

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

SNAFU wrote: "So it's not just the sub that's yellow," one of the subordinate Aztari says under his breath and his friends snicker in response.

Wak's hand subconsciously slides to Derilian as he feels he anger multiplied by this man's disrespect. He still doesn't fully understand where his temper is coming as he had never before been this quick to anger by childish insults. He looks at the man who made the comment and then to their leader, "So you brought children along on this little adventure. Probably not very smart. We are being hunted by these monsters for more than what just happened back there. Unfortunately that little exercise may have conformed, in some minds, our involvement in an altercation that happened before we got to Mexico. So pulling into the capital, may not be the wisest move, for any of us." Wak thinks to his Mask, Hey Spirit Mask of Aj Q'uq'umatz, tell me everything you know about the Aztari.
SNAFU wrote: "Well shit amigo, I don't recall negotiating exactly where the drop-off was or was not going to be. Surely you didn't expect to dump us just anywhere? You might as well drop us off at the bottom of the sea as a random beach on Atlantis.... Damn, I thought we had hired the one team that could get us there." The Aztari leader mulls over his options. "Fine, we'll need to surface so I can communicate with my people, but there is a secondary landing we can use."

Wak nods, "Hey Van Der Cleff, take us to that secondary location. Keep us as stealthy as you can. Deploy a radio array for our guests." To the leader of the Aztari, "I assume you have a secure frequency?" Wak looks at Gee, "How is our new pilot doing Gee?"

Wak nods to John, "I don't think we will be heading into town while we are here. We have plenty of provisions on board. Don't worry about our other team, Murdoc and Will can keep them safe. Once we are away from here we will try them on comms."
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
User avatar
Wakiza
Group Leader
 
Posts: 353
Joined: Sun Aug 31, 2014 11:20 am
Location: Roughnecks PC

Re: Stop #2: Welcome to Tampico

Postby William Summers » Tue Feb 13, 2018 10:39 am

Perception: 1d100 = 44/48%
JIC: 1d20 = 7/1d100 = 43

Conditions
PPE: 171/171

Noticing that there are only two suits, Will says "Well, this is certainly foreboding. Armatura kozmike!" (-23 PPE) And with that, Will is covered head to toe in a shining silvery-blue magical EBA.
Cosmic Armor
Cosmic Armor:
  • 350/350 MDC
  • 140/140 minutes
  • The character can breathe for as long as the spell is in place.
  • Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
  • Cosmic Armor can hover, and flies at a speed of Mach One.
  • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
  • Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.

"Once that door is open, we're going to need to figure out what this place is and how we can get out of it. I can provide some light, let's make sure we stick together and find some sort of control center."
Jack Killian wrote:"How can we tell if the air is good in here?"

"I'm not planning on finding out. Let's just stick to our suits and maybe the station we're docked in might have some information for us." If this is even a station. Where the hell are we? Once they're in to the blinking red light area, Will says "Egunez Bola!" (-1 PPE) and a Globe of Daylight appears next to him.
Globe of Daylight
Globe of Daylight:
  • 42/42 minutes
  • 168 foot area of light.
  • Wards off Vampires and other undead/demons who fear or are hurt by sunlight.
  • Can be sent up to 60 feet away.

"Murdoc, you got anything to add to the plan?" After Murdoc chimes in and the door has been opened, Will lights the way for the group to head forward. Paying close attention to his surroundings to remember the way back, he floats in his magic EBA with the group.
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.


Image
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William Summers
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Re: Stop #2: Welcome to Tampico

Postby Murdoc » Fri Feb 16, 2018 12:10 pm

Percep 71%: 1d100 = 64
JIC: 1d20 = 10 1d100 = 47

for attempted zero G movement
Sense of Balance 115%=1d100 = 17
S.C.U.B.A. 40%=1d100 = 93


Murdoc nods to Jack and Will, "You guys take the suits. My armor will seal up and I've got an extra hour of air stored in my personal reserve. He gives them both a grin as he hints at another feature of his new cyber capabilities.

Looking through the viewport as the other suit up, Murdoc says, "Yeah, the red flashing emergency light don't really inspire any confidence that we fell into a good situation."

When everyone is ready and in the LB's airlock, Murdoc says, Lechuza Bruja, go ahead and cycle your airlock but don't leave until we come back. He nods to Jack to do his TK voodoo and pull the stations manual override lever. Clicking on his comms, he says, "Yeah, stay on your suit's air until there's no other choice. Stick together and find the control room. That about sums it up."

Once the airlock doors open, Murdoc steps through. "Lechuza Bruja, Kask. Keep it sealed up until we get back. We'll try and stay in contact but there's no telling how well our radios will work in here."
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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Posts: 233
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Location: Rifts: Roughnecks (PC)

Re: Stop #2: Welcome to Tampico

Postby Van Der Cleff » Mon Feb 19, 2018 8:44 am

Perception: 1d100 = 72/26%
Just in Case: 1d20 = 15/1d100 = 86
Conditions: None.

Van Der Cleff sits at his helm position and ponders the map and the sensor readings. Go west and hit the demon sea and cut north and likely be safe if nothing eats us in the demon sea. Or cut eastward maneuver the straights near the north eastern tip of the island and swoop around to the destination. Tricky driving, less likely to be eaten by the sea. "Aye, east it is." Van says to no one in particular as he brings the Yellowfin about and begins moving towards the eastern coast of Atlantis. "Captain, we're going to cut up the eastern shoreline, relatively speaking, keeping out of sight of those sensor hotspots, and maneuver through the small island chain in the north eastern corner, before heading west again and to our target landing zone. Unless you want me to take the submarine through the Bermuda Triangle... Then well we could do that I guess. I'll be running us as deep as I can until the islands, there I'll have to make a shallow approach before going back to much the same." Van says to Wakiza. Now we see what he thinks.
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Re: Stop #2: Welcome to Tampico

Postby Wakiza » Mon Feb 19, 2018 7:29 pm

Rolls as above

Van Der Cleff wrote: "Aye, east it is." Van says to no one in particular as he brings the Yellowfin about and begins moving towards the eastern coast of Atlantis. "Captain, we're going to cut up the eastern shoreline, relatively speaking, keeping out of sight of those sensor hotspots, and maneuver through the small island chain in the north eastern corner, before heading west again and to our target landing zone. Unless you want me to take the submarine through the Bermuda Triangle... Then well we could do that I guess. I'll be running us as deep as I can until the islands, there I'll have to make a shallow approach before going back to much the same." Van says to Wakiza. Now we see what he thinks.


Wak nods to Van, "East it is then. Keep us as safe as you can. John, keep an eye on those fools," as he gestures to where the Azidiots went. "Gee would you sense if our guests tried to do anything to the ship?" What the spirits, serious Splynn of all places? Not a good place for humans 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
User avatar
Wakiza
Group Leader
 
Posts: 353
Joined: Sun Aug 31, 2014 11:20 am
Location: Roughnecks PC

Re: Stop #2: Welcome to Tampico

Postby Mercedes » Wed Feb 21, 2018 12:35 pm

Perception: 1d20+2 = 14
Just in Case d20: 1d20 = 10;JIC d100: 1d100 = 37
Imitate Voice (for her accent) 1d100 = 48/80%

"Hmmph!", Mercedes raises her nose at John and slinks over near Wak. Typical boys' club! I bet they're plotting my demise even now. They never let me kill anyone fun, anyway!

The implication of the group being 'yellow' is confusing to Mercedes at first, but reading the faces of her fellow Roughnecks confirms that it was meant as an insult. "How rude, let alone perilous, to question the bravery of a group of heavily armed mercenaries."
Image

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: 221
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo

Re: Stop #2: Welcome to Tampico

Postby SNAFU » Wed Feb 21, 2018 9:17 pm

Welcome to Atlantis
The radio array is deployed and the Aztari send the coded message on their secure channel. Van Der Cleff charts a course that threads the needle avoiding the sensor hotspots and the sub pulls up to the landing in just a few hours.
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    Atlantis Facts
    The landing is under the shadow of Mount Doom: (29,533 feet/9001.65 m; treacherous) in the Kii-Kyl (a range of northern mountains where Mount Doom is located). Mount Doom actually has cliff facings that look like a distorted face from a distance. Except for the Haunted Valley, vegetation in this area is sparse, and what is present is scraggly and sickly looking.

Wakiza wrote: Hey Spirit Mask of Aj Q'uq'umatz, tell me everything you know about the Aztari.
For our people, the First Apocalypse was the arrival of the Spanish. During that time of upheaval an entire community went missing, we called them the Lost Tribe. They left no trace and subsequently many important holy relics were lost.

The Aztari arrived several weeks ago claiming descendance from this lost tribe. They had been wandering the megaverse searching for a way to get home and have finally made it back. They then returned the relics and after a counsel with the elders at La Venta were accepted as The People, one of us, so to speak.


Wakiza wrote:Wak looks at Gee, "How is our new pilot doing Gee?"


"Terrible, but at least he's a proper pirate, landlubber."

Wakiza wrote:"Gee would you sense if our guests tried to do anything to the ship?"

"Aye, and they have, just a telemechanical probe, they didn't see nothing, gave 'em the boot right quick.
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Upon actual landfall the realize the cove is home to a shantytown of human refugees. During unloading many of the terrified and starving townsfolk plead to be taken away. They have nothing to trade for their passage. There is no way to take all of them, the sub would fit about 10% of the people clamoring to board. A crowd of hundreds forms around the sub. Meanwhile the Aztari and their cargo have passed practically unnoticed and are making their way to the base of Mount Doom.
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Spacemen Spiffs
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Lechuza Bruja does as requested while Kask gives the thumbs up sign as he dons the spare suit. Jack opens the door using his mind powers and they gain access to the station. It turns out to be a large facility but almost devoid of helpful information. Occasionally they see plaques like this:
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Travel is painful for those of you without magic enhancement and are accustomed to zero-g movement, Murdoc uses his SCUBA skills to only humorous effect. Finally they come to something that looks like a control station. Unfortunately they see that is is covered in blood. And also in Russian.
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Whatchado?
    • 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 William Summers » Wed Feb 21, 2018 11:44 pm

Perception: 1d100 = 55/48%
JIC: 1d20 = 1/1d100 = 71

Conditions
PPE: 147/171
Cosmic Armor:
  • 350/350 MDC
  • 138/140 minutes
  • The character can breathe for as long as the spell is in place.
  • Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
  • Cosmic Armor can hover, and flies at a speed of Mach One.
  • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
  • Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.
Globe of Daylight:
  • 40/42 minutes
  • 168 foot area of light.
  • Wards off Vampires and other undead/demons who fear or are hurt by sunlight.
  • Can be sent up to 60 feet away.


Glad I brought the light with me. This place gives me the creeps. Will floats along with his teammates as they make their way through the facility, making sure to shine light into every corner of the place before moving on.

When they reach the control room, Will's light floods over the bloody mess that lies ahead of them. Like the rest of his team, he is no stranger to blood but this scene doesn't bode well for their journey. "Keep your eyes open you two. Whatever did this may very well still be aboard this. One of you want to see what these panels do?" Will, not a computer guy, stands guard as one of the others checks out the control room. "See if there's a map? Or maybe a log or a mission statement somewhere? Do either of you know what this language is? I've got a feature, a spell if you will, in my armor that could check it out. But it's a costly one. If you know something, that'd be better."
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 Murdoc » Thu Feb 22, 2018 11:17 pm

Percep 71%: 1d100 = 37
JIC: 1d20 = 14 1d100 = 53

Language: Euro 88%=1d100 = 23 Pass
Computer Operation 70%=1d100 = 6 Pass
Read Sensory Equipment 55%=1d100 = 97 Fail

Detect Ambush 70%=1d100 = 76 Fail
Detect Concealment 50%=1d100 = 23 Pass
Trap / Mine Detection 60%=1d100 = 67 Fail

for attempted zero G movement
-Sense of Balance 115%=1d100 = 24 Pass
-S.C.U.B.A. 40%=1d100 = 47 Fail


Conditions: Force Field MDC 75/75


Murdoc looks at the blood covered controls and tries to make sense of the writing. As he does so, he flicks on his armor's force field, just in case. Through his suit's radio, Murdoc says to the other two explorers, "Yeah, blood covered anything usually isn't a good sign. Unless its your girlfriends time of the month. Then you're in the clear for a bit longer." He grins awkwardly through the faceplate of his armor, he usually isn't this crass, but he's trying to cover up for the unknown of this weird place.

Murdoc searches the computer panels for anything that looks like a microphone button, Maybe I can give it a voice command to switch to American or Spanish. "Well most systems usually have a few buttons that are labeled with a symbol or picture. Hell, even if its just the typical play arrow, we might find something that'll help. I could pop my helmet and try to plug my cyberlink into the system. Not sure what that will get me though. Its not really meant to operate that way. It's more like a keyboard or control stick bypass on vehicles."

Murdoc also keeps his eyes open for any possible hazards that might be waiting for them in the control room. "Nobody wander off to far. With the size of this place, we sure don't need to split up. We may never find each other again and I don't wanna get lost in here."
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 » Fri Feb 23, 2018 4:30 am

Perception: 39% 1d100 = 25
JIC d20: 1d20 = 10
JIC: 1d100 = 61

Jack sees weightlessness as swinging in a revolving fish tank, no Matter what way he thinks he is going some on moves the tank in every direction,

Maintain Balance 68% 1d100

He eventually understands the short moves are the best. He uses his TK ability to help the others get to where they want. “Hey Murdock and William I can push you using my TK, but unfortunately it doesn’t help me.” He eventually comes up with another idea. He will grab one of their legs and then push that one to where he wants to go.

In the control room Jack is out of his league here, no boomerang, no steering wheel or gas pedal. But the shock of all the blood all over everything is terrible. “If there is all this blood where are the bodies?”

Murdoc searches the computer panels for anything that looks like a microphone button, Maybe I can give it a voice command to switch to American or Spanish. "Well most systems usually have a few buttons that are labeled with a symbol or picture. Hell, even if its just the typical play arrow, we might find something that'll help. I could pop my helmet and try to plug my cyberlink into the system. Not sure what that will get me though. Its not really meant to operate that way. It's more like a keyboard or control stick bypass on vehicles."


Jack states quickly, “Before ya do that Will’s spell might be advisable.”

He also realizes, “Something carried the bodies away so that or those things are still here. Guards up Mate. If ya find the computer memory we might be able to take it to the Aztari , he might be able to do a few things with it."
Jack puts up his force field. And starts looking around for some maps clues and weapons, “Did they try to defend themselves?”
"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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