Stop #2: Welcome to Tampico

These fuckers are too stubborn to die.

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Re: Stop #2: Welcome to Tampico

Postby Mercedes » Mon Mar 19, 2018 1:45 am

Perception: 1d20+2 = 18
Just in Case d20: 1d20 = 19;JIC d100: 1d100 = 77
Imitate Voice (for her accent) 1d100 = 72/80%

"Aw.", Mercedes says, put off by Wak's apparent charity. She scrunches her nose as he engages the vampires. I suppose that I should act like I'm helping., she thinks to herself and lets loose with some mystic blasts from her eyes.

"You did not even haggle with them. Why are we assisting them?!", Mercedes complains between energy blasts.

Initiative: 1d20+4 = 6
# of Actions: 7

Action 1: activate Enhance Reflexes psionic ability (-10 ISP)
Action 2: shoot Energy Bolt (per Mystic Knight ability) at a vampire strike 1d20+2 = 3, damage 5d6 = 14
Action 3: shoot Energy Bolt (per Mystic Knight ability) at a vampire strike 1d20+2 = 8, damage 5d6 = 22
Action 4: shoot Energy Bolt (per Mystic Knight ability) at a vampire strike 1d20+2 = 13, damage 5d6 = 15
Action 5: shoot Energy Bolt (per Mystic Knight ability) at a vampire strike 1d20+2 = 22, damage 5d6 = 21
Action 6: shoot Energy Bolt (per Mystic Knight ability) at a vampire strike 1d20+2 = 3, damage 5d6 = 15
Action 7: shoot Energy Bolt (per Mystic Knight ability) at a vampire strike 1d20+2 = 14, damage 5d6 = 16

Contingencies: if attacked, dodge or parry, depending on what is appropriate

Dodge rolls: 1d20+10 = 21, 1d20+10 = 13, 1d20+10 = 17, 1d20+10 = 24, 1d20+10 = 14, 1d20+10 = 28, 1d20+10 = 21

Parry rolls: 1d20+10 = 23, 1d20+10 = 15, 1d20+10 = 12, 1d20+10 = 11, 1d20+10 = 22, 1d20+10 = 23, 1d20+10 = 26
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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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Re: Stop #2: Welcome to Tampico

Postby SNAFU » Fri Mar 23, 2018 9:06 am

TIME PASSES-
Spacemen 3

Once Will uses his nifty perception enhancing magic, much becomes clear. He is quickly able to get the compscreens translated to American, although it is much different from what you speak.
Aura
Prisoner One has an old and twisted aura. Two Auras in fact. Tied together in a freaksh knot. Experienced (8th L) but power is derived mechanically and impossible to judge, This one is in pain and looks only for its own needs (Selfish-Bad; um, one is not murderous).

Prisoner Two has a bright aura, power is high, it's so foreign seeming that alignment is almost unreadable, essentially rational evil (aberrant; not murderous)


Sensing Supernatural evil: the nearby gel sacs are more Supernatural Evil than either of these two.

Prisoner Files wrote:Both of these prisoners are murders. P1 is a visitor from Coldspluce Station. A VIP corporate contact Dr. Gelf Pattoon now jailed for murdering his wives. All six of them. Diplomatic Protocols invoked. All else redacted.
P2 is an unknown, appeared on sublevel 26B. When contacted for visitor processing by Heavy Customs Agents, several officers were killed. Robot squad was unleashed and 32 units and 4 human handlers were destroyed. Mech Squad, Bio Squad, etc.. more casualties. Redstarman, Hero of the Glorious State, apprehended subject but suffered grave injuries currently .. location and status redacted.


--------------------------------------------------------------------------------------------------
Shoot the Fish
Wak wrote:nods, "Nice boat. I am Sir Wakiza Blackhoof and we are definitely not slavers. But we weren't here on a humanitarian mission either. I was considering rescuing some kids, but we aren't going anywhere less dangerous for our next port o call."


"Danger-? Oh-Hahaha, we are going back to Africa, even our home is not safe at the moment, sir! Everywhere is dangerous! " The dark-skinned Atlantean chortles, "It's settled then. Women and children. You take half we take half," The Atlantean shrugs, "and to the devils go the rest. If you have the weapons for it, shoot the fish. It isn't so bad to have vampires on Atlantean soil these days, though how odd that is to say."

Mercedes wrote:"You did not even haggle with them. Why are we assisting them?!", Mercedes complains between energy blasts.


When turning to complain to her fearless leader, Mercedes incinerates a swath of refugees who had surged close to her firing lines (Nat 1!). If it mattered to the heartless changeling, they were all tall or standing on top of others.

------------------------------------------
Gangsta Whip

The dominatrix is drunk so her strikes are off. Van's not much better. His third strike blows the corrugated-tin building behind her in two. A little to his surprise, half-dozen vampires seem to be ripping through a group of old or sick people lying on mats on the reed floor.

They focus on the woman who is then "tripped" by her own whip, dropping it. The vamps descend on the lady; dead almost immediately.

Blazing Bull Whip
Image
T.W. Bullwhip
Range: 10 feet (3 m)
Damage: 3d6 M.D./6d6 M.D.
Modifiers: +2 to strike; +3 to disarm
Magic Features (All features available for P.P.E.x2 in I.S.P.)
• Lifeline & Magic Tether: Range: 200’; P.P.E.: 3/10; Duration: 10 minutes/lvl; The character can use the whip to stretch and grip a secure anchor point to save their life. Conversely it can be used to save someone else if the wielder acts as the anchor. The Magic Tether Ensnares victim and can be used to strengthen the lifeline (see spell for full description; Fleets p116).
• Swing: (Max) Range: 400’; P.P.E.: 3; 3d6 S.D.C. + P.S. + 80% chance of knockdown, can also be used to swing over (400') or up (200').
• Trip: Range: 60’; P.P.E.: 3; Saving Throw: -1 vs magic; Damage is a mere 1d4 S.D.C. but causes the victim to, somewhat comedically, lose balance and fall. Lose initiative, lose two melee attacks and drop whatever they’re holding. (see spell for full description; CE: Rise of Magic p.48)
• Fire Whip: Range: 20 feet (6.1 m); Duration: twenty melee rounds (5 minutes); Damage: 6d6 M.D.; Saving Throw: Parry or dodge.; P.P.E.: 6; does 6d6 M.D every time it strikes. It can be parried and dodged. but is +1 to strike.
• Transmutation: Object Disappearance: Range: 20 feet (6.1 m).: Duration: Instant.
P.P.E.: 4; Actually the object shrinks to fit can be stored in any pocket so is easy to conceal (+15%). When needed the whip leaps into hand instantly ready to use. +3 to quickdraw initiative. (see spell for full description; CE: Rise of Magic p.48).


Code: Select all
[b]Blazing Bull Whip[/b]
[img]https://i.imgur.com/cTLH7Ik.png[/img]
[size=85]T.W. Bullwhip
Range: 10 feet (3 m)
Damage: 3d6 M.D./6d6 M.D.
Modifiers: +2 to strike; +3 to disarm
[u]Magic Features[/u] [i](All features available for  P.P.E.x2 in I.S.P.)[/i]
• Lifeline & Magic Tether: Range: 200’; P.P.E.: 3/10; Duration: 10 minutes/lvl;  The character can use the whip to stretch and grip a secure anchor point to save their life.  Conversely it can be used to save someone else if  the wielder acts as the anchor.  The Magic Tether Ensnares victim and can be used to strengthen the lifeline (see spell for full description; Fleets p116).
• Swing: Range: 60’; P.P.E.: 3; 3d6 S.D.C. + P.S. + 80% chance of knockdown, can also be used to swing over (60') or up (30').
• Trip: Range: 60’; P.P.E.: 3; Saving Throw: -1 vs magic; Damage is a mere 1d4 S.D.C. but causes the victim to, somewhat comedically,  lose balance and fall.  Lose initiative, lose two melee attacks and drop whatever they’re holding. (see spell for full description; CE: Rise of Magic p.48)
• Fire Whip: Range: 20 feet (6.1 m); Duration: twenty melee rounds (5 minutes); Damage: 6d6 M.D.; Saving Throw: Parry or dodge.; P.P.E.: 6; does  6d6 M.D every time it strikes. It can be parried and dodged. but is +1 to strike.
• Transmutation: Object Disappearance: Range:  20 feet (6.1 m).: Duration: Instant.
P.P.E.: 4; Actually the object shrinks to fit  can be stored in any pocket so is easy to conceal (+15%).  When needed the whip leaps into hand instantly ready to use. +3 to quickdraw initiative. (see spell for full description; CE: Rise of Magic p.48). [/size]


Great Titans Heaving

KLANG!!! KLONG!!!! A mighty great noise accompanies the giants' bout. John's strategy is sound but his efforts are lacklustre, luckily it's not as bad as Peakykeepers here.

The noise draws attention! About a dozen Aztari agents come out from the caves and start joining in the attack. The bizarre freak of Splynn's Arena is cutdown in a matter of seconds between the combined might against him. It's finally the great weight of his own sword that pulls him tumbling down the mountain.

"We're more easygoing than most but 100' freaks fighting on mountaintops is not covert! Get the fuck outta here!!!"

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 John Altfeld » Sat Mar 24, 2018 10:46 pm

Perception: 1d100 = 25
JiC d20/d100: 1d20 = 5 / 1d100 = 1

CONDITIONS: John is at maximumsize and made of pebbles.

When the Aztari first appear, John is shocked, confused, and doesn't have time to think in the midst of the life or death struggle, only noting that they are attacking his foe, PeakyKeepers, and don't represent a new danger.

As the body of the tormented monster falls down the mountain, John has time to consider the presence of the Aztari, "They snuck up here already and that thing didn't attack them? Their plan is more complex than I think any of us understood. Also, they're still jerks."

He says in broken Dragonese, "Me am Avalanche, me not know you, puny things. What is covert? Me go now!"

That should confuse them!

With that, John runs down the hill after the falling corpse of Mount Doom's ex-landlord. He grabs up the thing's body and its sword, taking both down into the village.

Once there, he tries to figure out what the hell is causing this chaos. Unless he gets better instructions, he will start batting vampires into the ocean, knowing that will kill them but good. Kicks, punches, swats with the Peak Keeper's corpse, whatever gets the best distance.

If John finds Van, he bends down and 'whispers' to him - "Shhh, it's me, John - you might be safer up on my shoulder. Assuming you can hold on."

If John is in a situation where he feels like he's getting overwhelmed by the vampires, he runs out into the water to escape them.


Action 1: Strike for Punting a Vamp 1d20+10 = 27 | Damage: (1d6*10)+68 = 88
Action 2: Strike for Punting a Vamp 1d20+10 = 20 | Damage: (1d6*10)+68 = 118
Action 3: Strike for Punting a Vamp 1d20+10 = 24 | Damage: (1d6*10)+68 = 128
Action 4: Strike for Punting a Vamp 1d20+10 = 16 | Damage: (1d6*10)+68 = 128
Action 5: Strike for Punting a Vamp 1d20+10 = 21 | Damage: (1d6*10)+68 = 98
Action 6: Strike for Punting a Vamp 1d20+10 = 19 | Damage: (1d6*10)+68 = 78
Action 7: Strike for Punting a Vamp 1d20+10 = 17 | Damage: (1d6*10)+68 = 88

Parries: 1d20+15 = 17; 1d20+15 = 26; 1d20+15 = 33; 1d20+15 = 20; 1d20+15 = 27; 1d20+15 = 16; 1d20+15 = 19; 1d20+15 = 31;
Auto-Dodges (For things that can't be parried): 1d20 = 16; 1d20 = 12; 1d20 = 12; 1d20 = 11
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 Jack Killian » Sun Mar 25, 2018 1:16 pm

Perception: 39% 1d100 = 18
JIC d20: 1d20 = 14
JIC: 1d100 = 97

Jack ask again “Hey mates, do you think you can get on the squawk box and see if there is anyone alive besides these two losers. Maybe use these buttons here and monitors and figure out where the people are? Why doesn’t this computer talk to us? Hey computer can you talk to us?”

Jack goes over to the system and takes a look. "Oye there mate, this is a mess." Jack looks at the controls trying to figure them out. "This is a confusing mess of Dung Bettles."
Sensory Equipment, 45% 1d100 = 61 Failed
Basic Radio, 64% 1d100 = 35 Good
Surveillance, 43% 1d100 = 51 Failed
Computer Operations, 53% 1d100 = 91 Failed

Jack looks at the eggs there and states, “Oh, by the way them eggs they are not just bad they are real nasty.
Don’t think ya want to cook them up and serve with bacon either.”


Jack can't make heads or tails of the Surveillance System but he can use the radio system. he would not make a call going out unless he sees where the people are. "Na, don't broardcast station wide Mate others might pick it up."
"I think I understand the comunication part of this screen."

Jack looks around for any weapons, range and hand to hand.
"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 Mar 28, 2018 5:49 pm

Perception: 1d100 = 16/26%
Just in Case: 1d20 = 15/1d100 = 98
Conditions: None.

Combat Rolls
Initiative: 1d20+2 = 10
Number of Attacks: 4

Action One: Holster Gun.
Action Two: Grab Whip.
Action Three: Snag Table with Whip and Fling it at the Vampires. (Strike: 1d20+5 = 17; Damage: ???)
Action Four: Fire Firebolt Pistol into floor towards the Ocean, and move towards it. (Strike: 1d20+1 = 18; Damage: 4d6 = 17; Dodge: 1d20+5 = 24)

Parries as needed: 1d20+5 = 15, 1d20+5 = 7, 1d20+5 = 19, 1d20+5 = 21.


Van looks at the oncoming bloodsuckers and twitches. "So much for a fun day." Not really thinking about what he does next, Van gives the gun in his right hand a little twirl and reholsters it. Van quickly crouches down and snags the Bullwhip and whips it at a nearby table to fling it at the oncoming Vampires. "Eat that." Van says as he fires his left handed gun into the floor nearby and dives for the ocean.
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Re: Stop #2: Welcome to Tampico

Postby William Summers » Sat Mar 31, 2018 3:45 pm

Perception: 1d100 = 33/48%
JIC: 1d20 = 12/1d100 = 91

Conditions
PPE: 147/171
Cosmic Armor:
  • 350/350 MDC
  • 136/140 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:
  • 38/42 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.
Percatación:
  • 18/20 minutes
  • See Invisible, Nightvision, See Aura, Infrared, Farseeing all at 2 miles.
  • Eavesdrop: As per spell 200'
  • Identify Plants/Fruit 70%
  • Identify Tracks 85%
  • Track 50%
  • Locate Traps and Mines 94%
  • Land Navigation 92%
  • Speak, Understand and Read all Languages


Finding the button to switch languages, Will rests his helmet on the control panel while he gets the screen set to American and the rest of the team can finally read along. After reading through the info about the prisoners, he decides against opening either one for the time being. "Looks like they truly deserve this imprisonment."

At that moment, Will does something truly odd. His eyes light up with surprise and he unbuckles his utility belt and undoes the zipper to his pants.
SNAFU wrote:....Will suddenly feels a huge bulge in his shorts. Two of them?! A magic pigeon erupts from his pants and hovers before him.

"These might help right about now, or not. Thirsty Pete."

Reaching into his pants, he pulls out:
Thanks Pete
TW Mech-Killer-Atomic Claymore
Image

TW Sunshine-Speed Claymore
Image


Holding two new Thirsty Pete creations but with his armored pants around his ankles, Will looks up at his teammates and gives them an awkward smile. "Thirsty Pete came through!" He puts the swords down for a moment so he can get himself fully dressed again and then finds a place to put his newly acquired tools. "So, either of you a computer wiz? Maybe you could find out what the hell is going on with this place? How we can get out?"
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 Jack Killian » Sat Mar 31, 2018 5:31 pm

((Rolls Carry Over))



Jack sees a pigeon fly up and talk. Then Will start reaching into his pants, "Hold on there, first the talking bird, then this thing about you and your pants? OK, OK, you mages are funny. " "This Pete guy is a card, must be great at parties."

Jack starts checking his pants out. He then looks to the other two, "OK just what I was givin at the begining. Wanted to make sure nothing extra or nothing gone misssing."

Jack turns away and looks back at the computer screen and then says, "I have just a bit of knowlede of them but I couldn't do anything with this little beautie."

"Might need one of these guys here."
Last edited by Jack Killian on Mon Apr 02, 2018 1:52 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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Jack Killian
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Re: Stop #2: Welcome to Tampico

Postby Wakiza » Sun Apr 01, 2018 4:41 pm

Perception: 1d100 = 96 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 12 1d100 = 95

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

Wak shakes his head, "I haven't agreed to anything yet." He draws his Arkhonite Auto-Pistol by Mortimer and shoots at some fish when they come near the surface. Damn Atlanteans are always so pushy. He will allow woman and children on board the sub though.

As John comes back towards the boat, Wak reaches for Derilian. "So much for being sneaky! We have company!!"

Combat
Initiative: 1d20+11 = 13
APM: 8

Attack 1-2: Aimed shot at the fish. Strike: 1d20+12 = 21 Damage: 6d6 = 21
Attack 3-4: Aimed shot at the fish. Strike: 1d20+12 = 16 Damage: 6d6 = 18
Attack 5-6: Aimed shot at the fish. Strike: 1d20+12 = 15 Damage: 6d6 = 17
Attack 7-8: Aimed shot at the fish. Strike: 1d20+12 = 25 Damage: 6d6 = 16

Dodge as necessary: 1d20+20 = 22 1d20+20 = 27 1d20+20 = 29 1d20+20 = 23 1d20+20 = 27 1d20+20 = 21
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 Murdoc » Sun Apr 01, 2018 8:40 pm

Percep 71%: 1d100 = 76
JIC: 1d20 = 18 1d100 = 22

Read Sensory Equipment 55%=1d100 = 34, 1d100 = 9, 1d100 = 71
Computer Operation 70%=1d100 = 58, 1d100 = 69, 1d100 = 49

Murdoc nods once he's finally able to read the computer screens, "Yeah, unless we find out something different, the safe bet is to leave those two locked up. I can't say that I'm an expert but I know some things." He steps up and starts looking over the screens, looking over menus and settings, "Okay, lets skip the PA system for now. The security camera system doesn't show much of anything moving. Which I've kinda happy about. As for those, I don't know, giant insect eggs." He nods to the security screen showing the external shot with the masses of oversized insect life. "I'd really like to destroy them all, but I don't wanna chance anything hatching if we start smashing them. Now just give me a sec to see if I can figure out anything here."

Murdoc starts messing with the computer, trying to find the stations internal sensors is his first priority. Wanting to lock down any open surface hatches and finding any internal motion or heat sensors are on the top of his list. After that, or unless it jumps out at him, he starts looking for the captain's logs or something long those lines that might tell him what happened here and how they can get home.

When Will receives Thirty Pete's message and delivery, all Murdoc can do is chuckle and shake his head, "Well, you can't say that man doesn't have a sense of humor. I guess age has its privileges. Now zip it back up and start hoping that you won't have to use those." But I bet you will.
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


------------------------------------------------------
ImageImageImage
User avatar
Murdoc
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Diamond Level Patron
 
Posts: 246
Joined: Thu Feb 13, 2014 11:30 am
Location: Rifts: Roughnecks (PC)

Re: Stop #2: Welcome to Tampico

Postby Mercedes » Thu Apr 05, 2018 5:40 am

Perception: 1d20+2 = 16
Just in Case d20: 1d20 = 4;JIC d100: 1d100 = 19
Imitate Voice (for her accent) 1d100 = 2/80%

Oops. Well, their fault for being in the way. Mercedes shrugs at
'accidentally' gunning down helpless slaves.

"I say, shoot the fish? Why do I have to do so much work?", Mercedes
complains loudly, blasting away with more magical shots from her eyes. "Where is everyone else? They usually do the difficult stuff!", she continues to complain like a 6 year old.


Initiative: 1d20+4 = 8
# of Actions: 7+1

Action 1: shoot Energy Bolt (per Mystic Knight ability) at a fishy strike 1d20+2 = 22, damage 5d6 = 13
Action 2: shoot Energy Bolt (per Mystic Knight ability) at a fishy strike 1d20+2 = 14, damage 5d6 = 21
Action 3: shoot Energy Bolt (per Mystic Knight ability) at a fishy strike 1d20+2 = 13, damage 5d6 = 18
Action 4: shoot Energy Bolt (per Mystic Knight ability) at a fishy strike 1d20+2 = 20, damage 5d6 = 13
Action 5: shoot Energy Bolt (per Mystic Knight ability) at a fishy strike 1d20+2 = 8, damage 5d6 = 21
Action 6: shoot Energy Bolt (per Mystic Knight ability) at a fishy strike 1d20+2 = 15, damage 5d6 = 17
Action 7: shoot Energy Bolt (per Mystic Knight ability) at a fishy strike 1d20+2 = 17, damage 5d6 = 22
Action 8: shoot Energy Bolt (per Mystic Knight ability) at a fishy strike 1d20+2 = 6, damage 5d6 = 10

Contingencies: if attacked, dodge or parry, depending on what is appropriate

Dodge rolls: 1d20+10 = 17, 1d20+10 = 23, 1d20+10 = 12,
1d20+10 = 29, 1d20+10 = 21, 1d20+10 = 24, 1d20+10 = 26, 1d20+10 = 20

Parry rolls: 1d20+10 = 21, 1d20+10 = 26, 1d20+10 = 18,
1d20+10 = 30, 1d20+10 = 13, 1d20+10 = 28, 1d20+10 = 18, 1d20+10 = 11
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: 230
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo

Re: Stop #2: Welcome to Tampico

Postby SNAFU » Thu Apr 05, 2018 5:44 am

Spaceballs

10 minutes passed.

They find a locker with a dozen alien energy rifles, 2 dozen long e-clips and a box of 100 grenades as well
Arkhon TB-Prime Tri-Beam Energy Rifle
Image
• Range: 2000'
• Damage: 1D6x10 M.D. 5D6 M.D. vs. force fields and Arkhon Cerasteel armor; Grenade: 4D6 M.D. (12' radius).
• Rate of Fire: single shots only
• Payload: 30 Tri-Beam blasts per lon e-clip, and 3 grenades


Code: Select all
[b]Arkhon TB-Prime Tri-Beam Energy Rifle[/b][size=85]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092657-55cfd6b1.png[/img]
• Range: 2000'
• Damage: 1D6x10 M.D. 5D6 M.D. vs. force fields and Arkhon Cerasteel armor; Grenade: 4D6 M.D. (12' radius).
• Rate of Fire: single shots only
• Payload: 30 Tri-Beam blasts per lon e-clip, and 3 grenades[/size]


There is only one sign of 'life'. Besides the automatic SOS that brought them here in the first place another much weaker signal is being broadcast. They manage to listen to it.

The source of the signal is located, it is a location many levels above them called Sickbay: Prada Unit #1.

Jack hears a voice in his head
Greetings. Do not be alarmed, I am sorry to intrude into your mind like this. My name is AstralBeamPodchild 32. I am a fellow traveller like yourself. I was imprisoned unjustly after a misunderstanding with the locals. Please free me so that I may help you.


Murdoc is able to determine the following:
  • The seal between the outer surface and the interior is unbroken. There are several points where the insects 'burrowing' threaten to breach the hull but none have broken through.
  • The Gravity is off. Apparently it's a thing you can turn off and on here. But to do so they have to go back down into the bottom levels to find Engineering Subhub 3324, and then figure out how to turn it on.
  • Motion sensors are being triggered but investigation reveals it is caused by the movement of the fans used in the air system. There is air in the station.
  • A rough timeline of events:
    1. The Alien fellow arrives has his run-in with the locals and is imprisoned.
    2. A meteorite from the great Rift strikes the station.
    3. An infestation of blob-like creatures grows to consume the lower levels.
      ImageThey can use incredible psionic powers to turns the humans against each other and drive them insane.
    4. By the time they have overrun the entire station the creatures have mutated/evolved into humanoid monstrosities.
      Image
    5. By some means that he can't determine the last human survivors, a handful of plucky, colorful characters escape the mindfracking demons and leave the station by shuttle never to return.
    6. There is no more activity demon or otherwise.
    7. Years go by.
    8. Then the insectoids arrive, not from the Rift but from the outer space.
    9. More time passes. The insects do their thing, more or less oblivious to the interior
    10. The Roughnecks go spacewise.


Beach Party Bingo

30 minutes passed.

John collects some handy items from the fallen Keeper
Gromandang
Image
Oversized Greatest Rune Claymore
Damage: Varies: 6' to 10’ long: 6d6+6 M.D.; up to 20’ long: 1d4*10+6 M.D.; up to 30’ long: 1d6*10+6 M.D.
Alignment: Anarchist
1. Independent personality with an I.Q. of 10
2. Communicates through limited telepathy.
3. Are totally indestructible, the blades never dull.
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws. (Gromandang has a unique power which replaces this).
8. Can be used only by a person of an Anarchist alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
• Good Luck: the wielder has a +4 to all rolls to save, pull punch, dodge, and called shots while they wield Gromandang, this is instead of the usual bonuses applied to all Rune weapons.
• Monster Slayer: Inflicts normal damage +6 points to human or mortal foes, but does double damage to supernatural beings and creatures of magic (including dragons). On mega-damage worlds, that damage is mega-damage.
• Gromandang can grow to match it’s wielder's size; starting at 6' long to a maximum of 30'! And it’s damage changes to match its size: up to 10’ long: 6d6+6 M.D.; up to 20’ long: 1d4*10+6 M.D.; up to 30’ long: 1d6*10+6 M.D.
Personality: Loves to fight, fighting is fun! Talking is lame, thinking lamer!
History:


Code: Select all
[img]https://i.imgur.com/70QlfjJ.png[/img]
[size=85]Oversized Greatest Rune Claymore
Damage: Varies: 6' to 10’ long: 6d6+6 M.D.;  up to 20’ long: 1d4*10+6  M.D.;   up to 30’ long: 1d6*10+6  M.D.
Alignment: Anarchist
1. Independent personality with an I.Q. of 10
2. Communicates through limited telepathy.
3. Are totally indestructible, the blades never dull.
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws. (Gromandang has a unique power which replaces this).
8. Can be used only by a person of an Anarchist alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
[u]Greater & Special Abilities[/u]
• Good Luck: the wielder has a +4 to all rolls to save, pull punch, dodge, and called shots while they wield Gromandang, this is instead of the usual bonuses applied to all Rune weapons.
•  Monster Slayer: Inflicts normal damage +6 points to human or mortal foes, but does double damage to supernatural beings and creatures of magic (including dragons). On mega-damage worlds, that damage is mega-damage.
•  Gromandang can grow to match it’s wielder's size; starting at 6' long to a maximum of 30'! And it’s damage changes to match its size: up to 10’ long: 6d6+6 M.D.;  up to 20’ long: 1d4*10+6  M.D.;   up to 30’ long: 1d6*10+6  M.D.
Personality: Loves to fight, fighting is fun!  Talking is lame, thinking lamer!
History: [/size]

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

Mantle of Dragon Endurance:
Image
An enchanted necklace made from the bones, nails and/or teeth of a dragon.
M.D.C.: Indestructible
Magic Features
• Gives the wearer the endurance of a dragon: Needs little rest or food; able to perform prolonged and intense activity, at peak efficiency, for 1D4+1 weeks with an ounce of food, a cup of water, or an hour of sleep. However, without proper and regular nourishment, the character will collapse as the moment he/she removes the mantle.



Code: Select all
[b]Mantle of Dragon Endurance: [/b]
[img]https://i.imgur.com/YKuGN3D.png[/img]
[size=85]An enchanted necklace made from the bones, nails and/or teeth of a dragon.
M.D.C.: Indestructible
[u]Magic Features[/u]
• Gives the wearer the endurance of a dragon: Needs little rest or food; able to perform prolonged and intense activity, at peak efficiency, for 1D4+1 weeks with an ounce of food, a cup of water, or an hour of sleep. However, without proper and regular nourishment, the character will collapse as the moment he/she removes the mantle.[/size]


Dragon Eye Medallion:
Image
A large, round magic medallion in the shape of an eye. The medallion is always made of gold with a rather large, stylized eye in the middle. Underneath the gold is a real, preserved eye of a dragon!
M.D.C.: Indestructible
Magic Features
• The user of the medallion can see the invisible, recognize enchantment (63%), nightvision 600 feet (183 m) and adds +10% to those with the skill: detect concealment. Duration: Automatic as long as the medallion is worn.


Code: Select all
[b]Dragon Eye Medallion: [/b]
[img]https://i.imgur.com/l6pZf7E.png[/img]
[size=85]A large, round magic medallion in the shape of an eye. The medallion is always made of gold with a rather large, stylized eye in the middle. Underneath the gold is a real, preserved eye of a dragon!
M.D.C.:  Indestructible
[u]Magic Features[/u]
• The user of the medallion can see the invisible, recognize enchantment (63%), nightvision 600 feet (183 m) and adds +10% to those with the skill: detect concealment.  Duration: Automatic as long as the medallion is worn.[/size]



Wardrobe Amulet
Image
An enchanted necklace made by an alchemist in Splynn Market.
M.D.C.: (this is the default amount for such item)
Magic Features
• By rubbing this mystic gem, it creates an illusion that alters the appearance of the user's clothing. Even if he is completely nude, the amulet will enshroud him in the magic illusion. The amulet can create one of four different pre-programmed outfits.



Code: Select all
[b]Wardrobe Amulet[/b]
[img]https://i.imgur.com/OQYUJSo.png[/img]
[size=85]An enchanted necklace made by an alchemist in Splynn Market.
M.D.C.: (this is the default amount for such item)
[u]Magic Features[/u]
• By rubbing this mystic gem, it creates an illusion that alters the appearance of the user's clothing. Even if he is completely nude, the amulet will enshroud him in the magic illusion. The amulet can create one of four different pre-programmed outfits.[/size]


Van blows the bar apart and jumps into the sea to escape the vamps. Right behind him is the avalanche that is John, he kicks the nearest bloodsuckers a comically far distance out over the water and they die horrible melting deaths when the splash into the sea.

With John's help they both return to the boat in short order.

Many fish have died this day. After a significant amount of shooting it seems like the water-borne menace has been eliminated. In fact, in short order the tables are turned and the fish are quickly butchered and the meat handed out.

Many women and children enter the Yellowfish carrying huge chunks fish-monster flesh. Occasionally there is a man that has dressed in his mother's clothes in the hopes of passing for a woman, but for the most part the snake men have vaporized the most despicable and unscrupulous of the lot, and the rest are mostly resigned to their fate.
They're just standing in the water forlorn, waiting out the vampires, hoping the fish don't come back.

The Yellowfish is full. There are more desperate people, still young people, being left behind but to take anymore the Yellowfish would have to sacrifice the ability to submerge.

The crew of the Atlantean Whale-ship has come to the same point. They quickly pack up and leave without saying another word.

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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SNAFU
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Re: Stop #2: Welcome to Tampico

Postby Wakiza » Thu Apr 05, 2018 8:16 pm

Perception: 1d100 = 52 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 12 1d100 = 14

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

Wak nods to those left in the water, "Good luck to you all." He looks at the whale sub and then moves below. He finds Van, "Van take us to a New Navy outposy. It is near the Pre-Shitstorm town of Barranquilla, Colombia! We need to give them some anti vamp training and we will drop this crew off as well. Obviously keep us undetected and away from the this coast." He looks at John, "What in the spirit realm? Please keep an eye on our passengers."

Murdoc and Will why haven't we heard from you? Once they are away from the coast and there are no contacts withing 20 miles, Wak will try the comms to see if he can speak with them. He will do so about every hour and a half while they are traveling. When they are closer to Cuba than Atlantis Wak will reach out for Illynncryth, but first he will try to observe the monster using the mask. He then thinks, Hope those results were more than satisfactory? When can we expect the rest of the payment? Did your guys make it out of Mexico?
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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Group Leader
 
Posts: 367
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Location: Roughnecks PC

Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Fri Apr 06, 2018 8:43 pm

Perception: 1d100 = 67 / 61%
JiC d20/d100: 1d20 = 6 / 1d100 = 36

Life's a Beach, and Then We Leave
When things calm down enough for John to assess the situation, he's both happy that Wakiza and the team were able to take on refugees and sad that a more permanent solution couldn't be found.

As he walks towards the sub, he turns to the nearest remaining villagers and hands over his Colt, all its ammo, and the Naruni Ripper. "For protection against the vampires," he says. "If you can manage it, you should also dig a moat around your village, it'll keep them out at night. Just make sure it's deep and connected to the sea. If it's not running water, it won't work."

At the sub, he holds the PeakyKeeper corpse up to Wakiza. "Not spirits, Commander, some kind of monster barbecue pitmaster up on Skull Mountain. Remember, you said I could go up there? And what is life if we don't seize every opportunity? Do you want this guy? If not, I'll toss him out to sea. He's pretty weird looking, right?"

Intercontinental Bling
Conditions: Once in the sub, John is back to 'human' and only +1 foot.

Lore: Magic 1d100 = 79 / 42% (27% if considered 'alien or unknown' magical artifacts)

During the trip, John tries to identify the magic items/jewelry that were on the Peak Keeper. While the powers of the Dragon Eye Amulet and the Mantle of Dragon Endurance are more esoteric, just polishing the Wardrobe Amulet should show what it does and how many sets of clothing are programmed into it as well as what they are.

"Well," thinks John, "Now I can go around naked all the time and no one will know. I'm not sure how to feel about that. Apparently not cold."

When he gets to the sword, he whips his hand away at hyperspeed, shocked.

Guy Meets Sword
Greeti...

He quickly puts on his Naruni helmet to protect from the potential psychic assault, checks under the bunk, in the closet, then comes back to the sword.

Are you quite done? Greetings! I am Gromandang! You have defeated my previous bearer Sssscratchnatchathyn, Champion of the Arena of Splynn. Behold my magnificence!

John taps the side of the Naruni helmet with the palm of his hand. "You're a talking sword? And the Peak Keeper's name was... Scratchyscratch...thin? Are you a rune weapon?"

Indeed! You hold one of the finest weapons to have ever been forged and, if you are worthy, we can forge our own bond. A partnership that will be sung in tales for all time.

John nods, then realizes no one can see him. "I am honored you would be willing to partner with me. I saw that you can change size when I fought Scratchy... the Peak Keeper. I think we can work together. I wish to become a god. Does that suit you?"

Gromandang pauses when he realizes the weight of John's ambition. There will be much glorious battle on the road you have chosen. Let us slay our foes!

John laughs, and cuts his hand open on Gomandang's blade. "Ow!"

Wait, what are you doing?

"Blood pact?"

That's completely unnecessary.

"I don't know, you're my first colleague who is a sword. I don't know that I can call you Grow Man, Dang! How about Greg?"

Unacceptable.

"Grim?"

Fine.

"I have SO MANY questions for you. Were you ever anything except a sword? Do you get lonely in there? Can you see me when I'm having sex (please say no)? Do you want to make other friends? Commander Wakiza has a rune weapon, if I touch you to it, can you guys talk?"

To your last query, there is only one way to find out...

And with that, John goes off to find Wakiza. "Commander, can we touch our swords together? It's not a sex thing. It's a bad idea to sleep with people in your unit. I just want to see if they can be each other's friends. I mean, your sword talks in your head too, right? This one's name is Grim."

Cooking (Game) 1d100 = 30 / 67%

John follows Wakiza's orders and watches the refugees. He also helps them cook the fish chunks, even if that just means salting them for the journey. He tries to learn about them and where they're from if any of them speak American, Dragonese, or Gobblely. He's most interested in gaining information on Atlantis, but also just wants to share stories and pass the time talking to other people.

Presumably, during this guard duty, John finds out he doesn't seem to need to sleep anymore due to the Mantle of Dragon Endurance. Another strange sensation, will I ever feel 'normal' again after what the Coalition did to me? They opened my eyes and it will one day be their doom. I bet watching other people while they're sleeping would really creep them out...
Last edited by John Altfeld on Mon Apr 09, 2018 9:03 am, 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%)
User avatar
John Altfeld
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Posts: 70
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Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Sun Apr 08, 2018 7:27 am

Perception: 39% 1d100 = 45
JIC d20: 1d20 = 5
JIC: 1d100 = 79

SPACE BALLS


Jack is glad when he opens up these lockers and sees weapons, “Jack Pot, Na I don’t mean it’s all mine, but we hit some good weapons it looks like. Murdoc, William come take a lookie here. Isn’t that a gorgeous sight? Not saying that if I open this and a bevy of beauty queens stepped out would not be a better thing. But ya can’t beat this for the situation we find ourselves in.” Jack grabs a three rifles and then finds the box of Grenades. He starts loading e-clips on to his EVA Suit and then loads the rifles with grenades and e-clips. he does this again with the others. “We can’t let these things waste away here.”

The Signal or we got to go where? (this might be bad news)

Listening to the Music Jack has no Idea what the ladies are saying. But he does like the ladies., "Na those ladies aren’t here. It be great if they were we could swoop in and save them.”

Jack hears a voice in his head!

Greetings. Do not be alarmed, I am sorry to intrude into your mind like this. My name is AstralBeamPodchild 32. I am a fellow traveller like yourself. I was imprisoned unjustly after a misunderstanding with the locals. Please free me so that I may help you.


Jack speaks up, “Guys we are not alone someone is talking to me in here.” Jack points to his head. "AstralBeam is his short name, says he was Imprisoned unjustly. He would like us to let him free and he says he can help us?”
Jack responds to AstralBeam outloud so the others can hear him too, “So are you one of the ones in these Pods? Or are you somewhere else? How can you help us? Of course you know what we need, you can read my mind. So, do you know a way of manipulating this Rift? To get us back home. If so how and when? We also want to check out a weak signal.” He also thinks it so if there is any difficulties with him speaking.

Afterwards as Jack is going through the reply he watches Murdoc at work.
"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 SNAFU » Sun Apr 08, 2018 12:34 pm

Jack Killian wrote: Jack responds to AstralBeam outloud so the others can hear him too, “So are you one of the ones in these Pods? Or are you somewhere else? ”

I am here in the pod of course, I am the one who is not mutilated and infused with machinery. I felt your presence near and reached out to a fellow adept.
Jack Killian wrote: “How can you help us? Of course you know what we need, you can read my mind. So, do you know a way of manipulating this Rift? To get us back home. If so how and when?”

I can manipulate the Rift once I can modify the scientific equipment on this station. After that I can send you anywhere you want.
Jack Killian wrote: “We also want to check out a weak signal.”

The alien transmits the telepathic version of a sigh, ... very well, a few more hours won't kill me. I will wait.
--------------------------------------------------------------------------------------------
Splooglover wrote:Hope those results were more than satisfactory? When can we expect the rest of the payment? Did your guys make it out of Mexico?


Yes, but unfortunately they're utility on this planet may have come to an end.

Return to Tampico to meet my new representatives on the outskirts at tomorrow's dawn. They will bring you your silver, along with a new opportunity to wage war against Splynncryth!

----------------------------------------------------------------------
John finds several speakers of all three languages. He learns a little about the Splugorth Slaving business (mostly horrific accounts of being captured and put in slave pens and the like) and a little more about the Atlantean Underground, who had rescued and directed most of the women and children to the beach; but not the much larger group of men that had arrived at nearly the same time by another unknown means.
    • 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 » Mon Apr 09, 2018 3:37 pm

((Rolls Over Carry))

Jack continues to talk to the voice in his head but speaks out loud so the others can hear him, “He Says he is the non-mech pod person. More important, he can Manipulate the rift by modifying the scientific equipment, after he does that he can send us anywhere.” After a pause Jack continues, "He says he can wait a few more hours till we see what the signal is coming from in the sick bay.”

“I think that is our best chance of getting out of 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.
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Jack Killian
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Re: Stop #2: Welcome to Tampico

Postby Mercedes » Tue Apr 10, 2018 2:05 pm

Perception: 1d20+2 = 18
Just in Case d20: 1d20 = 10;JIC d100: 1d100 = 94
Imitate Voice (for her accent) 1d100 = 59/80%

Mercedes shrugs her shoulders at the remaining suckers that don't fit on the sub and follows Wak back down below.

"We shall be receiving extra for...accommodations, I trust.", she sneers, roughly shoving the new passengers out of her way.

I can't believe this. I swear if I find anyone in my cabin, they're dead.
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: 230
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Location: Waterloo

Re: Stop #2: Welcome to Tampico

Postby Van Der Cleff » Wed Apr 11, 2018 6:18 pm

Perception: 1d100 = 51/26%
Just in Case: 1d20 = 10/1d100 = 31
Conditions: None.

Once Van is safely pulled himself from the water and onto the deck of the Yellowfish, he curses loudly. "Shit!" Once he's cursed, Van proceeds to pull his boots off and pour the water out of them before putting them back on. "I was not looking for a swim today. Christ on a cracker I shouldn't have left the sub." Van continues to complain as he makes his way into the sub and begins bumping into refugees. "Now we're taxiing refugees... I sure hope we're getting paid for this non-sense." Van says as he makes it to his bunk and begins shucking off his wet clothes and replacing them with dry clothes. Once Van is changed and relatively dry, Van hangs his wet stuff to dry before making his way back to the helm.

Once Van is back behind the Helm he turns his attention to Wakiza. "So where are we taking out submersible Taxi?" Van says before Wakiza tells him where to go. "Aye, Aye Captain!" Van says before settling behind the controls and taking the Yellowfish back out to sea, and plotting a slightly wider course around the island to make way to the New Navy Outpost previously mentioned.
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Re: Stop #2: Welcome to Tampico

Postby William Summers » Thu Apr 12, 2018 9:34 am

Perception: 1d100 = 79/48%
JIC: 1d20 = 5/1d100 = 15

Conditions
PPE: 147/171
Cosmic Armor:
  • 350/350 MDC
  • 126/140 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:
  • 28/42 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.
Percatación:
  • 8/20 minutes
  • See Invisible, Nightvision, See Aura, Infrared, Farseeing all at 2 miles.
  • Eavesdrop: As per spell 200'
  • Identify Plants/Fruit 70%
  • Identify Tracks 85%
  • Track 50%
  • Locate Traps and Mines 94%
  • Land Navigation 92%
  • Speak, Understand and Read all Languages


Still ecstatic and slightly confused by the eruption of magical swords in his pants, Will is distracted from the more immediate situation. Jack quickly brings him back to it.
Jack Killian wrote:“Murdoc, William come take a lookie here. Isn’t that a gorgeous sight?

William heads over to the weapons locker and a smile comes over his face. [b]"I do love a good rifle." Will grabs one from Jack and 9 grenades to go with it.

"How's the computer looking, Murdoc?" When Murdoc explains the timeline of the station, Will speaks up. "We have two choices. We can get ourselves home safely or we can try to take out these mental monstrosities. Since the station is abandoned, my vote is that we get ourselves the hell out of here. We're not saving anyone by clearing this station. Let the killer bees and the blobs fight it out."

When Jack mentions being spoken to in his head, Will says "So the prisoner with the kinda evil aura wants you to free him and says that he can get us off of this rock? He fought and killed almost 40 security units. Be careful, Jack. If he so much as looks at us funny, I'm taking his head off. For the time being, let's go check out Sickbay: Prada #1, yeah?" If the rest of the team is ready, Will floats toward the Sickbay, his Globe of Daylight leading the way.
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 » Sun Apr 15, 2018 3:40 pm

Percep 71%: 1d100 = 34
JIC: 1d20 = 1 1d100 = 54

Getting back to work, Murdoc conveys all the information he's dug up on the computer, "I guess these two guys were forgotten in the mayhem when the survivors escaped. My only guess is that the mouth demons went into some kind of stasis in the gel sac things." Murdoc shrugs.

When Jack speaks up after finding the rifles, Murdoc says, "Good work" He chuckles a bit when Jack takes three of the rifles, "You planning on leaving a trail of those up to the sick bay so we can follow it back here?" Murdoc holds his grin, "I was going to suggest we each grab one and a few e-clips and grenade spares. Then grab the rest when we head back to the ship or maybe go ahead and lash them down to the hoverbikes. I bet we can sell them when we get home. Exotic weapons collectors would likely pay well for these." He gives another shrug.

Murdoc looks at the computer screens again, "Yeah, I highly doubt those women are up in sickbay. This place has been left alone for years. For all we know that signal has been on a loop since the last humans escaped. I'm not even sure we should go check it out."

Murdoc looks a little conflicted about going up to sick bay, when Jack starts talking about a voice in his head, "Oh great a psychic. Nothing ever went sideways from picking up a stray one of those in a facility filled with some kind of psy-demon. But yeah, none of us is Thirsty Pete, so we might just need him to get out of here as much as he needs us to get out of there." he points to the pod.

Nodding to William, Murdoc takes one of the rifles and loads it up them grabs a spare e-clip and three extra grenades. "Yeah, lets go ahead and strap these down onto the bikes. Then we head up to sickbay to check out that signal. Then right back here, free our new friend and get the hell outta 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 » Sun Apr 15, 2018 3:58 pm

((Rolls carry over))

Murdoc says, "Good work" He chuckles a bit when Jack takes three of the rifles, "You planning on leaving a trail of those up to the sick bay so we can follow it back here?" Murdoc holds his grin, "I was going to suggest we each grab one and a few e-clips and grenade spares. Then grab the rest when we head back to the ship or maybe go ahead and lash them down to the hoverbikes. I bet we can sell them when we get home. Exotic weapons collectors would likely pay well for these." He gives another shrug.


Jack Smiles and speaks back, “I agree but if we fall Back here, and we are not alone, I don’t want to spend time loading.”

Jack straps a few rifles to the bike and will go with the others.

Jack sends a message to Astral Beam, “Hey, Astral Beam, anything else you need us to do up there to get the machines ready for you to rift us back? Or anything else to carry off this here dead ship?”
"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: 246
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Re: Stop #2: Welcome to Tampico

Postby Wakiza » Thu Apr 19, 2018 3:06 pm

Perception: 1d100 = 41 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 16 1d100 = 71

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

SNAFU wrote: Yes, but unfortunately they're utility on this planet may have come to an end.

Return to Tampico to meet my new representatives on the outskirts at tomorrow's dawn. They will bring you your silver, along with a new opportunity to wage war against Splynncryth!


Wak thinks, Sounds good? Is Tampico safe, well relatively safe, as there were tons of Splynncryth minion activity when we left town, actually they were hunting us when we left. I always like to wage war on Splynncryth. We'll be there. What now?

Wak focuses on the here and says, "Van we need to head back to the outskirts of Tampico by dawn tomorrow. We are getting paid and we may get a new job. Be very careful it is dangerous territory now. Even though most of the vamps are likely gone, I expect a lot of Sploog activity." He finds John, "You think you can perform a rescue op? Our contact is in the hold of that sploog mothership. I may be able to kill or distract a large number of them, but we need someone tough to go in and pull him out, QUICKLY. What do you think and be real. I am asking to raid a slaving Sploog mother ship . . . ? If you can't make it out, we won't be able to go in and get you out. You understand?" Wak touches the Spirit Mask of Aj Q'uq'umatz, "You think you can give me an exact location of Flip Balboa on the Sploog Mother ship?" He uses Locate or any other spells necessary to locate Flip.
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 John Altfeld » Fri Apr 20, 2018 6:01 am

Wakiza wrote: He finds John, "You think you can perform a rescue op? Our contact is in the hold of that sploog mothership. I may be able to kill or distract a large number of them, but we need someone tough to go in and pull him out, QUICKLY. What do you think and be real. I am asking to raid a slaving Sploog mother ship . . . ? If you can't make it out, we won't be able to go in and get you out. You understand?" Wak touches the Spirit Mask of Aj Q'uq'umatz, "You think you can give me an exact location of Flip Balboa on the Sploog Mother ship?" He uses Locate or any other spells necessary to locate Flip.


John thinks a bit on this potential challenge. "Unless they have a forcefield, getting IN shouldn't be an issue, I can fit through a two-inch hole give or take and the prisoners have to breathe and be fed, right? There's not a lot you can do to stop someone running at a couple hundred miles per hour through your air vents."

He pauses, looks away, then turns back to Wakiza. "Getting OUT is a whole different story, though. Presumably you don't want me to just crush Mr. Balboa down to a lump to fit with me. Unless he can shrink? So we need to have some way to make him intangible, or tiny, or in a pocket dimension. Otherwise I'm going to have to punch out through the side of the ship, which brings in a whole different load of problems, like how big is the room he's in? The smaller it is, the longer it will take me to get out. If he's below the waterline, can he stand up to ocean pressure? I'm fine as a pile of rocks as long as I can hold my breath, but it would be dangerous to a normal human. He isn't a borg or something, is he? That would potentially help..."

"But beyond that, I'd need a really, really accurate map of the interior of the ship and, preferably, its secondary systems like air filtration. It's doable, just takes some preparation."

Prowl: 1d100 = 23 / 70%

As they chat, since Wakiza didn't respond to John's query about touching swords, John is casually swinging Grim around below waist height, until he has a chance to stealthily tap it against Wakiza's rune blade. "Not telling me 'no' is sort of like giving permission in this case..."
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 » Fri Apr 20, 2018 8:33 pm

Rolls as above

John Altfeld wrote: John thinks a bit on this potential challenge. "Unless they have a forcefield, getting IN shouldn't be an issue, I can fit through a two-inch hole give or take and the prisoners have to breathe and be fed, right? There's not a lot you can do to stop someone running at a couple hundred miles per hour through your air vents."

He pauses, looks away, then turns back to Wakiza. "Getting OUT is a whole different story, though. Presumably you don't want me to just crush Mr. Balboa down to a lump to fit with me. Unless he can shrink? So we need to have some way to make him intangible, or tiny, or in a pocket dimension. Otherwise I'm going to have to punch out through the side of the ship, which brings in a whole different load of problems, like how big is the room he's in? The smaller it is, the longer it will take me to get out. If he's below the waterline, can he stand up to ocean pressure? I'm fine as a pile of rocks as long as I can hold my breath, but it would be dangerous to a normal human. He isn't a borg or something, is he? That would potentially help..."

"But beyond that, I'd need a really, really accurate map of the interior of the ship and, preferably, its secondary systems like air filtration. It's doable, just takes some preparation."


Wak nods to John, "Well we probably won't have the plans, but I may be able to give you the exact location of Flip. Oh and I may be able to remove most of the crew from the ship for at least 10 minutes, maybe forever, depending on Flip's location, which if I remember right in is the bowels of the ship. So most of the crew, other than the ones who resist the magic will be gone. If you get Van to the bridge he may be able to distract the rest and lay waste to any secondary ships with the mothership's own weapons. I know it is an crazy plan, but you have to go big if you want to mess with Sploogs. Spirits, you may even be able to raid some of the ship if you are fast enough."

Wak concentrates, Ilynncryth, do you have access to plans of a Splugorth Slaver Mothership? If so, can you have your minions get them to me tomorrow at the meet? If you can I may be able to deal another small blow to Splynncryth.

Wak also holds his sword out in front of him.
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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Joined: Sun Aug 31, 2014 11:20 am
Location: Roughnecks PC

Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Tue Apr 24, 2018 5:31 am

ROLLS HELD

"My concern is that without knowing exactly what turns to take in a ventilation system, I could get lost. And if I'm in a hallway, where I could see what I'm looking for, same issue, but with the added problem of being shot at. If the best info we have is a specific location, I could try going in from the outside, but that's a matter of needing to teleport out after or having a way to stealth or hide from pursuit. Flying power armors can usually go faster than I can run." He pauses. "And, again, I don't know our capabilities in terms of teleportation or putting him in a dimensional pocket, but if Mr. Balboa isn't capable of taking a laser hit or missile blast, we'll need to at least armor him up for safety. Do we have a forcefield or similar we can slap on him?"

John taps Grim against Derilian. "Do you think they can talk to each other? It would be cute if they can be friends. They could have all kinds of chats about enjoying murder and how dark it is in there."
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 Van Der Cleff » Thu Apr 26, 2018 7:51 am

((Rolls Carried Over))

Van sits at the helm of the Yellowfish, listening to the others as they plot and plan. When Van hears his name mentioned he looks over at Wakiza. "I wouldn't know the first thing about Splugorth Motherships. Before coming to work for Professor Blake and inadvertently the Roughnecks I was the helmsman of a twin masted sloop off of Lake Erie. I'm all for taking the fight to the Sploogies, but a Mothership really, besides who would pilot the Yellowfish while this was happening?"
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Re: Stop #2: Welcome to Tampico

Postby SNAFU » Sat Apr 28, 2018 4:04 am

24 Minutes Later in Space
After leaving the hoosegow with no further instructions from AstralBeam except a dry, "Hurry Back." Spacefaring Trio zip through the silent station on their speedsters; heading up to the apparently quite prestigious medbay Prada 1.

The source of the signal is a signal occupancy 'media-pod', which, according to it's digital manifest is currently occupied by the #1 Greatest National Hero!
Image
However he too appears to be in stasis, albeit one allowing input from the dance propaganda that has apparently been on loop all this time.


24 Hours Later at Sea

Wak received no reply but the morning brings glad tidings. His mask reveals information about Flip's location that matches up with information Illynccryth's groups provides later.

They have no trouble finding a good lurking spot near Tampico (in fact the same spot they first arrived at, where they of found Kai the dogman and that foul-mouthed little girl). By luck, intuition and perhaps some experience gleaned from working for the tight-lipped Illyncryth Wak is able to find the precise location that the Sploogorth was referring to as the 'outskirts' of Tampico.

They have little fear of being noticed. Tampico is in chaos. Small arms fire light up every street and alley while explosions vibrate the ground beneath them.

The Mothership has moved away from the harbor. Periodically volleys of mid-range missiles streak towards it, and its laser turrets attempt to shoot them down with mixed success. The volleys appear to be coming from all over Mexico!

The Mothership launches volley of its own but seems uncertain of just what the target is; Mexico is still shrouded in Volcanic ash and the Ley Line Storm's detritus obscuring activity on the ground.

Meanwhile, the large contingent of Shemarrian Monster Riders that the 'Necks have been bumping into all along the Eastern Seaboard have turned up again! They seem to be engaged in a savage battle with Splugorth Troops for control of the beaches around Tampico.


Illyncryth's Intermediaries Intelligence:
ImageImageImage
Illyncryth's representatives appear in short order; three human-looking woman, with the same casual and flippant attitude and dress, entirely appropriate to the current environment and activity that seems to be a signature of the Aztari nation. However, their extreme overconfidence is supported by the excellent quality of their information.


Illy comes through wrote:Model Type: Kittani KSM-100
Class: Dreadnought Combat Ship
Crew: 100 officers, 1200 ship crew.
Speed:
Driving on the ground: Not possible.
On the Water: 40 mph (64 km) on the surface. It can submerge (usually done during very rough weather) and travel at 20 mph
(32 km) underwater.
Statistical Data:
Height: 400 feet/122 m (100 feet/30.5 m of the height are the four support pillars). Width: 800 feet (244 m)
Length: 800 feet (244 m)
Weight: 300,000 tons (270 million kg)
Cargo: Up to 20,000 slaves
Power System: Nuclear; average energy life of 20 years.
Market Cost: Never sold; it would go for 100 billion credits or higher!
Weapon Systems
1. Main LR Missile Batteries (6):
2. Mini-Missile Launchers (12):
3. Laser Turrets (8):
4. Medium Torpedo Launch Tubes (6):
5. Depth Charges (4):
Additionally, the ship usually carries a defense force with the following troops:
* 960 Kittani warriors in Manling Power Armor with jet packs
* 240 Overlords in Overlord Power Armor
* 240 Blind Warrior Women
* 60 Splugorth Slavers
* 60 Powerlords in Power Armor
* Special Operations squad of 6 Conservators
* 4-6 Murex or Volute Metzla (giant monsters, described in Rifts Atlantis).
The leaders of the marine force are usually 2-8 High Lords. This does not include the crews of the eight Splugorth Slaver Ships which add another 700 troops.
Slave Holds: These huge ships have four whole deck levels dedicated to holding the living cargo brought by the slaver ships. Up to 20,000 slaves can be carried in the 1,000 reinforced cells (20 humanoids in a cell under cramped conditions).

Image

Illyncryth's Ladies give the 'Necks the following info:
  • Precise schematics for a Splugorth Mothership. It reveals
  • Inside Tampico: The Gamblin men have dewormed themselves and are fighting with a group of Sunaj for control of the town.
  • Splugorth Slavers are streaming in from the Mothership and landing on the beachs but the Shemarrians are entrenched and continues to rebuff their advances.
  • Less than 10 miles away a horde of vampires desperately seeks a way of reaching the wretched Mothership and remove the Splugorth presence from Mexico.

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 Murdoc » Mon Apr 30, 2018 8:47 pm

Percep 71%: 1d100 = 95
JIC: 1d20 = 1 1d100 = 2

Read Sensory Equipment 55%=1d100 = 35
Computer Operation 70%=1d100 = 94

Murdoc looks down at the frozen spaceman, "Well crap! Another Popsicle." He looks over any displays around the man to see if the cyro stasis equipment shows why he is in medbay rather than some other freezer. He also looks to see if he can disconnect the Russian propaganda music that's being piped into the cryo chamber.

Looking over at the other two merc's, Murdoc asks, "Well, those two down in the brig both read hot on you guys mystic creep meter. How does this guy read?" He gives a little shrug,"Could be this was just the closest cryo chamber. Either way, just from the looks of it, I'm more likely to set this guy free than the guy with the psychic powers." Murdoc continues to fiddle with the computers to see if he can figure out how to pop this guy loose. Glancing over to the other two Roughnecks, Murdoc waits for consensus. If the others are thinking that's what we should do, Mudoc attempts to deactivate the cryo tub in the medbay and ultimately free the man.
Last edited by Murdoc on Wed May 02, 2018 9:15 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 William Summers » Mon Apr 30, 2018 10:11 pm

Perception: 1d100 = 75/48%
JIC: 1d20 = 13/1d100 = 44

Conditions
PPE: 147/171
Cosmic Armor:
  • 350/350 MDC
  • 102/140 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:
  • 4/42 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.


Will looks around at the scene and notices the superhero on ice.
Murdoc wrote:"Well, those two down in the brig read hot on you guys mystic creep meter. How does this guys read?"

"We should check him out. Maybe he can help us with understanding this place." With his armor's enchantment time at an end, Will says to Jack "Think you can check this guy's aura? My spell is over and I've got the feeling I'm going to need to reserve my energy."

Murdoc wrote:"Could be this was just the closest cryo chamber. Either way, just from the looks of it, I'm more likely to set this guy free than the guy with the psychic powers."

"Hopefully he's less murderous than the others. Let's prepare for the worst. We have no idea what this channel could be doing to him in there."

Will waits for a thumbs up or down from Jack regarding Redstarman's aura. if Jack is unable or unwilling to check the aura, William V. Summers will reup his armor's enchantment and check the aura himself.
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 John Altfeld » Tue May 01, 2018 8:38 pm

Perception: 1d100 = 82
JiC d20/d100: 1d20 = 3 / 1d100 = 99

John looks at the Splugorth ship through his binoculars, assessing the strength of the defenders and if there's already been any damage. He also takes a look at Tampico to see how the humans are doing in throwing off their wormy master. [See failed Perception roll above]

Don't know whether to be mad at Gamblin or not. He was being mind controlled, but also seemed like kind of an ass before. Oh, and speaking of, here are the Asstari.
Lore: Demons & Monsters 1d100 = 97 / 57% (To know anything about the Metzla)

After examining the schematics, John points to the top part. "It looks like we can hit the bridge and then I could either drop down this Sky Entrance shaft or go through the vents, then take Flip through the corridors to the outer hull. If we can beach the craft, it will be devastating to the Splugorth, and potentially lock in Tampico as an ally if they can take the ship as a coastal defense battery. I don't know if we have the capability to even steer it in that limited a fashion, though. I certainly don't know how to do that. With the level of chaos on shore, I feel pretty sure I could get away after, though it would be dangerous as all get out for this Flip person."

He turns to Van, "Is it like a submarine at all from this information? Even in basic steering concepts? Do you have power over machines?"

John points to Mercedes, "Can she control machines? Maybe you can, commander? Everyone seems to have special powers on this team, is why I'm asking. I can only control housecats."

I wonder if I could carry one of the deck guns around as a rifle...
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 Jack Killian » Wed May 02, 2018 5:07 pm

Perception: 39% 1d100 = 9
JIC d20: 1d20 = 9
JIC: 1d100 = 63

Jack hops on the bike and heads up to the where the music was coming from. He listens to Murdoc.

Murdoc looks down at the frozen spaceman, "Well crap! Another Popsicle."


Jack thinks, “Yep another popsicle.”

Then William pops up with.
"We should check him out. Maybe he can help us with understanding this place." With his armor's enchantment time at an end, Will says to Jack "Think you can check this guy's aura? My spell is over and I've got the feeling I'm going to need to reserve my energy."


Looking over at the other two merc's, Murdoc asks, "Well, those two down in the brig read hot on you guys mystic creep meter. How does this guy’s read?" He gives a little shrug, "Could be this was just the closest cryo chamber. Either way, just from the looks of it, I'm more likely to set this guy free than the guy with the psychic powers."


Jack answers Murdoc and William, “Yea I’ll try.”
He uses his power to see auras to figure out more about who the frozen body is. When he takes a look, he informs the party.
See Aura: (6 ISP 1 min)

“I think whatever we do we better do it quickly. We know this guy belongs here. The other two not too sure about where they come from. I don’t want to think about what the monster on this station or in it are going to do with this one when they get to him. Better give him a fighting chance.”

Jack looks at the computer interface.
Computer operations: 53% 1d100 = 81
Jack tries to figure out how to open the chamber, and or anything else about this one in here , and why he was left.

Jack then looks to the ofther two, "Well what do you think, let this one out first try to give him a chance."
"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 » Wed May 02, 2018 10:47 pm

[rolls held]

Murdoc waits as Jack and William use their supernatural abilities to vet the Russian meat Popsicle. As he waits, he says, "All things considered, I'd like to let them all free. I'm just not sure if I wanna be around when they thaw out. To bad we can't rig up something to set them loose after we're back on the ship. At that point their unknown status is much less of a threat and could prove a good distraction if we need to make a break for it." Hell, the shit here is eventually going to hit the fan. I feel kinda bad for leaving any of them locked up. Even the reported murder borg.

If Jack and/or William's examination of the hero in the medbay cryo comes back not evil or murdery, Murdoc will attempt to release the #1 Greatest National Hero from stasis. If the process seems to work, Murdoc will step back from the man and motion the others to do the same, so he has some room and doesn't feel as threatened by three unknown guys standing over him.
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 » Sun May 06, 2018 1:01 am

Perception: 1d100 = 12/35%
Just in Case d20: 1d20 = 1;JIC d100: 1d100 = 79
Imitate Voice (for her accent) 1d100 = 35/80%

Surprisingly, 24 hours come and go without Mercedes murdering any unwanted guests, but she isn't in a good mood about extra passengers. God, they smell!

"I have a name, you realize." Mercedes huffs when John points at her but refers to her in the third person.

"And no, I have no more control over machines than you do, John." she turns to her almighty leader. "So, what would you like to do, Wakiza?"
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: 230
Joined: Mon Jun 09, 2014 5:47 am
Location: Waterloo

Re: Stop #2: Welcome to Tampico

Postby Wakiza » Sun May 06, 2018 5:41 pm

Perception: 1d100 = 79 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 11 1d100 = 94

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

Lore: Magic-- 1d100 = 54 / 58% (Extent I can pull this off with Realm of Chaos)
Intelligence--1d100 = 1 / 72% (How crazy is this plan)

Wak nods to the 'ladies,' "Thanks, for the data and the silver. You three up for a little raid on a slaver mothership?" Regardless of their answer Wak pours over the plans with the rest of the team. He says, "Flip is here, so i will need to activate my spell here (the farthest point on the ship from Flip). John you pick where you think it would be best to enter the ship. Here," He hands John a heavy naruni force-field. "This is for Flip. I'm going to try and ask for a bit of help from a different ally."

Wak touches the mask and uses it to communicate with Quetzacoatl, My lord Quetzacoatl, thank you for your assistance at the beach. I would like to ask a favor. We have a ... a ... an acquaintance that has been take onto that mothership. We are planning on hitting it in an unexpected manner and we could use a good strike team. We have an extremely tough and fast being who is going after Flip, but we could use a team to storm the bridge and a pilot who could steer this dreadnought to shore where others could get to the minions. As I am sure you know I can take a chunk of the crew with me for a while. but we need a few other strong and skilled bodies. What do you think?

He looks at Mercedes, "Mercedes, if we can get more help, you need to lead a team to take the bridge and steer that thing to shore, while John retrieves Flip. Also, I need you to buff me with every spell you can if I am going to keep them in the chaos realm for a while. Any buff, stealthy ones preferred, but any and all." Hope I can rely on you Mercedes?

Wak also speaks to Gee, "Hey Gee, If I can't get a pilot, do you think you can go with Mercedes and take control of that ship? Better question is will you? You would be the best as you could probably help John evade pursuit from those minions that remain on board. You could even prevent others from getting to the bridge while you crash it to the shore. What do you think?"
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 » Tue May 08, 2018 5:42 am

ROLLS HELD

Bombs Away?

"Mercedes, you're right, it was incredibly rude of me to act like you weren't here. I offer my sincere and complete apology, along with a compensatory 5,000 credits or this underbarrel grenade launcher."

To Wakiza:
"I'm thinking that when you start your show, I can sneak over to the Sky Entry and drop down it like a sack of gravel. If it's a big sack of gravel, I might even punch through to the next level or further down. And then I can race to Flip's cell, bust open the door and just go out through the closest hull wall."

John stops to think. "If we're looking for more stealth, I could probably drop down the shaft since that's still the fastest, and then go from there, but once I become gravel, it's going to get loud anyway. And for tight spaces, I'll have to be made of rocks."

And then we will commence the stabbing!

Yes, yes, then the stabbing...
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 Van Der Cleff » Tue May 08, 2018 1:07 pm

Perception: 1d100 = 27/26%
Just in Case: 1d20 = 2/1d100 = 85
Conditions: None.

From his position at the helm, Van listens in on the planning.

John Altfeld wrote:He turns to Van, "Is it like a submarine at all from this information? Even in basic steering concepts? Do you have power over machines?"


Van shakes his head at the question posed to him. "I'll be honest, it doesn't even look like a ship to me. It most definitely isn't a sailing ship that I'm more comfortable helming. As to it being like a submarine... According to the schematics and information, it can act like one. On your second question, no I do not have any more control over machines than any other person. Well, I suppose that isn't entirely true, given some time I can talk to machines... but not as efficiently as a Telemechanic." Van answers before looking back at his control panel.

Maybe I'm in over my pay grade, storming a Splugorth Mothership... Insane.
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Van Der Cleff
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Re: Stop #2: Welcome to Tampico

Postby Mercedes » Sat May 12, 2018 1:01 am

Perception: 1d100 = 42
Just in Case d20: 1d20 = 1;JIC d100: 1d100 = 57
Imitate Voice (for her accent) 1d100 = 90/80%

"Of course, John, all is forgiven.", Mercedes smiles seductively at the offer of credits. I should act offended more often!

At Wak's request of buffing spells, she acts hurt. "Am I just a buff bot to you? I thought I was so much more..." ((Invoke Trust/Intimidate: 1d100 = 32/30%))
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: 230
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Location: Waterloo

Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Sun May 13, 2018 7:41 pm

ROLLS HELD

Well, you got that right, Johnny, not only is she money-hungry, she turned on the flirt as soon as cash is offered.

Where I'm from, we would call her a noble hunter. That is, one who hunts nobles.

Cred prospector, where I'm from, but same idea. Of course, she can also kill as well as she can dig, so there's that to remember...

John smiles at Mercedes, "I'm glad we got that unpleasantness out of the way! Just let me know how you'd prefer the apology delivered."
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 SNAFU » Mon May 14, 2018 1:54 pm

Space Station

Jack, Will and Murdoc wake the once mighty hero only to find that he is, at a rough guess, in the advanced stages of senility or some other such degenerative mental condition. He is docile and cooperative but not much more help than a drugged child.

Grackletooth Drinking Games: Flynn's Intro
Flynn's last memory is wagering Gronkwall the Grackletooth his vintage, cellophane wrapped Playdude magazine (dated March, 2013) that he could not only match him Dragon's Brew shot for Dragon's Brew shot but infact double Gronkwall's rate! He couldn't.

The next thing he knows he's sitting on a toilet in what appears to be a hospital bathroom. When he gets up to leave the toilet flushes behind him.

The sound of the toilet flushing alerts Jack, Will and Murdoc and they turn to see Flynn the crazy emerge from a nearby washroom.

Back at the Security Station Station

They take both of their new friends back down to the Security Station, explaining the situation to Flynn on the way.


Tampico
Thanks for the Ride: Bettie Houser's Intro
Bettie had had a chaotic last 72 hours: caught by Slavers, transported to Atlantis, escaped from Slavers and the finding herself among a group of refugees getting transported back off Atlantis by a group calling itself the Roughnecks.

And now there's talk if needing a strike team to storm a Splugorth Mothership.

What Quetzacoatl Bringeth

A lone, brightly colored feather is all the answer Wakiza receives but over the next hour or so the extent of the God's aid is revealed, and it is so much more impressive than a strike team and a pilot.

The ground rumbles and shakes beneath your feet as the entire coastline trembles and quakes. Steam and boiling froth rise up from the waters around the Mothership. Everyone is thrown to their feet and the chaos overwhelms the senses. When you are able to once again take stock of the situation you are astonished to find the very landscape has changed! The cove where the Mothership was anchored has been replaced by a spit of land, connecting to the mainland. The Mothership now sits at an awkward angle on the new land mass. As one can imagine the Splugorth are in chaos.


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 Bettie Houser » Mon May 14, 2018 4:18 pm

Perception: 1d100 = 26% (34% base)
JIC: 1d20 = 6
JIC: 1d100 = 95

Bettie, helmet tucked under her left armor muscles her way through the throng of refugees, looking for either; A. Whoever seems to be in charge of these Roughnecks or B. Anyone who is talking about this strike team. Once she locates one of these two (or both) she steps forward, chewing on a very not fresh and unlit cigar, "So who's a girl gotta' screw to get invited to this strike team?", she says with a grin as she makes direct and unabashed eye contact with all other Roughnecks currently present.
Bettie Houser
M.D.C.: [180/180]
Armor:
- ATEA-50 Supai Stealth Armor
MDC: [100/100]

Weapons:
- NG-33
- Kisentite Sword
- NE-700 Vulcan Mini-Gun

Misc.:
- Sunglasses
- Cred cards
- IRMSS kit
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Bettie Houser
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Posts: 26
Joined: Sun Jun 04, 2017 1:10 pm

Re: Stop #2: Welcome to Tampico

Postby Jack Killian » Mon May 14, 2018 6:05 pm

Perception: 39% 1d100 = 24
JIC d20: 1d20 = 9
JIC: 1d100 = 9

Jack looks at the old Russian and can’t believe his eyes. Jack helps him out of the chamber, the man’s cocoon, but instead of new life, the man is old and his mind seems lost, “Oh wow, the guy is really old.”
Jack takes pity on the man, “He was their hero, and now he is here old and feeble.”

Then Jack hears the toilet flush and out steps a strange man tall and dark. He talks quickly and tries to confuse the person so the others can size this one up, “What the hell, I thought we were the only ones on this station.” “Hold on there, buddy, did you wash your hands? Where did you come from? You better not say from a Volcano, I already used that one. Your zipper is down. Do you know how to run the rift machine? Make sure you aren’t trailing no toilet paper on your heel.”
"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 May 14, 2018 9:11 pm

Perception: 1d100 = 22 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 11 1d100 = 50

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

Wak smiles at Mercedes, "Yep, you are just a buff bot."

Bettie Houser wrote: Once she locates one of these two (or both) she steps forward, chewing on a very not fresh and unlit cigar, "So who's a girl gotta' screw to get invited to this strike team?", she says with a grin as she makes direct and unabashed eye contact with all other Roughnecks currently present.

Wak looks her over, Where did you come from and how did you slip aboard? At least she seems eager. "Pebble boy, if you're into that." Wak smiles, "Well, what can you do and can you use that sword of yours? If you are just a refugee with some stolen armor you won't last long."

As Quetzacoatl responds Wak says, "Well that worked better than anticipated." He again touches the mask, Thank you my lord Quetzacoatl!

Wak looks at John, "John, count to 5 after I disappear and then go get Flip. Mercedes buff me up and then take the rest and go secure John's exit as it doesn't look like we need to take the bridge now. You can thank Quetzacoatl for that little miracle. John, there are 5 Heavy Fusion Blocks down in the explosives locker, I suggest dropping them at the long range missile batteries and then get the spirits off of that ship. Any of you feel free to do a little salvage pick up. I'm sure there are a lot of interesting toys on that beast. However, understand that I'm not going to be able to take them all away!"

Wak looks over his crew, I'd feel better if Will and Murdoc were here, oh well, "Any questions?"
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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Location: Roughnecks PC

Re: Stop #2: Welcome to Tampico

Postby Bettie Houser » Tue May 15, 2018 4:47 pm

((Rolls carried over))

Wakiza wrote:Wak looks her over, Where did you come from and how did you slip aboard? At least she seems eager. "Pebble boy, if you're into that." Wak smiles, "Well, what can you do and can you use that sword of yours? If you are just a refugee with some stolen armor you won't last long."


Bettie's eyes wander up and down Wakiza as if he were meat on display at a market...and she is a very hungry customer. She suddenly whips the sword from it's back scabbard and drops into a en-garde then runs through a rapid series of fencing attacks in the air before returning to en-garde, should anyone mistake her intent and attempt to engage her she will parry or dodge them only.

Once she is finished she steps closer to Wakiza, as in invasion of personal space closer, her blade nearly pressed between the two of them and looks him straight in the eyes, "So 'Pebble Boy'...how's your sword work?", her tone clearly indicates she is not referring to any blade Wakiza might be carrying. She backs away, returns the blade to it's scabbard and winks at him, "As for lasting long...isn't that your department?". She cocks her head to the side, a mischievous twinkle in her eyes and waits to see how he responds.


Parry #1: 1d20+10 = 26
Parry #2: 1d20+10 = 26
Parry #3: 1d20+10 = 27
Parry #4: 1d20+10 = 13
Parry #5: 1d20+10 = 26
Parry #6: 1d20+10 = 14
Bettie Houser
M.D.C.: [180/180]
Armor:
- ATEA-50 Supai Stealth Armor
MDC: [100/100]

Weapons:
- NG-33
- Kisentite Sword
- NE-700 Vulcan Mini-Gun

Misc.:
- Sunglasses
- Cred cards
- IRMSS kit
User avatar
Bettie Houser
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Posts: 26
Joined: Sun Jun 04, 2017 1:10 pm

Re: Stop #2: Welcome to Tampico

Postby Wakiza » Tue May 15, 2018 7:40 pm

Rolls as above

Bettie Houser wrote: Bettie's eyes wander up and down Wakiza as if he were meat on display at a market...and she is a very hungry customer. She suddenly whips the sword from it's back scabbard and drops into a en-garde then runs through a rapid series of fencing attacks in the air before returning to en-garde, should anyone mistake her intent and attempt to engage her she will parry or dodge them only.


Wakiza let's her go through her katas looking for any flaws in her movements, not bad maybe not as skilled as Will or I, but not bad. She has some natural grace on top of her skill. I wonder how strong she is? She looks like she has more muscle packed on than I do. Wak in an instant activates two Psi Swords and swings at her twice to feel her parries. He has no intention of hitting her.

Strike: 1d20+16 = 20 Pull Punch: 1d20+5 = 12
Strike: 1d20+16 = 19 Pull Punch: 1d20+5 = 23

Not bad, she is as strong as she looks. Wak nods to her, "You'll do, you had good teachers. Why were you bunched up with the refugees?"

Bettie Houser wrote:Once she is finished she steps closer to Wakiza, as in invasion of personal space closer, her blade nearly pressed between the two of them and looks him straight in the eyes, "So 'Pebble Boy'...how's your sword work?", her tone clearly indicates she is not referring to any blade Wakiza might be carrying. She backs away, returns the blade to it's scabbard and winks at him, "As for lasting long...isn't that your department?". She cocks her head to the side, a mischievous twinkle in her eyes and waits to see how he responds.


Wak grins at her, Mercedes is either going to love her of hate her. "I am Wakiza or Sir Wakiza Blackhoof, team lead of the Roughnecks based out of Merctown." He points at John, "that is pebble boy, you'll see what I mean later." Wak looks over her wares, "You need a rifle." He deftly slips away and swaps out a few weapons of his own and brings her a Naruni Shoulder Cannon with 4 clips. "Can you use this?" And he hands it to her. "Bring it back."

OOC Comments
Already added to the bottom of Bettie's Sheet!


NE-75H Shoulder Cannon
Image
• Range: 6000' with NE-005PC cartridges. (4000’ with NE-002PC or NE-003PC)
• Damage: 2D4x10+20 MD with NE-005PC cartridges. (1D4x10+10MD with NE-002PC or NE-003PC)
• Rate of fire: Single shots only
• Payload: 8 cartridges in magazine (20 with NE-001PC and NE-002PC cartridges)
• Modifiers: None
• Notes: 4 Magazines
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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Location: Roughnecks PC

Re: Stop #2: Welcome to Tampico

Postby Bettie Houser » Wed May 16, 2018 8:08 am

((Rolls carried over))

Wakiza wrote:Not bad, she is as strong as she looks. Wak nods to her, "You'll do, you had good teachers. Why were you bunched up with the refugees?"


"I can cook and tend bar too, among other things...", she winks at Wakiza again, "I hid out with this lot after escaping the slave pens. I don't know who these slavers think they are, but they grabbed the wrong girl to try and sell.", her tone becomes filled with disgust and anger with her last statement.

Wakiza wrote:Wak grins at her, Mercedes is either going to love her of hate her. "I am Wakiza or Sir Wakiza Blackhoof, team lead of the Roughnecks based out of Merctown." He points at John, "that is pebble boy, you'll see what I mean later." Wak looks over her wares, "You need a rifle." He deftly slips away and swaps out a few weapons of his own and brings her a Naruni Shoulder Cannon with 4 clips. "Can you use this?" And he hands it to her. "Bring it back."


"Sir Wakiza huh? Seems I've finely full-filled my fantasy of finding a knight! You going to sweep me off my feet then? And giving me gifts right off the bat too! My you know what a girl likes now don't you Sir Wakiza?", Bettie says, putting emphasis on Sir each time she says it. She accepts the long, bulky rifle and gives it a basic going over. Checking to see if it is loaded, on safe, etc. It's clear she is no military trained soldier, but she is at least proficient enough to handle the thing without hurting herself. She slings the weapon over her shoulder then extends her hand out to Wakiza, "I'm Bettie and I was in MercTown until a few days ago looking for work. So somehow I am in the right place at the right time it looks like. I'll give this rifle a go, but I make no promise I won't just close in and use the sword.". She turns to the man Wakiza pointed at, "So you're Pebble Boy, how'd you get that nickname?". She hears John's explanation out before turning back to Wakiza, "So what's the plan? Or better question, where do you want me and what do you want me to do? Not pouring shots I'd imagine?".
Bettie Houser
M.D.C.: [180/180]
Armor:
- ATEA-50 Supai Stealth Armor
MDC: [100/100]

Weapons:
- NG-33
- Kisentite Sword
- NE-700 Vulcan Mini-Gun

Misc.:
- Sunglasses
- Cred cards
- IRMSS kit
User avatar
Bettie Houser
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Posts: 26
Joined: Sun Jun 04, 2017 1:10 pm

Re: Stop #2: Welcome to Tampico

Postby Murdoc » Wed May 16, 2018 10:00 pm

Percep 71%: 1d100 = 41
JIC: 1d20 = 11 1d100 = 71

Murdoc looks over at Flynn as they arrive back at the security station, "Well that's the run down on what's happened since we arrived. Our plan is simple. We're going to get out of here and back to the rest of our team which should be somewhere around Tampico. You're welcome to come with us, if you want. Name's Murdoc by the way. And these guys are William and Jack. The old man here, I think, was called Redstarman when he was younger. We should probably take him with us. I just wouldn't feel right leaving him in this mess of a space station."

Murdoc walks over to the cryo-cell holding the alien.
Image
"Guys, if I remember the report I read, the old timer here," he gives a slight nod to the dottering old man they brought down from sick bay, "is the guy that caught our psychic friend here."

Looking back at everyone assembled in the security room, Murdoc's hand hovers over the big red release button for Prisoner Two, "Are we sure we want to do this?" As he waits for the others to reply, he turns to the cryo-cell and says to Prisoner Two, "no reprisals if this old fool is the man that locked you up."


If no one tells him to stop, Murdoc presses the release button for AstralBeamPodchild 32 as he mutters to himself, "yup, I just let loose a high level psychic. what could go wrong?"
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


------------------------------------------------------
ImageImageImage
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Re: Stop #2: Welcome to Tampico

Postby Flynn » Thu May 17, 2018 6:15 am

Perception: 45% 1d100 = 81
JIC: 1d20 = 1
JIC%: 1d100 = 90

**thump thump**, **thump thump** The pain Flynn was feeling from what he guessing was last night's drinkfest was so intense he could hear his head pounding with every heartbeat. The constant beat felt like someone was playing the timpani part from Strauss's Also Sprach Zarathustra on his head. **thump thump** It was only when someone spoke to him that he became vaguely aware of his new surroundings. **thump thump**

Jack Killian wrote:“Hold on there, buddy, did you wash your hands?


"Um...yes?"

Jack Killian wrote:"Where did you come from? You better not say from a Volcano, I already used that one."


**thump thump** Starting to come around, his head begins to clear. "I am known by many names!" He begins his usual monologue introduction when first meeting people. **thump thump** Oww. "...but you may call me Flynn." Maybe later.

Jack Killian wrote:Your zipper is down. Do you know how to run the rift machine? Make sure you aren’t trailing no toilet paper on your heel.”


"I'm afraid I don't know what that is." **thump thump**

Murdoc wrote:"Well that's the run down on what's happened since we arrived. Our plan is simple. We're going to get out of here and back to the rest of our team which should be somewhere around Tampico. You're welcome to come with us, if you want. Name's Murdoc by the way. And these guys are William and Jack. The old man here, I think, was called Redstarman when he was younger. We should probably take him with us. I just wouldn't feel right leaving him in this mess of a space station."


Flynn perks up at this. "An adventure?!? Huzzah! I will be glad...nay, EAGER to join up with you fine gentlemen! I..." he pauses to look behind him. "...offer my services as a swordsmen, archer, and lover of ladies all!"
Flynn
PPE: 21/21
ISP: 40/40
HP: 56/56
SDC: 217/217

Armor
M.D.C. by Location:
• Head/Helmet - 50
• Arms - 35 each
• Legs - 45 each
• Main Body· 72
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Flynn
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Posts: 10
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Re: Stop #2: Welcome to Tampico

Postby William Summers » Thu May 17, 2018 9:41 am

Perception: 1d100 = 34/48%
JIC: 1d20 = 4/1d100 = 85

Conditions
PPE: 147/171
Cosmic Armor:
  • 350/350 MDC
  • 82/140 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.


"Poor Redstarman. We barely knew you, but you have obviously lost your marbles in this place. Come with us." Will puts Redstarman over his shoulder to head back to the Prisoner Tubes when Flynn emerges from the washroom.
"You're not one of those many eyed goo aliens that the Russian Space Station warned me about, are you?" Once it's confirmed that Flynn is indeed not one of those, Will shakes his hand and continues with the rest of the team toward the Prisoner Tubes. On the way there, he'll make some small talk with Flynn. "So, how'd you get here? We got here after we destroyed a bunch of vampires using an anti-vampire bomb but then our plane got sent to this weird space station. Oh! And then my magic mentor sent me some magic swords through my pants."

When they reach the Prisoner Tubes, Will sets Redstarman down in a chair. Then he hears Murdoc out, thinks about the problem at hand for a moment and nods his approval of the plan. "Sure. Let him out. If he tries anything or if he even touches Redstarman, we'll put him right back in there. Or worse."
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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Location: Roughnecks - PC

Re: Stop #2: Welcome to Tampico

Postby Flynn » Thu May 17, 2018 10:23 am

((Rolls carried over))

William Summers wrote:"So, how'd you get here? We got here after we destroyed a bunch of vampires using an anti-vampire bomb but then our plane got sent to this weird space station. Oh! And then my magic mentor sent me some magic swords through my pants."


"I am not sure how I got here. One minute I was attempting to drink Gronkwall the Grackletooth under the table, the next I am relieving myself in your loo. And I, too, keep my magic sword in my pants." Flynn gives him a wink.
Flynn
PPE: 21/21
ISP: 40/40
HP: 56/56
SDC: 217/217

Armor
M.D.C. by Location:
• Head/Helmet - 50
• Arms - 35 each
• Legs - 45 each
• Main Body· 72
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Re: Stop #2: Welcome to Tampico

Postby John Altfeld » Thu May 17, 2018 11:17 am

Perception: 1d100 = 34
JiC d20/d100: 1d20 = 8 / 1d100 = 97

Bombshells

John is at first taken aback by Betty somehow sneaking into the submarine's bridge. We let a fully armed and armored person aboard with the refugees? Do we even know what a refugee is? Note to self, sleep less.

Yes, and watch her closely. While you are not sleeping.

...Don't be gross, Grim.

To Wakiza, he says, "Aye aye, commander. I don't know anything about demolitions, though, so I can't guarantee anything." Then, after Bettie does her sword display and snakes all over Wakiza, John blatantly lies, "I don't know why he's calling me pebble boy, Flint isn't here right now. He's taking inventory. But I've heard that sleeping with teammates is a big no-no. It seems like you're hired, so you're a teammate. Welcome to the team!"

John then shakes Bettie's hand, surreptitiously checking her strength level. Assuming she shakes his hand, his eyebrows try to crawl away over the top of his head. "Commander, you may have just made a very effective hiring decision."

When Wakiza hands over the Shoulder Cannon, John practically starts drooling, "Naruni Shoulder Cannon? That was just sitting around? Bettie,can I... hold it?"


To Mercedes, he comments, "Do you mind starting to cut through the outer wall in this general area (indicating on the map where he intends to exit) so that we can bust right out? Easier than having to break through an in-tact wall."
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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