Stop #3: Cruising Central America

These fuckers are too stubborn to die.

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Stop #3: Cruising Central America

Postby Mad Scientist » Mon Oct 01, 2018 11:31 pm

Conditions wrote:TIME & DATE: 1:15, July 26, 110 P.A.
CLIMATE: Cool, stiff winds, intermittent clouds
VISIBILITY: Horizon
TERRAIN: Wind-blown chop
LOCATION : Aboard the Yellowfish
LEY LINE: No
TIME PASSED: Fifteen minutes


Hammer to Fall


Still stinging from the rebuke, deserved or not, the Yellowfish and its passengers is still some hours from landfall at its current rate of underwater locomotion. Baker may no longer be their boss...possibly to increasing regret for some...but the next mission agenda remains in force; seek out the outpost for this mythical 'New Navy' that Baker claims exists and teach them how to deal with their vampire problem.

Oh, and deal with a few other issues as well, no doubt, be they homeless children or terrifyingly amorous maidens. There's still a little time to catch one's breath before needing to be 'on' again.

Wasgeschieht?
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Location: Roughnecks AGM

Re: Stop #3: Cruising Central America

Postby Jack Killian » Wed Oct 03, 2018 5:51 pm

Perception: 64% 1d100 = 83
JIC d20: 1d20 = 15
JIC: 1d100 = 59

Jack listens to the video, He begins to think, “Well there you go mate, things are upside down and snakey like, we messed up. And here I thought we were trying to take the vampires out. The real mission dealt with this Flip guy and yea he looks pretty bad, but we got him out alive. We also got to save several people and get rid of several bad dingos.”

Jack keeps a poke face not showing any emotion. He waits around to see what the Roughnecks are going to do. He looks at the old hands of Roughnecks, Waz, Murdoc and Summers. Seeing how they are going to react. He doesn’t know if he is considered one of the old guard or still a probie. He thinks he needs to help everyone to bond together and get over this miss step and get on with What they are suppose to do. This time they need to impress this new guy, act professional and get the job done, without the new guy losing any pieces.

“Boss, I’m behind ya, what do ya need me to do. We got two days to unload the passengers and clean up this 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: 261
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Location: Rifts: Australia

Re: Stop #3: Cruising Central America

Postby John Altfeld » Wed Oct 03, 2018 8:12 pm

Perception: 1d100 = 68
JiC d20/d100: 1d20 = 13 / 1d100 = 85

As they view the video, John completely loses it and starts cracking up. When he eventually realizes that Commander Shades, Murdoc, Will and the actual Roughnecks aren't laughing, he stops, confused.

"This is a joke, right? We're being 'crazied?'"

""We killed approximately 1 million vampires. We have a boat full of fun refugees, a ton of acquired magic items (oddly mostly swords?), and enough silver to make a statue of the Yellowfin. Flip will get new arms and legs and be better and stronger and faster. I am learning about barbecue and we saw gods handing some aliens their collective asses."

"What reward is this man worried about that we haven't already exceeded?"

"If we need to get limbs for Flip, I'm happy to make that happen, we just need specifications..."
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 #3: Cruising Central America

Postby William Summers » Wed Oct 03, 2018 9:03 pm

Perception: 1d100 = 82/48%
JIC: 1d20 = 7/1d100 = 53

Conditions
PPE: 171/171
Amulet of See The Invisible:
  • See The Invisible
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.


Happy to see Murdoc back, Will chats it up with his fellow Merc until Wak wakes up and the group can collectively watch their message from Maxwell. By the end of the video, Will's face has lost the joy and innocence it usually carries, replaced by a solidly stern look. He is silent for a while once the video ends, unmoving. After a few others speak up, Will says "We sell off the silver before we leave South America. Make sure we each get our shares owed to us. If Maxwell thinks he can admonish us after what we just did, we make sure he doesn't see a dime of that money. Penalties be damned, we are getting our pay out of this one way or another." He then mumbles "Should have left his mechanical ass on that beach."

He turns to Wakiza looking for approval of his situational analysis. "What's your call, Sir Blackhoof?"
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 #3: Cruising Central America

Postby Jack Killian » Thu Oct 04, 2018 8:28 am

(((Rolls Carry Over)))


Jack hears magical items and he wonders what he is going to get, "Magic Items what are they talking about? those things are as rare as Sweet lemons down in Australia. There are those Crocmen up in the swaps they have some things they make but nothing else."

With a happy look on jacks face he says, "Excuse me. Did someone say shares of Magical Items?! We need to check some out for ourselves, right? Make sure no curses. I have this old Manchette and some other heirlooms, that is what we call pieces of Dingo Crap?"
"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 #3: Cruising Central America

Postby William Summers » Thu Oct 04, 2018 8:37 am

(Rolls held over)
Jack Killian wrote:"Excuse me. Did some one say shares of Magical Items?!"

Still in a bit of a mood, Will replies matter-of-factly, "No. No one did. There are shares of silver and there are magical items. Don't get them mixed. If you're gonna be a 'Neck, you need to learn the charter." Will then recites the charter for Jack.
Roughnecks Charter wrote:Roughnecks Charter:

If you can use it, keep it.
Loot and pay are put in the pot.
The Company gets a share.
Baker gets a share.
Each and every Roughneck gets a share.
Current Shares: 10


"If you found a magical item and you can use it, keep it. But there's nothing headed to the pot for us to split. If you need some gear after we get paid out, we can check out the group armory. I can even loan you some stuff."
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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Posts: 322
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Re: Stop #3: Cruising Central America

Postby Jack Killian » Thu Oct 04, 2018 8:58 am

(((Roll Carry Over)))

Jack listens to William then responds, " Yea We really haven't had the breather to goo over all of that for us new to the game. Thanks Will. I can usually make due with me gifts. My Armor is hand crafted, but I know, there are better armor out there. Hand to Hand well there is where I am lacking too." Jack looks at the other newbees.
"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: 261
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Location: Rifts: Australia

Re: Stop #3: Cruising Central America

Postby John Altfeld » Thu Oct 04, 2018 10:01 am

ROLLS HELD
Conditions - John is at +1 foot.

"Technically, I didn't find anything as part of the mission anyway. It was more like a daytrip/sidehike up, I kid you not, Skull Mountain."

"And yes, it looked like a skull."

"Also, wait, how long were you all gone? It's been days here and Commander Wakiza gave us all the onboarding lecture."
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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Posts: 88
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Re: Stop #3: Cruising Central America

Postby Jack Killian » Thu Oct 04, 2018 3:49 pm

(((Rolls Carry Over)))

Rocky responds to John, "We were just gone a few Hours. Just wait, it has been a few days, Wow!"
"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: 261
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Location: Rifts: Australia

Re: Stop #3: Cruising Central America

Postby Murdoc » Thu Oct 04, 2018 9:27 pm

Percep 71%: 1d100 = 95
JIC: 1d20 = 18 1d100 = 31

Murdoc just grins as he watches Maxwell's video, haha, laying it on a bit thick, aren't you Max? Well, I guess you gotta show us who's the boss now and not just one of the crew. Makes sense. And we did take on a lot of extra work that wasn't really called for.

At the end of the video Murdoc gives a nod to the black screen as his merc mentality kicks in, Stepping up to be the Boss. I get that Max. His eyes flick to Jack as the newish member speaks up, then to John at his outburst. Letting it all slide off, Murdoc says, "I think what our employer means is that we took on more than we needed to to complete our mission and it put our actual mission in jeopardy."

When William repeats the Roughneck Charter, Murdoc speaks up, "Edit your speech brother;"

"If you can use it, keep it.
Loot and pay are put in the pot.
The Company gets a share.
Maxwell gets a share.
Each and every Roughneck gets a share."


He looks to William, "Always and no matter what."

Murdoc leans into Will, hand on the other man's shoulder and whispers, "Take it with a grain of salt. Max is just reminding us he's the boss now."

Stepping back from his elder Roughneck, Murdoc puts himself in line with his two senior members and turns to all the new hires they picked up on their stop in Mexico. He gives them all a smile then says, "Maxwell is right. We are a business, not a charity. Side missions need to be held to only those that are mission critical. And we need to uphold our contract or the Roughneck name turns to mud. We should also address protocol and rank. Right now assume rank based on seniority, unless told otherwise."

Murdoc looks over to Jack and John as they bring up how long some of the team was off on the space station thing. We were gone Days? No matter, guess I'm a little younger than I ought to be. Back now though. He gives a little shrug to himself before he gives a little role call, "Murdoc, Wakiza, Will, Betty, Flynn, Jack and John. If you wanna be called something else, spit it out now. If you have special needs, time to fess up. And if you wanna opt out, now's the time for that too."

Murdoc gives the group a looking over as he waits for people to say something.
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 #3: Cruising Central America

Postby Jack Killian » Fri Oct 05, 2018 3:06 am

(((Rolls Carry Over)))

Jack speaks up after Murdoc finishes "Volcano Jack Is good for me, kinda cool. You had my back when the volcano spit me out, I always have your back. I'm Limited in attacks mostly Fire! Turns out I'm a good healer. Doc Jack maybe. Na, Doc if in you need medical care. Was waiting to get new stuff. Not me scruffy lookin gear. Might scare the ladies."
"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: 261
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Stop #3: Cruising Central America

Postby Bettie Houser » Sun Oct 07, 2018 2:52 pm

Perception: 1d100 = 50% (34% base)
JIC: 1d20 = 19
JIC: 1d100 = 18

"St'vatha. That is a pretty name and now that we have you all scrubbed clean, I can see there's a pretty face to go with that name!", Bettie tries everything she can think of to cheer the girl up as well as take her mind off recent history or lost family.

Bettie keeps St'vatha with her, setting the child up on her shoulders and making sure to move slowly and duck low at hatchways when needed. She listens quietly to this Maxwell guy as he, well, rants. Once the ass-chewing is over and several of the senior Roughnecks such as William and Murdoc have spoken, Betty pipes up, "He's not half wrong. Although he could have said it more professionally. Running a business isn't easy and you have to keep your eye on the bottom line if you want it to succeed. I wasn't there for the start of things, so I won't judge anyone else' call. But in all honesty, I have to say that leaving the refugees behind would have been impossible for me. Rescuing them had to take priority at some point, no matter what the mission was. Don't get me wrong, I'm in it for money just as much as the next guy....but morals sometimes have to trump even that.". Having spoken her mind, Bettie quiets down and waits to hear how the others respond.

Murdoc wrote:Stepping back from his elder Roughneck, Murdoc puts himself in line with his two senior members and turns to all the new hires they picked up on their stop in Mexico. He gives them all a smile then says, "Maxwell is right. We are a business, not a charity. Side missions need to be held to only those that are mission critical. And we need to uphold our contract or the Roughneck name turns to mud. We should also address protocol and rank. Right now assume rank based on seniority, unless told otherwise."

Murdoc looks over to Jack and John as they bring up how long some of the team was off on the space station thing. We were gone Days? No matter, guess I'm a little younger than I ought to be. Back now though. He gives a little shrug to himself before he gives a little role call, "Murdoc, Wakiza, Will, Betty, Flynn, Jack and John. If you wanna be called something else, spit it out now. If you have special needs, time to fess up. And if you wanna opt out, now's the time for that too."

Murdoc gives the group a looking over as he waits for people to say something.


"Like I said a bit ago, I'm in. This seems like a decent group of mercs here, which is a rarity from my experience. You can just keep calling me Bettie, I've never really had any other nick names....well, none outside of the bed room anyways.", she gives the room at large a wink, "As for pay and shares and such, I don't need a whole lot. Oh, other then a fresh supply of treated dragons blood every 6 months or so. Preferably ancient dragons blood.", she doesn't appear to be joking at all with that part. "Now as for what I want, that is another story. But I will take whatever the team sees fit to pay me for my small part in things up to this point. Oh, and maybe long term use of that mini-gun?", Bettie adds the last with a grin.
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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Re: Stop #3: Cruising Central America

Postby Wakiza » Sun Oct 07, 2018 9:20 pm

Perception: 1d100 = 98 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 10 1d100 = 25

Wak grumbles as he is racked out to watch a video from Max. What in the Spirits, another mission? Haven't we done enough and we still have a couple more to do. As he watches the video, Wak is obviously getting more and more pissed as he listens to the utter disrespect for the troopers that are actually doing the work! He grumbles under his breath, "fuckin piece of shit!" As the video is finished, Wak looks like he is about to explode. Waves of anger coming from both Wak and Derilian wash over him, If he addresses me like that in person he is going to need more bionic parts. He gets his anger under control and actually manages a slight smile as he looks at his troopers. "Don't worry about that pill poppin piece of crap, he doesn't know what he is doing yet. I bet he is hungover or worse out of pills." He looks at the veterans, "don't forget that junkie was still with us when Flip was grabbed, so this is as much his issue as ours. Besides they shouldn't send someone out who can't go shopping without getting snatched up. Don't forget we wiped out a Sploog crew and an entire mothership to get him back. I guarantee that no mortal team this small has ever done that. You all kicked ass and I am proud to walk among you, let alone lead you!" He nods towards the refugees, "We are not cold-hearted villains, and that is what we would have been if I had turned my back on these refugees and let the vamps and sea monsters feast on them. Don't listen to his bullshit, listen to me, Will and Murdoc the actual team leadership!"

Wak smiles at his small but capable team, "Now get your asses back to work! Everyone get as much shuteye as you can. Will, i'm up now so you can get some sleep."
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 #3: Cruising Central America

Postby Jack Killian » Mon Oct 08, 2018 2:46 am

Sinder speaks up once more, "Let's go. Max might have had to produce the video to calm the cliental. We have jobs to do. One, get a good head count on the passengers. Two, get them on shore. We don't need a stowaway." "I don't believe that Max would would be such an, Hobart Big Fart, all hot air and you light him and he glows!"
"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 #3: Cruising Central America

Postby Mad Scientist » Mon Oct 08, 2018 8:28 pm

Conditions wrote:TIME & DATE: 13:00, July 26, 110 P.A.
CLIMATE: Sunny, temperate, moderate winds
VISIBILITY: Horizon
TERRAIN: Rocky shoreline, steep hills
LOCATION : Aboard the Yellowfish
LEY LINE: No
TIME PASSED: Twelve hours


Seaside Rendezvous

The overall response to the new boss's critique of the latest operation...is poor, to say the least. Ranging from outrage to disbelief, mild chagrin to grudging understanding, no one likes it but everyone carries on in their own way.

The Yellowfish continues on its course towards the far-off coast, making for coordinates on a mission from a man who has sold his interest in their operations. Left with little to do on a ship over capacity with refugees, some of the company gets some more sleep, others play desperate keep-away from pursuing admirers. Dark plans of retribution are contemplated, and the crowded corridors are paced by those nervous about the tons of water all around them.

Not all is grim, however. Volcano Jack has nearly achieved sainthood in the eyes of many of the refugees; not only did he bend his mind and energies to healing ailments with no request for recompense, he opened his personal stores of food and water to share freely amongst hungry people. Murmured words of thanks in half a dozen languages follow him wherever he goes, and grateful hands reach out to touch him, even for a moment.

St'vatha stays very close to Betty, a mute little shadow following the warrior woman about when she isn't being effortlessly carried by her. She has very little to say about herself, only shaking her head when queried about parents or relatives, but does shyly ask about dragons at one point. She does sleep a great deal herself; one can surmise she hasn't had much time of late where she has felt safe, or secure.

It's twelve hours after the materials handover with the Bruja that the Yellowfish draws close to the coast of the southern continent. Van Der Cleff brings the submersible up, breaking surface to a sunny day and a gently rolling ocean. The coastline can be seen several miles ahead – somewhere in that rocky stretch of land is an outpost of this mythical 'New Navy', if Baker's claims are to be believed.

The Yellowfish can make its way to a point just offshore in perhaps fifteen minute, although without any sort of docking facilities apparent it's going to take some ingenuity to offload the refugees. If anywhere is found to offload them to. If Baker does, indeed, know what he's talking about....

Wasgeschieht?
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Re: Stop #3: Cruising Central America

Postby Mercedes » Tue Oct 09, 2018 4:00 pm

Perception: 1d100 = 7
Just in Case d20: 1d20 = 2;JIC d100: 1d100 = 82
Imitate Voice (for her accent) 1d100 = 86/80%

As the Yellowfish continues on it's way, Mercedes sneaks out of a group of refugees to approach Wakiza. True to her paranoid self, she activates a Mind Block to keep out any unwanted mental traffic.

"So, darling, how did the mission go?", she asks offhandedly, clearly disinterested. My lord Venethrax certainly took his toll, but now that I'm back, I'd better be paid! Did anyone touch my stuff?! I should've checked that first.

As soon as she can, Mercedes interjects, "I shall be in my room if you need me."
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: 225
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Location: Waterloo

Re: Stop #3: Cruising Central America

Postby Jack Killian » Tue Oct 09, 2018 5:17 pm

Perception: 64% 1d100 = 87
JIC d20: 1d20 = 15
JIC: 1d100 = 26

Jack listens to the others and eventually heads to his second home well actually his only home, and that is the Romper Stomper. On the way there he sees people standing in the passageway. Not sure what is going on he slows down talking to those he can, "Hello, are you OK. Do yay need more healing. I’m sorry I don’t have any more rations or water." He keeps smiling and making sure they are healthy, and tries to reassure them as best he can. “The crew, Roughnecks, are trying the best they can.” He reassures them “Landfall is coming up soon. Just need to be sure we drop you in a safe place, please bear with us. We don’t know this land only what we hear.” Jack helps those that need a little more help but he tries to meditate to recoup the rest so he is ready for what is needed in the future.

Twelve hours later Jack recovers from meditating and gets ready for the next phase of this trip. He dresses in his armor and gathers his weapons and heads up to the bridge.

He greets the refugees on the way being optimistic and smiling all the way. “Hopefully We can stretch our legs on the land soon.” He continues into the bridge, he ask who ever is on the bridge some questions.

“Anyone see anything we can call a port? How are we going to get the people onto terra firma? Did we get an actual count on the numbers we have?“
"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 #3: Cruising Central America

Postby John Altfeld » Fri Oct 12, 2018 10:08 pm

Perception: 1d100 = 75 / 61%
JiC d20/d100: 1d20 = 11 / 1d100 = 98

John nods to Wakiza as he finishes his awesome speech. "Heard and understood, Commander." He then proceeds to get exactly no sleep.

When Mercedes pops out, he waves at her. "Oh, hi Mercedes, glad you made it out of that exploding Splugorth ship situation intact like everyone except Flip. Huh, that's pretty lucky actually. No casualties! Roughnecks forever!"

To Murdoc and Jack, he says, "Yeah, you were gone for an excessively long time. Like I said before, just glad everyone's back and in one piece."

Why are the people we saved being so nice to Jack for just healing them? Not fair! Maybe if I flex more...

Coming to Ameri... Colombia

John looks out at the shore of dark, benighted continent of South America, with no sign of civilization in sight. "Commander, this may not be the best place to drop our guests. From our previous discussion, I thought there was at least somewhere equivalent to Tampico or La Venta we could put them ashore. Are we off course? I could be very wrong, but I imagine we need to address this before we continue pursuing our mission of... finding a... thing?"

Just don't vomit off the side. I HATE the ocean!
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 #3: Cruising Central America

Postby Jack Killian » Sat Oct 13, 2018 11:56 am

(((RollsCarry Over)))

Jack agrees with John and responds, "Maybe we need an aerial recon. I think we have a couple of Hovers from the Space trip in Lechuza Bruja. Lechuza Bruja can tell us if they see a good civilized spot. Or we use the cycles."
Last edited by Jack Killian on Sat Oct 13, 2018 4:15 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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Posts: 261
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Stop #3: Cruising Central America

Postby William Summers » Sat Oct 13, 2018 1:34 pm

Perception: 1d100 = 8/48%
JIC: 1d20 = 9/1d100 = 12

Murdoc wrote:"Edit your speech brother;"

"If you can use it, keep it.
Loot and pay are put in the pot.
The Company gets a share.
Maxwell gets a share.
Each and every Roughneck gets a share."


He looks to William, "Always and no matter what."

Murdoc leans into Will, hand on the other man's shoulder and whispers, "Take it with a grain of salt. Max is just reminding us he's the boss now."

"You're right. I'm no more a cheat than I am a scientist. Still, that metal man can bite my ass."

Jack Killian wrote:" Yea We really haven't had the breather to goo over all of that for us new to the game. Thanks Will. I can usually make due with me gifts. My Armor is hand crafted, but I know, there are better armor out there. Hand to Hand well there is where I am lacking too."

"Jack, meet me in my quarters later. We'll go through my gear and find you something good. You any good with a bow? Know how to throw a grenade?"

Murdoc wrote:"Murdoc, Wakiza, Will, Betty, Flynn, Jack and John. If you wanna be called something else, spit it out now. If you have special needs, time to fess up. And if you wanna opt out, now's the time for that too."

"William Virgil Summers here. You can call me The Man in Black, The Wanderer or Cupcake. Just don't call me, Willie. That's my pops."

Bettie Houser wrote:"You can just keep calling me Bettie, I've never really had any other nick names....well, none outside of the bed room anyways.", she gives the room at large a wink, "As for pay and shares and such, I don't need a whole lot. Oh, other then a fresh supply of treated dragons blood every 6 months or so. Preferably ancient dragons blood.", she doesn't appear to be joking at all with that part. "Now as for what I want, that is another story. But I will take whatever the team sees fit to pay me for my small part in things up to this point. Oh, and maybe long term use of that mini-gun?", Bettie adds the last with a grin.

Why would you have a nickname in the bedroom? That doesn't make any sense. "Wait, Dragon's Blood? As in the blood of an actual dragon? That seems like a hard thing to get and stay alive. I can see why you're able to count yourself amongst us today."

Wakiza wrote:"Don't forget we wiped out a Sploog crew and an entire mothership to get him back. I guarantee that no mortal team this small has ever done that. You all kicked ass and I am proud to walk among you, let alone lead you!" He nods towards the refugees, "We are not cold-hearted villains, and that is what we would have been if I had turned my back on these refugees and let the vamps and sea monsters feast on them. Don't listen to his bullshit, listen to me, Will and Murdoc the actual team leadership!"

Wak smiles at his small but capable team, "Now get your asses back to work! Everyone get as much shuteye as you can. Will, i'm up now so you can get some sleep."


Goddamn right. We did what no one else could have done. We are the best of the best.
"Got it. Wake me when I'm needed, Sir." Will heads to his quarters and gets some much needed rest.

Many hours later, he wakes up refreshed and recharged. He does some light stretching given the amount of space available in the Yellowfish, dons his gear and heads out to the general population to figure out what's going on. "Oh, we're almost to our coordinates? No dock? Hmm... I think I have an idea. Let's get ourselves a bit closer. I'll take Jack and scout out the situation. If we find a colony, I can bring Empress out and ride them up the cliff face one by one. Not quite enough room on the Wingboard for a passenger. Mercedes, maybe you could use your Steed to give some rides as well?"
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 #3: Cruising Central America

Postby Jack Killian » Sat Oct 13, 2018 5:01 pm

Before Landfall
William
"Jack, meet me in my quarters later. We'll go through my gear and find you something good. You any good with a bow? Know how to throw a grenade?"


“Thanks mate, Yes, most of us from Aussie Land didn’t have those high-tech stuff like energy weapons, fancy armor, unless you came from one of the big cities or pealed it off one of their soldiers. Yes, used flamethrower, crossbows and grenades. I’ll follow ya down ta ya room.” Jack eventually heads down to Williams room.

He waits till William shows him the goodies he has secured. It makes him think how bad those down under have it.“Dang we were so poor down under, most of us just thought about surviving. These blokes don’t understand we bartered for food, those Rations I handed out represented a large amount of trade for me. But me mates here are treating me like a king. Dang that is a big change.”

Sighting the Land
After William speaks up with an Idea Jack backs him up, “The Man in Black and Volcano Jack can pick up this slack.” Jack Smiles at the rhyme.
"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: 261
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Stop #3: Cruising Central America

Postby William Summers » Sat Oct 13, 2018 5:43 pm

(rolls held over)

Will welcomes his teammate into his quarters. "Hey! Volcano! Still cracking up about that giant middle finger. Good work out there. Let's see if I've got anything that might work for you in the field."

Will digs through his stuff and presents the following:
Gear
TW "Horde-Buster" Rifle
Image
• Range: 1100'
• Damage: 1d6*10 or 1d6 per projectile
• Rate of Fire: 1 blast per action
• Payload: 5 blasts
• Recharge Cost: 20 PPE
• Modifiers: +1 to strike
Magic Features
• Ballistic Fire
•• Rifle fires 10 fiery projectiles per blast
•• Projectiles can be directed at one target or up to ten multiple targets
• Ricochet Strike
•• Each projectile can strike up to 3 additional targets (as per spell)


TW Swarm recurve bow
• Range: 1500'
• Damage:
☞ Standard arrows: 2D6
☞ M.D. arrows: 1D6 M.D.
☞ Specialty High-Tech arrows w/Explosive Heads: 2D6 M.D. or 3D6 M.D.
☞ Smoke Grenade Arrows: no damage, fills a 40' area
☞ Flare Bolts: 3D6
☞ Flame Grenade arrows: 3D6 M.D.
☞ Magical Swarm arrows: 6D6+6 M.D. per volley of six bolts
• Rate of Fire: Varies according to skill of archer
• Payload: One on at a time, easy to hand-load.
• Weight 6 lbs.
• Modifiers: +2 to strike

38/50 Magical swarm arrows


Flash Fire Grenades
This magic grenade releases a tightly focused, concentrated fire blast of incredibly Brit, white fire that burns out in 1 melee action.
Range: same as standard grenade
Damage: 5d6 MD (double damage to creatures vulnerable to fire or heat)
Activation cost: 5 PPE or 10 ISP


Flash Freeze Grenades
When this white painted grenade detonates, it instantly encases a 10 ft radius sphere in solid (50 MDC) ice that lasts for 3D6 minutes. The ice sphere will not go through the ground. Large targets will not be completely covered and will probably be able to break free. Trying to blast someone out is possible, but there is a 50% chance each attempt will hurt both the ice and the victim. Each grenade is only good for one use.
Range: same as standard grenade
Damage: 1D4 MD


Coalition States Plasma Grenade
• Range: approximately 40 yards/120 ft/ 36 m
• Mega-Damage: 6d6
• Blast Radius: 12 ft (3.6 m)


Elementum
Image
Duration of Magic Spells: As per the usual effect of the spell.
Duration of the Drug High (Bonuses and Penalties): 4D6+ 12 minutes unless stated otherwise.
Effects: Check the effects/spells per type. Roll 1D6+1 on the following table for each dose of Elementum consumed:
    1. Weak buzz, reduce duration of the sensation by half and there is NO magic spell effect.
    2. First magic spell effect only.
    3. Second magic spell effect only.
    4. Third magic spell effect only.
    5. The first two of the three side effects occur, one a few minutes after the other. Both times the effect is likely to be stronger than level one (roll 1D4 to determine the level of potency).
    6. All three side effects occur in random order 1D4 minutes apart at level1D4+1 potency. The user does not know which side effect to expect next.

Air
Bonuses: + 1 to Perception Rolls, +1 on initiative, +1 to dodge, and +2% on skill performance. Penalties: Feels antsy, nervous and cannot sleep or remain still; becomes a bit claustrophobic when confined indoors in rooms that are smaller than 400 square feet (37 sq m), which makes him -2 on Perception Rolls and initiative, -2 to dodge, and -5% on skill performance while in confined areas, unless it involves an effort to leave. Penalties and bonuses last for the duration of the drug high. Spell Side Effects: Silence, Create Mild Wind, Cloak of Darkness.
Fire
Bonuses: +5% on all skills used in a contest or display of prowess/ability. + 1 on initiative, + 1 to strike and disarm, +5 to Spd attribute (temporary). Bonuses last for the duration of the drug high. Penalties: -2 to Perception Rolls unless it involves winning a contest, -5% on skill performance, feels tired and worn out, and is -1 on all combat bonuses for 2D6x10 minutes after the drug high wears off. Spell Side Effects: Blinding Flash, Cloud of Smoke, Fuel Flames.


Bottle of Rue Holy Water (6 oz)
• Effect: Holy water typically burns like acid when sprinkled or cast upon vampires and other demons, inflicting 3D6 Hit Points/M.D. Holy water spilled in a circle prevents vampires and some other demons from entering the circle.
•Cost: 250 / 6oz


Mage Armor
Image
M.D.C. by Location
• Hood: 20
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
TW Features:
☞ Armor of Ithan
☞ Breathe without Air
☞ Spell effects at 5th level proficiency. Each can be activated 3 times per day.
Modifiers: -5% to physical skills


"See anything that strikes your fancy?"
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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Posts: 322
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC

Re: Stop #3: Cruising Central America

Postby Jack Killian » Sat Oct 13, 2018 6:47 pm

In The Man In Blacks Room

When Jack sees the fabulous treasures that William has presented in front of him, the high-class bow catches his eye.
He speaks up, “William your treasures are fantastic. I haven’t seen anything like this. Can I try the bow? What’s it do? The Plasma grenades are usually only found in the military’s hands. If you can toss one of those fireworks, when there is a bunch of enemies, I can do some bad hurt ta them.”

“For Sidney we had gangs that were in control, I was on a team that had Brodkil and Gargoyles. Yea it is weird that we humans got along with what some called demons. But it was for our on mutual defense against anything that would come out of the sea, or pop out of a Dream line. Well anyway, they would toss the plasma and protect me while I increased the damage. I understand that they might be considered enemies here but we would go out drinking and having fun. No one did anything really evil , as a mater of fact some of them more than likely saved my life.”
"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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User avatar
Jack Killian
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Diamond Level Patron
 
Posts: 261
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Stop #3: Cruising Central America

Postby William Summers » Sat Oct 13, 2018 7:58 pm

(rolls held over)

Will smiles when Jack gets so excited about the gear. This is my kinda conversation! "Interested in the bow, eh? That is a good one! It's magically enhanced for accuracy, has a light draw and excellent feel in your hand. It can act like a normal bow, but the real kicker is the specialty ammo that comes with it. These arrows split into six, all headed for the same target. Big damage, great accuracy. I think you'll like it. Consider the bow on loan until you find something you can call your own. Anything else you want to hold on to?"

"Grenade empowerment? Reminds me of a mission we took on a while back. I created some magic fire and our Burster, Nero, made that bastard HUGE. Murdoc was there. We fought a zombie mountain. Nasty stuff."

"You were working with demons? That sounds dicey. Everyone's got their reasons though."
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 #3: Cruising Central America

Postby Murdoc » Sun Oct 14, 2018 9:02 am

Percep 71%: 1d100 = 50
JIC: 1d20 = 11 1d100 = 11

Now that the mess in Tampico is over and done with, Murdoc lets Wakiza take the lead back and then retreats into the sub's cockpit to keep Van company. That company was mostly just watching the monitors and making sure that the cockpit was secure as he sat there quietly letting Van do his job. Max is pressing his authority and Wakiza is remembering the old teammate. This could get interesting very quickly once we return to base. Maybe by then things will have settled down.

When they come up on the coordinates but no dock, Murdoc keeps quiet and comms the Roughnecks directly rather than using the ships intercom and causing a stir amongst the refugees, "We have land in sight but there's no port. I suggest we make our way northeast up the coast and at the very least try to find a river inlet or a natural harbor."

As he waits from a reply from the rest of the Roughnecks, he turns to Van and gives a shrug, "Could always be worse."
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 #3: Cruising Central America

Postby Jack Killian » Sun Oct 14, 2018 10:10 am

(((Rolls Carry Over)))

When William mentions the Demon types, and how weird it was, Jack pipes up, "From what I get, these were outcast from their own, and a very small group. Yea, It was weird seeing Human helping these burly types but everyone understood that if we didn't stick together we would surely die. Again, Fire Support Team 1 protected Sidney from monsters that attacked the community of Sidney. Weather it came out of a dream storm or the ocean. I have seen those they call Demons save the lives of humans and dying for it. Then to see all come together for the funeral and weep. Kinda weird, But, when the end times came, those in the big cities were the ones that closed the gates on the humans outside and said you’re on your own. Now days those city dwellers will only trade with us when we find something they like." Jack takes the bow, "Much obliged William, I'll take care of it, not so much for the ammo though."

Jack says with a smile. "I got that rifle from the Space Station, so with this I should be looking sharper, almost like them city folk."

"Hey William, got any stories ta tell?"
"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 #3: Cruising Central America

Postby Mad Scientist » Sun Oct 14, 2018 10:53 am

Conditions wrote:TIME & DATE: 13:20, July 26, 110 P.A.
CLIMATE: Sunny, temperate, moderate winds
VISIBILITY: Horizon
TERRAIN: Rocky shoreline, steep hills
LOCATION : Aboard the Yellowfish
LEY LINE: No
TIME PASSED: Twenty minutes


Spread Your Wings

Mercedes loftily deigns to grace the rest of the team with her presence, once more demonstrating that upper class breeding that has proven its worth time and time again.

A count of the refugees during the trip, assuming none of them managed to evade detection by moving about and concealing their presence amongst the rest, is forty nine. Not an unmanageable number, but not a simple logistic matter either.

Jack, newly geared up after a visit to Will's quarters – we won't ask the exact nature of that particular transaction – has a workable idea; aerial recon. The plan is pretty basic, which is why it'll probably be successful; the Yellowfish will parallel the coast looking for a mooring point, while the Bruja, hover cycles, wing boards, and potentially even technowizardry pegasi will run a search pattern to see if from above they can locate the New Navy outpost, a more mundane Columbian settlement, or both.

Kask is more than happy to be of further use; as the Bruja is hovering to allow the unloading of the hovercycles, he expresses his appreciation at being able to help out, and hints around the possibility of staying on with the Roughnecks. Since he's far outside of his original interests with representing the Aztar nation in their joint endeavour, this doesn't really come as much of a surprise.

It takes perhaps ten minutes to prepare vehicles and gear for the jaunt, and barely another ten go by before one of the searchers locates a settlement not far from where the team started looking. Looking like it could comfortably house perhaps a couple hundred people, it's set behind a ridge a little ways from the shore, and from the look of things is fairly well concealed from ground level; their airborne search is probably the only way to have tracked it down in short order.

From above, however, there doesn't seem to be any activity on the neatly laid-out streets. Lunch time, perhaps?

OOC Comments
Feel free to decide who is searching and how, and who is not. First taker for who wants to have found the settlement.


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Re: Stop #3: Cruising Central America

Postby Mercedes » Sun Oct 14, 2018 5:53 pm

Perception: 1d100 = 32
Just in Case d20: 1d20 = 3;JIC d100: 1d100 = 46
Imitate Voice (for her accent) 1d100 = 89/80%

"Oh, hi Mercedes, glad you made it out of that exploding Splugorth ship situation intact like everyone except Flip. Huh, that's pretty lucky actually. No casualties! Roughnecks forever!"


"Yes, it is agreeable to see you made it, too, John.", Mercedes smiles brilliantly.

The Will in Black wrote:"Mercedes, maybe you could use your Steed to give some rides as well?"


"I am certain everyone would like a...ride...it is not entirely unsurprising...nor unwelcome.", Mercedes says, bursting with innuendo.
If it satisfies the group, I suppose I'll assist.
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

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

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

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

Re: Stop #3: Cruising Central America

Postby Jack Killian » Sun Oct 14, 2018 6:32 pm

Perception: 64% 1d100 = 14
JIC d20: 1d20 = 18
JIC: 1d100 = 61

Jack help unloads the Hovercycles and then gets on one. He then takes off and checks the handling, since the last time he used it was in zero gravity. He then lands back on the sub.

Jack suggests, “I think it would be good for those on the hovers to do a zig zag search pattern on each side of the river. Any other fliers can fly 180 degrees out of phase. If Kask can use the sensors on Lechuza Bruja, he should pinpoint anything odd over us. The Sub can use it’s sonar and radar to keep us aware of any trouble under the water or other things of intrest.”

Jack continues, “Patterns for the hovers should go one or two miles inland from the river at the max and a few hundred feet over the tree tops. Any other suggestions?”

Jack end his conversation with, "A large facility should not be hard to hide, unless they don't want to be found. So the obvious might be is a decoy."
"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 #3: Cruising Central America

Postby Wakiza » Tue Oct 16, 2018 8:40 pm

Perception: 1d100 = 9 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 9 1d100 = 3

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

Wak has calmed a bit over the rest of the journey, so it doesn't surprise him at all when Mercedes pops back in, "Well we did fine with almost no help from you. Where have you been?" She had better not have been hiding this entire time!

As the get near land he replies to John, "Yep we will find the base first. Well unless they start acting up again."

He organizes an aerial search as suggested for whoever wants to go. Assuming somebody reports back what the found, Wak will say over comms, "Don't forget this place has been under siege. Let's all meet at the edge of town, so we can look it over together. This is supposed to be a new navy base, so there might be underground facilities." If agreed to, Wak turns the boat over to Van and Gee, "Keep an eye out for other craft and these refugees. Stay in touch on comms. We will report back soon." He'll jump on his Wingboard and head to the meeting point. He will look closely around while he is heading to the meeting point. (Using his MOE in all modes.)

Detect Ambush-- 1d100 = 82 / 78%
Detect Concealment-- 1d100 = 99 / 73%
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 #3: Cruising Central America

Postby Mercedes » Thu Oct 18, 2018 8:49 am

Perception: 1d100 = 1
Just in Case d20: 1d20 = 8;JIC d100: 1d100 = 29
Imitate Voice (for her accent) 1d100 = 40/80%

miniboss wrote:"Well we did fine with almost no help from you. Where have you been?"

"Why, I have been stealthily watching your posterior, darling.", Mercedes smiles and licks her lips suggestively ((Seduction 1d100 = 6/45%;pass)). "It is quite flattering you would worry about little me."

During the search, if she's paired with someone, Mercedes will undoubtedly complain about how the humidity or the altitude or how she's cold, or some other such triviality. The report on what's found will have to be done by someone not busy admiring their own reflection.
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

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

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

Knock-Knock: 1/6 shots remaining
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Posts: 225
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Location: Waterloo

Re: Stop #3: Cruising Central America

Postby John Altfeld » Fri Oct 19, 2018 3:31 pm

Perception: 1d100 = 41 / 61%
JiC d20/d100: 1d20 = 16 / 1d100 = 15

"If Will can make everyone fly who isn't able, we could do a close-recon of the area without being in too much danger. At this point, I'm expecting vampires or everyone being dead, since there's no activity in the middle of the day. Any normal town, no matter how small, you'd see SOMETHING going on."

"Also, are we sure this is the right place for The New Navy? Wouldn't their base be located on the water in some manner, arguing that this inland town isn't our goal? Or, at least, as Commander Wakiza said, that there's a submarine dock, which we may want to investigate.

Who is the Old Navy? And why does that sound familiar?

Skills that might be of use during the search:

Track Animals 1d100 = 59 / 47%
Wilderness Survival 1d100 = 18 / 57%
Lore: Demons & Monsters 1d100 = 44 / 57%
Land Navigation 1d100 = 42 / 62%
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 #3: Cruising Central America

Postby Jack Killian » Fri Oct 19, 2018 6:35 pm

(((Rolls Carry Over)))

Jack pass the coordinates of the abandoned town after they find it. He listens to Waz and states, "Sound like a good idea. but let's spread out a bit in case there is a hostile reply."

Jack lands outside the village and waits for the others to land.

Sense Fire: 1300' I.S.P. Cost: 2
"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 #3: Cruising Central America

Postby Flynn » Mon Oct 22, 2018 5:49 am

Perception: 45% 1d100 = 11
JIC: 1d20 = 17
JIC%: 1d100 = 99

Wakiza wrote:"Don't forget this place has been under siege. Let's all meet at the edge of town, so we can look it over together. This is supposed to be a new navy base, so there might be underground facilities."


Flynn, after spending time evading that witch of a woman, grabs his gear and heads to the ship exit....pauses...then radios, "Where would I be best effective?." He waits for a response.
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 #3: Cruising Central America

Postby Bettie Houser » Mon Oct 22, 2018 2:29 pm

Perception: 1d100 = 20% (40% base)
JIC: 1d20 = 17
JIC: 1d100 = 33

Bettie watches the other begin gearing up for patrol runs and as much as she wants to take one of the hovercycles out and join in, she feels compelled to look after her little shadow. Especially since it is unlikely St'vatha will allow Bettie to go anywhere without the child. She turns to Wakiza before he takes off, "Um, if you don't mind I'll be staying on board for this one. It's not that I don't want to go, but I just don't know what to do with her in the meantime. Don't get me wrong! I don't see the girl as a burden or anything, but even if I could put her in someone else's care without her panicking I honestly wouldn't feel good about it. I hope that doesn't sound silly?", Bettie stands there looking awkward for waiting for the team leaders reply.
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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Re: Stop #3: Cruising Central America

Postby Mad Scientist » Tue Oct 23, 2018 12:10 pm

Conditions wrote:TIME & DATE: 13:30, July 26, 110 P.A.
CLIMATE: Sunny, temperate, moderate winds
VISIBILITY: Horizon
TERRAIN: Rocky shoreline, steep hills
LOCATION : New Navy Outpost
LEY LINE: No
TIME PASSED: Ten minutes


Keep Yourself Alive

The majority of the company gathers a short distance from the settlement, barring those who stay back to man the Yellowfish and ride herd on the refugees.

All due caution is taken when approaching the settlement, but apparently unnecessarily, as the place does in fact prove to be deserted. Not through violence – although there are older signs of battle-related damage, partially repaired – but an orderly-seeming shutting down of the facilities. Doors are closed and locked, and it seems there’s little sign of damage apart from where one storm shutter had been insufficiently fastened and come ajar to the elements.

This small cluster of buildings tucked away not far from the coast is neatly laid out, neatly shut down, and entirely deserted.

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Re: Stop #3: Cruising Central America

Postby John Altfeld » Thu Oct 25, 2018 9:29 pm

Perception: 1d100 = 36 / 61%
JiC d20/d100: 1d20 = 1 / 1d100 = 4

John tries gently pulling on some doors and, finding them locked, wanders around, checking out the buildings. "I guess they decided to run away from the vampires before we got here. Hopefully they're somewhere nearby. Maybe on a boat if they're a navy? I wonder if they left some kind of note or radio signal."

Radio: Basic 1d100 = 95 / 57%

Spotting the big public building, John taps on one of the side doors. "Commander, permission to open this the... huh. I was going to say the hard way, but I think it's actually the easy way. And maybe that one over there on the far side. That looks like a... science garden?"

If Wak gives him permission, John tries knocking really loudly first, and then turns to rocks, grows, and rips the door off.
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 #3: Cruising Central America

Postby William Summers » Sat Oct 27, 2018 11:23 am

Perception: 1d100 = 61/48%
JIC: 1d20 = 7/1d100 = 35

Taking up the rear, Will keeps watch from his Wingboard. When there's nothing to watch out for, he lands and holds his Wingboard under his right arm. "This looks pretty tame. Shall we investigate further? If its safe enough, we could leave the refugees here with a few weapons and some food. Send some supplies and resources their way when we get back." Will follows John into buildings to search for supplies.
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 #3: Cruising Central America

Postby Jack Killian » Sat Oct 27, 2018 2:30 pm

Perception: 64% 1d100 = 18
JIC d20: 1d20 = 10
JIC: 1d100 = 27

Jack isn’t sure what is really going on here he tries to sense fire to see if there was something recent. He goes to any evidence of a burn area to find out information.

Sense Fire 2 ISP 1300 feet, 4 minutes
See Aura ( 6 I.S.P.)

If he senses any fire / old fire he will land and investigate.
(how long ago, who set it, type set from normal burning of laser, plasma.)
"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 #3: Cruising Central America

Postby Mad Scientist » Sun Oct 28, 2018 2:27 pm

Conditions wrote:TIME & DATE: 13:45, July 26, 110 P.A.
CLIMATE: Sunny, temperate, moderate winds
VISIBILITY: Horizon
TERRAIN: Rocky shoreline, steep hills
LOCATION : New Navy Outpost
LEY LINE: No
TIME PASSED: Fifteen minutes


Run For Your Life

The door yields easily to John's inhuman strength, opening upon a building that seems to serve several purposes; a gathering hall, a community centre, and an administration office. The computer terminals in the admin office are all powered down, and upon booting up require passwords; fortunately, it seems that personal security can take second place to convenience, as a small paper note in one of the desk drawers proves to provide the access password.

Scanning through recent documents, it becomes clear that the outpost has, indeed, been evacuated for the moment, recalling all personnel to one of the undersea fortresses instead. It is, perhaps, unsurprising that a peoples that live largely underwater have never learned how to deal with vampires before; this withdrawal tactic, while to a certain degree extreme, certainly is effective.

To Volcano Jack's fire-attuned senses, it's apparent that the scorched buildings are caused by laser weapon fire, and from some weeks ago. It's impossible to tell exactly what was being fired at, but vampires do seem to be the dominant influence in the area at the moment.

Back aboard the Yellowfish...

Much speculation is running rampant through the refugees, ranging from an entire village just for them, to a city that will take them in, to a few worried that they are about to be turned out at the shoreline to fend for themselves. At least, that's the range of questions that Bettie is put to. She wouldn't have understood the languages of half the people that spoke with her, however, if it wasn't for little St'vatha's help. She apparently has no trouble acting as translator between peoples at need, speaking Spanish, American, something that might be Atlantean, and another that Bettie has no clue whatsoever about.

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Re: Stop #3: Cruising Central America

Postby Jack Killian » Sun Oct 28, 2018 3:54 pm

Perception: 64% 1d100 = 25
JIC d20: 1d20 = 18
JIC: 1d100 = 31

After Jack looks at the scorch marks he keys the mike, “The Volcano here, the scorch marks there are several weeks old by my estimate. I think they must have been firing at the vampires. I suggest we get going and find somewhere else to drop our cargo off. There might still be Vamps in this area.”

Jack continues to look around for foot prints.
Hunting (3nd level)
Wilderness: Wilderness Survival 63% 1d100 = 12

Jack climbs aboard the hover and gets airborne. “I wonder what the others found in there?” He looks around at the natural beauty. “We got to find a place for these people. I wonder if the Hand of God is still around. Brothers you may be far away I’m here in South America, looking for a safe place for some of the people we rescued. If you know anyone please send a messenger. Thanks ahead of time. Your Brother Volcano Jack still thinking of you.”
"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 #3: Cruising Central America

Postby Wakiza » Sun Oct 28, 2018 8:26 pm

Perception: 1d100 = 63 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 4 1d100 = 1

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

Wak nods to Bettie, "Sure stay on board and keep track of things. Monitor comms in case we need back up."

Wak resonds to Flynn, "Back up Will, not that he needs it. but just in case." Need to watch out for our main caster.

"Like Jack suggested spread out, It seems too quiet," Is this just a simple vampire raid?

Wak just nods to John, "Open it up and be ready."

"That is just what I was thinking Will. Leave them here, with a few weapons. Give them a bit of training. Maybe some food."

After they enter the building over comms, "Bettie, Have Van do a sonar search of the area. Maybe use underwater comms. Looks like the locals went underwater." "Lets check the rest of the buildings and then we can head back."

Tracking-- 1d100 = 100 / 73% for recent tracks
Last edited by Wakiza on Sun Nov 04, 2018 5:54 pm, edited 1 time in total.
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 #3: Cruising Central America

Postby Bettie Houser » Mon Oct 29, 2018 2:54 pm

Perception: 1d100 = 96% (50% base)
JIC: 1d20 = 7
JIC: 1d100 = 90


The first time St'vatha translates for her, Bettie smiles down at the child in surprise saying, "Well look who's talking. Thanks sweetie, you are going to be a big help if you can keep that up!". When the refugees start asking her tons of questions about what is going on Bettie finds and climbs up on a good sized crate (or similar object that will hold her weight) to stand on, sets St'vatha on her shoulders and then raises her voice several notches in order to quiet them down, "Hold up folks, ya'll just listen a minute!", once she has their attention she looks over the crowd and says, "We are not about to just drop you off any old place to fend for yourselves, so please just clam down. The rest of the group are out there checking over this town for a couple things; 1. If the locals are willing to take you all in, and 2. If this place is safe. Our team leader left me in charge here and told me to keep in an ear out for the squawk box in case there is trouble. So far they haven't called me, which at the very least means nothing has gone wrong yet.". Bettie stops to let this sink in before going on, "So, as of right now, there is no reason for anyone to get their panties in a bunch. I know things here on the sub are cramped and all, but WE don't want to make the mistake some of you fear of. That is just booting you all off the first chance we get. That's not what we do. Just ask yourselves this, why would we rescue all of you just to leave you some place else just as dangerous? Beyond that, I promise I will let you all know what is going on as soon as I know. For now, let's all just get as comfy as possible, get some rest and wait until my new team mates figure out what's going on with this town. I will be on the bridge monitoring the radio if anyone has any real emergency.", the look on her face defines what she means by 'real' and with that Bettie drops down off her impromptu pulpit, slides St'vatha down into her left arm and moves off to the bridge to wait for word from the landing party.


Wakiza wrote:Wak nods to Bettie, "Sure stay on board and keep track of things. Monitor comms in case we need back up."

Wak resonds to Flynn, "Back up Will, not that he needs it. but just in case." Need to watch out for our main caster.

"Like Jack suggested spread out, It seems too quiet," Is this just a simple vampire raid?

Wak just nods to John, "Open it up and be ready."

"That is just what I was thinking Will. Leave them here, with a few weapons. Give them a bit of training. Maybe some food."

After they enter the building over comms, "Bettie, Have Van do a sonar search of the area. Maybe use underwater comms. Looks like the locals went underwater." "Lets check the rest of the buildings and then we can head back."



Bettie gives Wakiza a grin and a wink, "Sure thing, I'll keep an eye out here. Just be sure to bring your rear back here.", and as she turns to saunter off she gives Wak a playful smack on the butt.

LATER AFTER EVERYONE IS GONE

Bettie nods as she responds to Wakiza's radio call, "Roger, I'll get Van on that ASAP.". Turning on the subs internal PA Bettie says in her best stewardess sweet voice, "Would Van please report to the bridge. Van, to the bridge please.". Once Van shows up she tells him, "Heya, Wak wants you to run a sonar search and check the underwater comms out, he thinks the locals from this village may have gone underwater. So, I guess you're listenin' for underwater radio chatter?", she shrugs, having only a basic working knowledge of radio communications herself.


{Skill Rolls}
Invoke Trust (25%) = (1 EP) Automatic Critical Success (to pacify the refugee's)
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: 38
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Re: Stop #3: Cruising Central America

Postby John Altfeld » Mon Oct 29, 2018 7:16 pm

Perception: 1d100 = 67 / 61%
JiC d20/d100: 1d20 = 1 / 1d100 = 17

When John pulls the door off its hinges, he's ready for action! And then nothing happens! Huh, I half expected it to be full of vampires. Oh well! Also, these are some flimsy doors. If I can open it, I bet a couple vamps could, too. Or mist inside, or... turn into a bat?

"I'm not an expert on computer security or anything, but it's bad protocol to write down your password, right? And it's extra-bad to make your password 'Password1234.'"

John then goes trolling through the files since no one seems to be paying attention to him, trying to see if there's anything interesting or video games or pictures of these people, a history of the New Navy. Really, anything.

Computer Operation: 1d100 = 51 / 47%

And then he overhears Wakiza talking to Will.

"BUH! NO! Commander, with all due respect, what you're describing is a great way to kill all the refugees after a period of starvation and, likely, cannibalism."

He gestures out at the jungle. "Look, I can live off the land anywhere from Dinosaur Swamp to the great plains, but if you dropped me in this, I'd be hard pressed to live more than a week. And I'm from this planet - but I don't recognize a single plant out there. The people in the submarine are aliens. They don't know what's edible and what's poison. On top of that, we wouldn't be leaving them with agricultural supplies, so they can't start farming. I don't think any of us know what crops can be grown here, either, or what it takes to make those crops successful. And where's the closest civilization? So far, all we know is that this base is disguised, so probably not close to a large population center, and surrounded by vampires. None of that screams 'leave your women and traumatized children here!'"

"It's a different story if this New Navy wants to take them in, but what you're contemplating is a death sentence. It would be kinder to shoot them."
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 #3: Cruising Central America

Postby Mercedes » Mon Oct 29, 2018 7:34 pm

Perception: 1d100 = 33
Just in Case d20: 1d20 = 6;JIC d100: 1d100 = 13
Imitate Voice (for her accent) 1d100 = 95/80%

Lagging painfully slowly behind the group, Mercedes nonetheless keeps her senses alert. If they wish to lead the charge, so be it.

Bleeding Heart John wrote:"Look, I can live off the land anywhere from Dinosaur Swamp to the great plains, but if you dropped me in this, I'd be hard pressed to live more than a week. And I'm from this planet - but I don't recognize a single plant out there. The people in the submarine are aliens. They don't know what's edible and what's poison. On top of that, we wouldn't be leaving them with agricultural supplies, so they can't start farming. I don't think any of us know what crops can be grown here, either, or what it takes to make those crops successful. And where's the closest civilization? So far, all we know is that this base is disguised, so probably not close to a large population center, and surrounded by vampires. None of that screams 'leave your women and traumatized children here!'"

"It's a different story if this New Navy wants to take them in, but what you're contemplating is a death sentence. It would be kinder to shoot them."


"It would be rather sad to have to eliminate so many...innocent...beings.", Mercedes chimes in with a hint of mischievousness.

I wonder how many would survive the training I had to go through.

Glorious Wakiza Leader wrote: "Lets check the rest of the buildings and then we can head back."

Mercedes makes a show of rolling her eyes as if to say 'uh, really?', and mutters, "Fine.", but permits someone else to take the lead, in typical paranoid fashion. Yet, if called out on it, she merely smiles and says "The view is much better here, my sweet.".
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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Location: Waterloo

Re: Stop #3: Cruising Central America

Postby Mad Scientist » Sun Nov 04, 2018 11:14 pm

Conditions wrote:TIME & DATE: 13:50, July 26, 110 P.A.
CLIMATE: Sunny, temperate, moderate winds
VISIBILITY: Horizon
TERRAIN: Rocky shoreline, steep hills
LOCATION : New Navy Outpost
LEY LINE: No
TIME PASSED: Five minutes


It's a Hard Life

The search for tracks doesn't prove very fruitful; the outpost has hard packed streets that wouldn't take traces very well at the best of times, and the team has no idea what the local weather patterns here might be like. Wakiza gets excited for a few moments as he discovers some very clear, very inhuman shaped tracks...until he follows them to the nearby building that seems to be some sort of school house, and the tracks prove to have been painted rather than left behind by a genuine creature.

John's assessment of the situation seems fairly accurate; while there certainly must have been some sort of procedure in place to feed the inhabitants of the outpost, no one has any idea what that is, and the situation is still the same as when the New Navy contingent abandoned it in the first place; too many vampires. Most of the buildings are locked up tight; any breaking and entering confirms the impression that this had been an orderly withdrawal, with only the occasional personal item discovered as having been overlooked.

The Brujah makes contact with Wakiza. “Say, bossman,” Kask calls in. “You're still looking for a place to offload those refugees, right? Want me to go see if I can locate a likely settlement from up here?” he offers. Looks like he's trying to make sure he's useful and pro-active.

Back aboard the Yellowfish...

St'vatha seems pleased at Bettie's praise of her assistance, the young girl relaxing a fraction more as life has yet to smack her back down after this hope-filled change in her situation. She nods along as the Warrior Angel speaks impassionedly to the Yellowfish's guests; while not all of them can understand what she says, her tone is clear and there is some hushed translating going on amongst the refugees. Reassured that they won't simply be dumped somewhere to fend for themselves, or sold into slavery or as raw materials, the people return to their cramped routine of food preparation, usage of the head, and resting as best they're able.

The paging of Van Der Cleff to the bridge doesn't disturb the refugees to any great degree, but the man in question is a little more so, grumbling to himself as he enters the bridge.

"Take one bleeding minute to slip out to the head," he mutters before favouring Bettie with a tight smile. Upon being filled in as to what Wakiza wishes, he nods and sounds the dive alert, hands dancing easily over the submersible's controls.

"We'll take her down and ping the coastline, here and up and down a ways if we don't find anything," he informs the Juicer and her pale sidekick, apparently in a better mood already as he feeds power to the engines. "This being a Navy place, I bet we find anything that’s worthwhile finding. You know how to read a sonar screen?" he asks Bettie, glancing at the decidedly attractive woman.

Wasgeschieht?
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Re: Stop #3: Cruising Central America

Postby Bettie Houser » Mon Nov 05, 2018 3:59 pm

Perception: 1d100 = 27% (34% base)
JIC: 1d20 = 19
JIC: 1d100 = 94

Mad Scientist wrote:Back aboard the Yellowfish...

St'vatha seems pleased at Bettie's praise of her assistance, the young girl relaxing a fraction more as life has yet to smack her back down after this hope-filled change in her situation. She nods along as the Warrior Angel speaks impassionedly to the Yellowfish's guests; while not all of them can understand what she says, her tone is clear and there is some hushed translating going on amongst the refugees. Reassured that they won't simply be dumped somewhere to fend for themselves, or sold into slavery or as raw materials, the people return to their cramped routine of food preparation, usage of the head, and resting as best they're able.

The paging of Van Der Cleff to the bridge doesn't disturb the refugees to any great degree, but the man in question is a little more so, grumbling to himself as he enters the bridge.

"Take one bleeding minute to slip out to the head," he mutters before favouring Bettie with a tight smile. Upon being filled in as to what Wakiza wishes, he nods and sounds the dive alert, hands dancing easily over the submersible's controls.

"We'll take her down and ping the coastline, here and up and down a ways if we don't find anything," he informs the Juicer and her pale sidekick, apparently in a better mood already as he feeds power to the engines. "This being a Navy place, I bet we find anything that’s worthwhile finding. You know how to read a sonar screen?" he asks Bettie, glancing at the decidedly attractive woman.



When Van grumbles Bettie gives him a pitying look, "Sorry to pull you up here like that, I was just relaying what the boss wanted.". When Van asks her about reading the radar scope Bettie gives the entire sensor array a disconcerting glance as she replies, "Read? As in letters in a book? Uh, I never learned to read, sorry. And I've never dealt with a sonar, honestly I am not sure what a sonar even is. I just repeated what Wak said over the radio."


Within 5 minutes of sitting there, Bettie suddenly hops up and sits St'vatha in the captains chair with a friendly but stern warning not to touch anything along with, "Can you stay right here for a moment while I run to my room for something? I promise I won't be gone more then a minute. In fact, you count to 60 while I'm gone just to make sure, ok?", she turns to Van with a grin, "Keep an eye on her for a moment, I've got something in my room for you and I to help pass the time.". With that Bettie sprints to her room as fast as the crowded conditions allow her, vaulting over, climbing, and dodging when needed. Hopefully, she is back before St'vatha is done counting, with juice for the girl as well as 2 bottles of Zoom from her private stash. She hands the juice to St'vatha then pulls a church-key out of a belt pouch in order to open the long necks. If Van gives the tool a questioning glance she shrugs, "Force of habit to keep one on me. I owned a bar for several years before getting juiced. Here ya' go, that ought to make things a bit smoother.", she says as she hands the man one of the beers and downs a third of her own bottle.


{Skill Rolls}
Sense of Balance; 1d100 = 52% / 64%
Backflip; 1d100 = 86% / 81%
Dodge; 1d20+8 = 11
Last edited by Bettie Houser on Tue Nov 13, 2018 4:16 pm, edited 2 times in total.
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: 38
Joined: Sun Jun 04, 2017 1:10 pm

Re: Stop #3: Cruising Central America

Postby Jack Killian » Mon Nov 05, 2018 6:40 pm

Perception: 64% 1d100 = 9
JIC d20: 1d20 = 17
JIC: 1d100 = 24


The Brujah makes contact with Wakiza. “Say, bossman,” Kask calls in. “You're still looking for a place to offload those refugees, right? Want me to go see if I can locate a likely settlement from up here?” he offers. Looks like he's trying to make sure he's useful and pro-active.


Jack hears Kask on the Bruiah as he flies around, he thinks for a bit about the poor people o the sub and the crowded conditions. “Those poor people, I don’t think they would like to trade one underwater home for another. I think the spending a bit of time looking around here might help those people more."

Jack speaks up over the radios, “Volcano to Wak, I don’t mind being the eyes on the ground for Kask on the Brujah. If he could find something to investigate, I can go and check it out?”

Jack does as Wak commands, but he does take precautions. He makes sure he circles the area, He know that if it is a city, they might send out a team to check him out before he is aloud to make contact with any main city.
"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: 261
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: Stop #3: Cruising Central America

Postby John Altfeld » Thu Nov 08, 2018 9:42 am

Perception: 1d100 = 41 / 61%
JiC d20/d100: 1d20 = 9 / 1d100 = 87

John takes one more look around, then shrinks down to a human size and pops his Naruni helmet on. "Commander, permission to run a basic radio check. Do we have a codename for our employers?"

He then goes through the channels saying, "This is Roughnecks contacting Navy. Repeat, this is Roughnecks contacting Navy. Come in, Navy."

Radio Basic: 1d100 = 7 / 57%

If Wak gives John a codename for the employer he uses that instead. He cycles through the dial, waiting for some contact. Otherwise, he waits for inevitable order to return to the Yellowfin and/or their discovery of a secret underwater base.

With the mountains on that map Van showed me, the radio probably won't get too much range, so if they're still around waiting for us, hopefully we won't be picked up by some random.
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
Diamond Level Patron
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Posts: 88
Joined: Wed Aug 23, 2017 4:48 am

Re: Stop #3: Cruising Central America

Postby Wakiza » Thu Nov 08, 2018 9:24 pm

Perception: 1d100 = 73/ 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 10 1d100 = 7

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

Wak almost laughs as he realizes he is following paint tracks, I must have been on the sub way too long.

"John, I think you underestimate those folks. They survived on there own as refugees in Atlantis. Only needed us as they got stuck in a real rough spot. I know they wanted off, but they survived."

Mad Scientist wrote:The Brujah makes contact with Wakiza. “Say, bossman,” Kask calls in. “You're still looking for a place to offload those refugees, right? Want me to go see if I can locate a likely settlement from up here?” he offers. Looks like he's trying to make sure he's useful and pro-active.


Wak responds over the radio, "SOunds good Kask, take a long look around and see what you can find." It is worth a shot!

Jack Killian wrote: Jack speaks up over the radios, “Volcano to Wak, I don’t mind being the eyes on the ground for Kask on the Brujah. If he could find something to investigate, I can go and check it out?”


Wak nods, "Sounds good Jack, but right now we wil probably all go check it out. John, go ahead with the radio check. Just use Baker's name. Let's see what Kask finds!"
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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Posts: 359
Joined: Sun Aug 31, 2014 11:20 am
Location: Roughnecks PC

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