Stop #3: Cruising Central America

These fuckers are too stubborn to die.

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Re: Stop #3: Cruising Central America

Postby William Summers » Sun Nov 11, 2018 9:21 pm

Perception: 1d100 = 5/48%
JIC: 1d20 = 1/1d100 = 83

"Didn't find much. A couple of toothbrushes and a pair of socks. This place was completely and perfectly evacuated." Will joins the rest of the group after having searched high and low for anything the refugees could use. The buildings are perfect for them, but there's nothing else here. Not ideal.

While waiting for instructions, Will idly looks around to see if there's anything of notice.
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


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

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

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

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

Wing Board Turbo

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Re: Stop #3: Cruising Central America

Postby Murdoc » Sun Nov 11, 2018 11:23 pm

Percep 71%: 1d100 = 59
JIC: 1d20 = 5 1d100 = 74

Read Sensory Equipment 60%=1d100 = 14

After making rounds on the sub to make sure everyone was still where they were supposed to be, Murdoc steps onto the bridge of the Yellowfin in time to hear Van ask if Bettie could read the sonar. He grins and moves over to the instrument, "I've got it Van. One of the benefits of being on this mission from the start is that we were giving some training before they turned us loose." He grins at the others and gives a little shrug before turning all of his attention to the sonar display.

"I'll stick to passive sonar for the time being. Van, you let me know when I should give an active ping." Murdoc looks over to Bettie for a moment and says, "The way it was explained to me is that passive soaks in all the noises in the area. Whereas active pinging is echo location as well as a big hello for anyone in the area to hear." He turns back to the sonar display, eager to see something worth while show up.
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 Mercedes » Tue Nov 13, 2018 4:03 pm

Perception: 1d100 = 87
Just in Case d20: 1d20 = 12;JIC d100: 1d100 = 92
Imitate Voice (for her accent) 1d100 = 61/80%

Slyly, Mercedes slips up to Will and asks him "Find anything?", smiling a mischievous smile. Disinterested in the current task, she pokes at any objects lying around rather carelessly.
Oh, what I could do with this one..., she thinks devilishly.

She only half-listens if Wak decides to give orders.
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

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

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

Knock-Knock: 1/6 shots remaining
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Re: Stop #3: Cruising Central America

Postby Mad Scientist » Tue Nov 13, 2018 10:32 pm

Conditions wrote:TIME & DATE: 14:10, 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: Twenty minutes


Save Me

As the company discovers, as many others before them have, searching for clues to a missing people when there are obviously pieces of relevant information missing is...tedious. John patiently rotates through the most common frequencies with hails in the name of Baker Henfield, eventually moving on to less common frequencies when his attempts net no results. Jack takes a turn about the perimeter of the small outpost, finding a few faint foot paths that peter out after a short while, either overgrown or simply not travelled past the points where he loses them. Poking around through some of the larger buildings, Will finds what must have been a warehouse, based on the few stacks of wooden pallets along one wall. Although how they would have transferred pallet quantities of supplies to this location is still a mystery.

Kask takes the Brujah inland on a search pattern, keeping the vessel's speed down to better increase the chances of spotting something useful and to keep from startling ay locals with sonic booms. He still manages to cover a decent amount of area, but periodically reports nothing of interest yet.

Back aboard the Yellowfish....

Bettie leaps, bounds, and rebounds her way through the submersible's corridors, making good time and managing to narrowly miss kicking a man's head off as she comes unexpectedly about a corner. She gets back to the bridge with her refreshments in time to watch Van Der Cleff and Murdoc work in tandem to search out signs of further activity from the outpost from underwater. Van gratefully accepts the free booze – he is both a pilot and a sailor, after all – and holds the bottle negligently in one hand as he uses the other to guide the Yellowfish slowly up the coast, taking sonar readings as they go.

It takes a couple of passes back and forth, and they likely would have missed it entirely if they hadn't been given these specific coordinates, but eventually the pair run down an anomaly on the sonar readings. It appears that a portion of the ocean floor near the shoreline has been deliberately sculpted to baffle and deflect sonar readings, concealing an opening that should be large enough to admit a good-sized submersible craft!

Even as this break – finally! – is made, Kask hails the team again from the Brujah.

“Uh, guys, I've got two blips showing up on the long-range radar, closing fast,” he informs them, sounding both wary and a little puzzled. “They've hailed me in some kind of language that I've never heard before, and, uh, the AI responded in the same. Do we know what's going on here?” he asks hopefully.

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Re: Stop #3: Cruising Central America

Postby Wakiza » Tue Nov 13, 2018 11:45 pm

Perception: 1d100 = 39 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 2 1d100 = 54

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

As they aren't having any luck, Wak is about to call the Yellowfish again when he hears the call from Kask:
Mad Scientist wrote: “Uh, guys, I've got two blips showing up on the long-range radar, closing fast,” he informs them, sounding both wary and a little puzzled. “They've hailed me in some kind of language that I've never heard before, and, uh, the AI responded in the same. Do we know what's going on here?” he asks hopefully.


What now? Wak starts to fly up and activates the IFF in his Naruni armor hoping to identify whatever is incoming. He radios the team, "Any ideas team? We have made a lot of enemies recently. And we really don't know all that much about that jet. Be ready for anything! Kask head back to us, but not directly. Oh, and no we don't know what is happening."

IFF - 1d100 = 97 / 92%
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 » Wed Nov 14, 2018 9:58 am

Perception: 1d100 = 28
Just in Case d20: 1d20 = 6;JIC d100: 1d100 = 49
Imitate Voice (for her accent) 1d100 = 22/80%

Ugh, mundanes..., Mercedes thinks, shaking her head disapprovingly.
She hops on her magical mount, flies on over to Wakiza and putting on a baby voice says, "Wak, I cast a spell (Tongues), to help wittle you understand the language.", which she'll do if she's asked.

"Maybe you can help me figure out this 'Fire Pendant' later?", she asks, flashing an enchanting smile. She'll continue flying alongside her leader not out of any loyalty or even curiosity, but rather some boredom, pitching her TW pegasus this way and that erratically.
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

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

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

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Re: Stop #3: Cruising Central America

Postby Wakiza » Wed Nov 14, 2018 10:45 pm

Rolls as above.

As Mercedes speaks to him, Why didn't I think of that? Spirits start thinking straight Wak. He also thinks to his Mask, WHat are they saying oh Spirit Mask of Aj Q'uq'umatz? He nods to Mercedes, "Thanks, please do and I appreciate it. Sure, I'll assist with your fire pendant thing."
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 Mad Scientist » Thu Nov 15, 2018 9:12 pm

GM Mini-Update

”Roger, heading back, although...at the rate they’re closing it looks like they’ll be crossing past your position before I can get there,” Kask reports fretfully.

Wakiza’s armor loads up the IFF icon, which hangs there for a few moments longer than it normally would...and then the application crashes, forcing him to restart it again.

In that downtime window, however, a pair of sleek, dark shapes at high altitude come screaming across the ocean and flash past to the east at high velocity, heading inland. Their pilots are apparently not as concerned about attracting attention, sonic booms rolling over the team a few seconds later.

I could no doubt translate that language for you with exquisite precision, the spirit of the mask replies to Wakiza. Unfortunately, I would have to hear it first. You do understand how language works, yes? Its mental tone is fairly dripping with superior condescension.

”What in—this AI is arguing with me!” Kask radios a moment later. ”Asking me for confirmation of security codes. I hope somebody’s got those?” He’s starting to sound a little bit panicked.

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Re: Stop #3: Cruising Central America

Postby John Altfeld » Thu Nov 15, 2018 10:16 pm

Perception: 1d100 = 9 / 63%
JiC d20/d100: 1d20 = 11 / 1d100 = 34

"Kask, can you patch or replay it through our radios? Maybe one of us can speak it? Did you try the password Swordfish?"

Crap, I hate things that can fly... it's cheating. Gotta learn to fly.

John turns to pebbles and gets out his, uh, gun. Or whatever.
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 Nov 16, 2018 3:42 am

Perception: 64% 1d100 = 4
JIC d20: 1d20 = 16
JIC: 1d100 = 6

Jack follows Murdoc and Waz orders he thinks they make sense and there is nothing going on around them at this time. He flies casual, no nerf heard is Jack. He hears the radio come alive with a incoming call.

“Uh, guys, I've got two blips showing up on the long-range radar, closing fast,” he informs them, sounding both wary and a little puzzled. “They've hailed me in some kind of language that I've never heard before, and, uh, the AI responded in the same. Do we know what's going on here?” he asks hopefully.


As his boss responds over the radio, Jack speaks out loud more or less to himself, “Hey more company. That is a good sign. See things are going on the up side.”

In that downtime window, however, a pair of sleek, dark shapes at high altitude come screaming across the ocean and flash past to the east at high velocity, heading inland. Their pilots are apparently not as concerned about attracting attention, sonic booms rolling over the team a few seconds later.


Jack sees the dart shapes go by and before he can tell the group about his Aunt Petunia and the echidna in her panties. His craft is hit by the sonic boom and he struggles to maintain control.
Hover Cycle: 83 1d100 = 36

Jack takes control of the bucking Russian hover cycle gracefully, But, spews forth some expletives about the pilot’s mother and what the their heritage is. Thankfully he didn't hold down the mic button, or those pilots might want to show Jack who the real Gomer is.

Jack does eventually get on the radio, .“Anyone got a code? For the flaming Flyboys?” as Jack speeds up his cycle and spreads out for the next pass. Call Clock Position someone so we can get ready. Awaiting Orders brothers.”


Jack atempts to use the Hover cycles sensor equipment.
Sensory Equipment, 45% 1d100 = 43
He gets it to work, and he tries to keep the sensors in a low threat mode.
Last edited by Jack Killian on Fri Nov 16, 2018 6:44 pm, edited 4 times in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

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

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

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

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

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Re: Stop #3: Cruising Central America

Postby William Summers » Fri Nov 16, 2018 1:15 pm

Perception: 1d100 = 80/48%
JIC: 1d20 = 20/1d100 = 30

Nothing here but wood. We're not any closer to finding a clue about where they are. Hope Kask finds something more suitable soon.

Sevlin Kask wrote: “Uh, guys, I've got two blips showing up on the long-range radar, closing fast,” he informs them, sounding both wary and a little puzzled. “They've hailed me in some kind of language that I've never heard before, and, uh, the AI responded in the same. Do we know what's going on here?” he asks hopefully.


Wakiza wrote:"Any ideas team? We have made a lot of enemies recently. And we really don't know all that much about that jet. Be ready for anything! Kask head back to us, but not directly. Oh, and no we don't know what is happening."


"No clue. On my way up." Will jumps on his Wing Board and goes to get some elevation to see what's going on.

Sevlin Kask wrote:”Roger, heading back, although...at the rate they’re closing it looks like they’ll be crossing past your position before I can get there,” Kask reports fretfully.
”What in—this AI is arguing with me!” Kask radios a moment later. ”Asking me for confirmation of security codes. I hope somebody’s got those?” He’s starting to sound a little bit panicked.

"What in the five hells did Pete get us into?" Will heads into the sky toward the Lechuza Bruja to try to make sure Sevlin doesn't get trapped on board a rogue ship. If he makes it to the ship, he'll use his armor's Percatación enchantment (-10 PPE) to understand the language the AI is speaking.
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 Mad Scientist » Sat Nov 17, 2018 11:20 pm

GM Mini-Update

If John's password suggestion is accepted, Sevlin neglects to mention it. "These bastards are making a bee line for me, and this damned AI sure seems to be making friendly with them," the Aztari reports. "It's even locked out the damned weapons! I'm going to try that magic cloak thing you say is installed, if I can figure it out."

Indeed, it doesn’t seem that the pair of bogeys is inclined to swing around to make another pass at the group; given their speed, altitude, and distance passed to the east, it's highly unlikely they noticed the Roughnecks if they weren't already aware of their presence. Jack does get the hovercycle's sensors online; unfortunately, it seems to consist mostly of a short-range anti-collision radar suite.

Will sets out in pursuit of the pair of unknowns, but it's not a very hopeful prospect. The turbo wing board is fast for such an open and precarious method of travel, but the newcomers are travelling well over the speed of sound, and even the Brujah had been making its search run at a speed several times that of what the wing board can manage. Whatever contact is to come, it will likely occur before the battle mage can cover the distance in this manner.

A few moments later, Kask comes back on the radio again. "Got it! Damn, that's something. They—" He breaks off, cursing in his native tongue – Aj Q'uq'umatz helpfully translates this for Wak. "Fucking AI! It's broadcasting again...I think it's leading them in! That's it, I'm gonna try and bypass this traitorous piece of – wait one," he requests grimly.

Things don't seem to be going well for the Aztari technical officer....


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Re: Stop #3: Cruising Central America

Postby Jack Killian » Sun Nov 18, 2018 6:36 pm

Perception: 64% 1d100 = 91
JIC d20: 1d20 = 14
JIC: 1d100 = 85

Jack listens and starts to analyze all that data coming over the radio. “The AI and the Fighters are yaking it up big time, and they are friendly.” Over the radio Jack ask, “Roughnecks, Kask could the AI have the code and it was waiting for the right challenge all the time? Murdoc, Waz, could that be a possibility?”
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OOC Comments
Jack Killian

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

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

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

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

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Re: Stop #3: Cruising Central America

Postby Murdoc » Sun Nov 18, 2018 10:51 pm

Percep 71%: 1d100 = 44
JIC: 1d20 = 10 1d100 = 89

Eying the sonar readings, Murdoc quirks an eyebrow when he finally notices the sonar dead spot. "Hey Van, bring the ship around again and come at these coordinates from a different angle. I think I saw something odd." After the additional passes, Murdoc says, "Yup, that's it. I think we have our location. Looks like a tunnel or a cavern. Pretty big too." Then things get weird up top.

Down in the submarine, Murdoc isn't exactly sure what's going on with the Brujah. Did he say, incoming fast movers? Never the less, he keys the mic and radio's up, "Kask, have you tried asking the AI to tell you what its doing? Could be Pete's sent someone to collect his plane. Short of that, it might be time to look for a parachute and abandon ship."

Murdoc leaves the mic open and the tapping of a keyboard can be heard in the background. Then he speaks back up, "Not to change the subject, but we've found a tunnel down here. Looks like it can fit a pretty good sized vessel. This might be what we've been looking for."
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 Mad Scientist » Tue Nov 20, 2018 10:40 am

Conditions wrote:TIME & DATE: 14:15, 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


Radio Ga-Ga

The report of the discovery of an underwater tunnel is excellent news for the current mission, but is, perhaps, being overshadowed by the action unfolding in the air.

"No, I don’t have your damned code!" It sounds like Kask is shouting at the computer when he opens the connection again. "I’ve got the damned thing translating for me now, at least. These bastards say they’re from Naruni, and they’re looking for an ‘Unteni paid bill’, or something? Is this some kind of...repo thing?" he demands, disbelief colouring his tone.

"All right, you stubborn computer, let’s see how you like—" There’s a painful burst of feedback over the comms, and then...nothing.

A minute later, the pair of craft – apparently official representatives of Naruni Technologies, if they’re to be believed – streak back out across the ocean, another sonic boom trailing in their wake.

As for the Bruja? She can’t be raised.


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Re: Stop #3: Cruising Central America

Postby John Altfeld » Tue Nov 20, 2018 9:47 pm

Perception: 1d100 = 47 / 63%
JiC d20/d100: 1d20 = 3 / 1d100 = 2

John turns to Wakiza. "Commander... are you behind on your payments on the airplane? Did your creditors just take the company air unit and if this was Naruni, couldn't we have just given them the massive amount of silver I saw in the hold instead? Do you want me to go by myself or with someone else to negotiate for extended credit or..."

John presses his hand to his helmet as the transmission from the Yellowfish comes through.

"Oh hey, an underwater tube! I want to go in there instead of negotiating paperwork with aliens!"

Heh. The tube can fit a 'good sized vessel.'
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 Murdoc » Tue Nov 20, 2018 11:04 pm

Percep 71%: 1d100 = 77
JIC: 1d20 = 17 1d100 = 67

When it appears that the Naruni have come and repossessed the plane, Murdoc turns to Van and asks, "Where did that plane come from anyway? Wait, You weren't here when it showed up." He turns to Bettie and says, "Hey" then he cocks his head and says more to himself, "Frak."

Clicking on his comms, Murdoc radio's the team at large, "Um, I may be wrong, but wasn't that plane Kai's or is it Pete's. Frak, Bail out Kask!" He glances at the new Roughnecks he's sharing the sub's cockpit with and grins stupidly, "Uh, did I mention that I recently got hit on the head and had all my bones replaced with a robot skeleton?"

After a moment Murdoc click's his comms again, "I hate to sound crass, but I don't think there's anything we can do about....whatever just happened. I suggest we surface and everyone return to the sub. Then we can check out this underwater tunnel."
Last edited by Murdoc on Mon Nov 26, 2018 8:31 pm, edited 1 time in total.
Travis Murdoc
Current Details
H.P.: 37/37
S.D.C.: 165/165
AR: 17
M.D.C.: 100/100

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

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


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Re: Stop #3: Cruising Central America

Postby Mercedes » Wed Nov 21, 2018 11:17 am

Perception: 1d100 = 70
Just in Case d20: 1d20 = 8;JIC d100: 1d100 = 16
Imitate Voice (for her accent) 1d100 = 59/80%

After casting Tongues on Wak, and hearing things go south, Mercedes tries not to get a headache.

"Oh for goodness sake." Mercedes shakes her head. "Do we really need this sort of hassel?"
Hmmf, certainly going to have to check my account to make sure I'm not getting ripped off, too!

Mercedes keeps her TW Pegasus in formation with Wakiza, but is eager to return to the sub and get underway. "Ugh, let's GOOOOOO.", she whines annoyingly.
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

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

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

Knock-Knock: 1/6 shots remaining
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Re: Stop #3: Cruising Central America

Postby Jack Killian » Wed Nov 21, 2018 7:12 pm

Perception: 64% 1d100 = 54
JIC d20: 1d20 = 2
JIC: 1d100 = 48

Murdoc radio's the team at large, "Um, I may be wrong, but wasn't that plane Kai's or is it Pete's. Frak, Bail out Kask!"


Jack heads on over to first if he can see the chute then to pick up Kask. Over the radio he speaks, “Volcano Jack on his way Kask. I’ll try to pick him up anyone give me a location. Kask, smoke, flare something like that, if you have a radio direct me.”

"I hate to sound crass, but I don't think there's anything we can do about....whatever just happened. I suggest we surface and everyone return to the sub. Then we can check out this underwater tunnel."


Jack keys the Mic, “Copy Boss, I will keep you informed about Kask.”

Hover Cycle: 83% 1d100 = 14
Sense Magic Energy 1400 when Magic is used.
Track 70% 1d100 = 20
"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 William Summers » Sat Nov 24, 2018 12:25 pm

Perception: 1d100 = 17/48%
JIC: 1d20 = 6/1d100 = 28

From his position in the sky, Will can see that there's nothing to be done about the situation. The jets are too fast and if the Naruni jets were anything like the Bruja, had too much firepower to consider taking on. "Oh well. Plane's gone. Hope none of you liked that guy too much cause he's probably gone too. Let's concentrate on this underwater tube John is talking about. On my way back down." Will touches down and waits for the sub to surface to onboard.
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


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

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

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

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

Wing Board Turbo

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


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Re: Stop #3: Cruising Central America

Postby Murdoc » Mon Nov 26, 2018 8:44 pm

[rolls held]


Murdoc clicks on his mic again and replies to Will and Jack, "Yeah. That's the feeling I got too Will. Best we focus on what we can actually do something about. Jack, keep an eye out for Kask just in case but as soon as the sub breaches the surface, you need to be onboard. Roger that?"

Kask, we hardly knew you. Hopefully you make it out okay. He glances over to Van and smiles a 'what can you do' kind of look. So many new faces. I wonder who's gonna be next to disappear. I figure some will bounce after they see just how messy some of our fights are. Hell, maybe I should just tell them about the zombie mass we fought and for proof, well, they can meet Morty when we get back to base.
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 » Tue Nov 27, 2018 7:30 pm

Jack is heading out when he hears,
Murdoc "Yeah. That's the feeling I got too Will. Best we focus on what we can actually do something about. Jack, keep an eye out for Kask just in case but as soon as the sub breaches the surface, you need to be onboard. Roger that?"


"Yea if I don't see or hear anything I can't search this jungle by myself it would take the rest of my life to find anyone in this overgroth."

He keys the mic and responds, "Roger that boss, just need the call about the Sub coming up, or 5 mins from now if I don't hear a call or spot something of Kask. Does that sound good?"
"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 » Tue Nov 27, 2018 9:09 pm

Conditions wrote:TIME & DATE: 14:30, 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: Fifteen minutes


Breakthru

Despite some motivated searching, there doesn't seem to be any signs that Sevlin managed to deplane before the Bruja vanished. Feelings are mixed on the matter amongst the team, but a reluctant consensus is reached; there really isn't much they can do about it at this point.

Stinging in various measures from the loss of an ally and the loss of their primary airborne support, the team filters back to the Yellowfish in ones and twos after it surfaces. Once everyone is aboard, the submersible once again slides beneath the waves and returns to the point where the sonar ghosts suggest a concealed harbour.

"This is going to be tricky, Van Der Cleff mutters to those clustered on the cramped bridge, and indeed a general undercurrent of unease seems to be running through the refugees bunched in the hold and along the corridors. Easing the craft semi-blind into an unknown mooring has their pilot cursing rather steadily under his breath, but he manages to bring the Yellowfish into what can only be the underwater access to the New Navy outpost.

"Pretty clever on their part," Van Der Cleff observes, relaxing a bit as the Yellowfish ascends slowly. "That entrance is well below the point of low tide, so it'll never be exposed. But not so low that it's too far out into the ocean bed to be convenient to the complex." The Yellowfish breaks through a calm surface, emerging into underground cavern that is large enough to hold it...barely. Lights had come one, one surmises automatically, at the appearance of their vessel, and through the exterior cameras they can see several mooring points, some open dock space, and what seems to be the large door to what's most likely a cargo elevator of some sort, by the look of it.

No people, though.


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Re: Stop #3: Cruising Central America

Postby Murdoc » Thu Nov 29, 2018 9:06 pm

Percep 71%: 1d100
JIC: 1d20 1d100

Murdoc watches the screens as they break the surface of the pool in the underground cavern. He avoids the sub's intercom and click's on his team comms, "Well folks, we found something. There's no people around that I can see but there are several mooring points and a cargo elevator that lead somewhere. Unless Wakiza has a better idea, I suggest we get our kits on and go take a look at what this place is."

Murdoc rises from the chair he's sitting in and pats Van on the shoulder, "Looks like the boat is gonna be yours for a while again. Keep her and the refugees safe while we're out." He jerks his head at Betty, "Time to get to work. You ready for a tunnel crawl?" He shoots her a joking grin as he makes his way out of the bridge and toward the cargo hold.
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 John Altfeld » Fri Nov 30, 2018 3:46 pm

Perception: 1d100 = 20 / 63%
JiC d20/d100: 1d20 = 14 / 1d100 = 94

When the cavern comes up on their displays, John says, "We found an empty cave. Are our employers here at all?"

He tries again to raise anyone on the radio.

Presuming Wakiza orders us to dock and investigate, John comments, "Maybe we should stay a bit back from the dock in case this underground place is infested with vampires."

Once they're up top, he turns to pebbles and shouts, "Anyone here! No need to be afraid, you hired us!"

If there's no answer, he jumps in the water and grows so that he's head and shoulders out of the water, then helps the others who need it across on his hands.

Land Navigation: 1d100 = 87 / 62%

I wonder where we are in relation to the village. I don't remember seeing an elevator access up there...
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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

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

Postby Jack Killian » Sat Dec 01, 2018 8:20 am

Perception: 64% 1d100 = 7
JIC d20: 1d20 = 18
JIC: 1d100 = 85

After an unsuccessful search for Kask, Jack responds over the radio, “Volcano Here, it is a negative on finding Kask. I‘m heading back.” “Flaming Dingo crap, I hate losing anyone. I hope Kask is OK. We should inform his friends what happened. I wonder if there is a way to get to the others?”

Jack arrives at the surfaced sub and lands the hover in the bay. He then secures it and heads to the bridge.

He marvels at the size of the under-water cavern and wonders how and who could have done all this?

As the Lights come on, he again is wowed by the sheer size of the complex. He is then startled as Murdoc speaks,

Murdoc
"Well folks, we found something. There's no people around that I can see but there are several mooring points and a cargo elevator that lead somewhere. Unless Wakiza has a better idea, I suggest we get our kits on and go take a look at what this place is."


Jack speaks, “Yea I’m willing to go.”

Jack gets out and goes with the others to explore.
"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 Dec 03, 2018 11:18 am

Perception: 45% 1d100 = 53
JIC: 1d20 = 14
JIC%: 1d100 = 73

To anyone walking passed onoe of the chests on the ship might be surprised when a sharp banging noise comes out of one of them. The lid pops up and out comes Flynn, yawning and stretching his limbs. After loosing himself up and gumming the bad taste in his mouth, he makes his way to the bridge.

Mad Scientist wrote:The Yellowfish breaks through a calm surface, emerging into underground cavern that is large enough to hold it...barely. Lights had come one, one surmises automatically, at the appearance of their vessel, and through the exterior cameras they can see several mooring points, some open dock space, and what seems to be the large door to what's most likely a cargo elevator of some sort, by the look of it.


"Morrow all!" He says abruptly as he steps onto the bridge.
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 Mercedes » Tue Dec 04, 2018 3:38 pm

Perception: 1d100 = 5
Just in Case d20: 1d20 = 15;JIC d100: 1d100 = 78
Imitate Voice (for her accent) 1d100 = 88/80%

Begrudgingly, Mercedes gets fully geared up and follows Murdoc's lead. This isn't the kind of place I'd want to fight in.

Assuming that the group does indeed depart the Yellowfish, YET AGAIN WITH THIS!, Mercedes keeps a hand on the hilt of her Battle Fury Blade, still in its sheath for now.
"This underground lair is quite deserted.", Mercedes announces after a half-hearted search. "May we depart now?"

She focuses for a moment to see any sources of magical energies, assuming that she'll find nothing.
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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 Wakiza » Wed Dec 05, 2018 11:04 pm

Perception: 1d100 = 68 / 54% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
JiC: 1d20 = 13 1d100 = 60

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

Wak says, "Sorry about Kask, but that plane was Kai's. He must have borrowed heavily to get it?"

As they pull in to the under-ocean dock, "Heads up and remember we are guests here and they may not have been expecting us yet." Don't want anyone to get shot, yet. "Take a look around and see what you can find."

Intelligence-- 1d100 = 33 / 72%
Detect Ambush-- 1d100 = 11 / 78%
Detect Concealment-- 1d100 = 63 / 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 Mad Scientist » Thu Dec 06, 2018 8:13 pm

Conditions wrote:TIME & DATE: 14:40, July 26, 110 P.A.
CLIMATE: Cool
VISIBILITY: Walls
TERRAIN: Water/Docks, Cave
LOCATION: New Navy Outpost Underwater Access
LEY LINE: No
TIME PASSED: Ten minutes


Now I’m Here

Finally, a promising lead.

Eager to find something, the rest of the team suits up and virtually everyone piles out of the Yellowfish – Bettie elects to remain behind, to look after St'gatha (and most likely flirt some more with Van Der Cleff). Flynn is in the lead; not so much out of a sense of bravery or selflessness; more because the Devil Woman has spotted him again, now that he’s out of hiding. Only John’s timely intervention as a giant-sized form of pebbles acting as a ferry service keeps him from attempting the leap from the slick surface of the submersible to the docks lining the cavern walls.

Once on relatively dry land, the group begins to unleash their formidable array of specialized senses in an attempt to grok their surroundings. Wakiza’s thermal vision immediately spots a series of thin, IR beams projecting at diverging angles from a few of the walls; very low powered, however, and harmless in and of themselves. Logic dictates they’re sensors; possibly those that brought up the lights as they broke the surface.

Mercedes does, surprisingly, detect a wealth of arcane energies...or perhaps not so surprising, as they are all radiating from the highly-enchanted Yellowfish. The intensity reminds her immediately why she hasn't been using her mystical senses much on this trip – at least in Jack's case, he's grown used to the constant emanations battering at him out of sheer necessity, as he can't turn his awareness off.

Wakiza's tactical analysis of the room doesn't support the idea that there could be hordes of vampires waiting in ambush...unless, of course, they're on the others side of the elevator doors. He does notice that the design of the approach from the docks to the doors supports clear firing lines, with no cover for any invader that they don't bring along themselves. A little tweaking with his cyberoptic telescopic function allows him to see what Flynn can see just fine on his own; beside the large elevator doors is both a keypad, and a camera.


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Re: Stop #3: Cruising Central America

Postby Jack Killian » Sun Dec 09, 2018 12:37 pm

Perception: 64% 1d100 = 35
JIC d20: 1d20 = 6
JIC: 1d100 = 46

Jack Speaks up, “Yea! I think we should Introduce ourselves, tell them who sent us, we were given these coordinates and that we have experience with Vampires.”Jack pauses, "We don't want to go busting down any doors. They may not like the idea that complete strangers are coming into a secret entrance. If you want I'll go talk."

Jack,seems to be thinking, then he speaks up again, "The camera and all may broadcast to another site, not here. So we can say we will wait here for 12 Hours? or something like that. and then leave."
"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 Murdoc » Tue Dec 11, 2018 9:17 pm

Percep 71%: 1d100 = 60
JIC: 1d20 = 5 1d100 = 42

When Murdoc rises up out of the submarine and eyes the cavern from the deck of the submersible, he gives an audible sigh. Slapping Jack on the back, he just shakes his head, "You think this could be a dead end and we were given old intell for a location that is no longer in use?"

Murdoc looks around some more as they make their way to the docs via the John ferry. He speaks up, "Interesting place, but I got 50 credits that says there's nobody home."
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 John Altfeld » Tue Dec 11, 2018 10:20 pm

Perception: 1d100 = 18
JiC d20/d100: 1d20 = 5 / 1d100 = 60

John rips the doors open, looks up the elevator shaft, then turns around.

"What? They're not even here. That's super rude. I hope they paid you guys up front for this long trip. They didn't even leave a note."

He looks around at the cave and all the lights and whatnot.

"Should we strip the copper? Mega-damage materials? If no one's here, we need to get these refugees somewhere else fast."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

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

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400"
• See the invisible
• Nightvision 600'
• Recognize enchantment (63%)
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John Altfeld
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Re: Stop #3: Cruising Central America

Postby Mercedes » Wed Dec 12, 2018 8:12 am

Perception: 1d100 = 8
Just in Case d20: 1d20 = 16;JIC d100: 1d100 = 52
Imitate Voice (for her accent) 1d100 = 42/80%

"Right, so this place is deserted. Let us depart back to MercTown, perhaps dropping those filthy refugees somewhere convienent, yes?"

Mercedes stops focusing on seeing magic, slinking alongside Wak. "I do not sense any notable levels of mystic energy, your lordship.", she says sarcastically.

Or dump them all overboard...
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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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