Adventure 5: Different Ways

MercTown Armored Recon Services: Interdimensional Mercenary Company

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Adventure 5: Different Ways

Postby Maniacal Laugh » Tue Aug 28, 2018 4:04 am

Local Conditions wrote:OUTSIDE FORT COMANCHE
  • Location: Dusty Road
  • Population: 22,600
  • Time: 2153, September 14 110 PA
  • Ley Line Activity: Calm, within 1 mile of a ley line nexus
  • Weather: 58, clear skies, light wind
  • Visibility: Excellent


https://drive.google.com/open?id=1ngEAgCRsRGg8sMdt0-3cOZeJGCIacJ4z&usp=sharing

TRUCK DRIVIN' MAN
The vehicles break free, a state change from still to in motion. For the ground based vehicles, it puts the torque of their massive engines to task as they lurch forward and start to slowly pick up speed. The fliers leap into the air seems more graceful, but the energy required is massive as well.

Rocky takes charge, even if not taking the wheel, of the MARS barge. Big E and John follow suit, taking up positions on the floating behemoth. Becket is speaking softly with terms that would make a pirate blush to one of the engine nacelles, gently caressing it with the biggest wrench possible. The barge shudders to life and ponderously lifts off the ground at the tail of the caravan. It's hover ability and speed allow it to take position where ever needed in the caravan.

Walcott's patrol craft stick close to the caravan, the pair spending most of the time a few hundred yards out in front of the lead, searching for passable terrain. The route continues for several miles in a wide gully then opens up into broad grassland, as far as the eye can see. There are intermittent signs of alien life, visible in the night by eerie bioluminescent displays. The plain isn't completely flat, it undulates in gentle slopes. There are sinkholes and broken chasms, the first seem natural, the latter some sort of trauma to the earth leaving yawing pits. There is a slight sulfur smell detectable through the otherwise refreshing scents of the grasses. A lone tree can be spotted here and there, a tall dark shape in the night. The river is also wide and slow here, barely making a murmur in the night.

John's ministrations to the crew is greatly appreciated and benefits the scouts most of all. Being sharp they are able to guide the caravan on a safe course. For a while, at least. From John's position in the Barge, he's reliant on his familiar to be his senses to the wide world. And the bird is indeed eagle-eyed. It tracks the movement of a half dozen simvan on the dinosaur mounts following them for a few miles, but then they break away. From the are, a pattern emerges in the fissures. They seem to be radial in nature and stretch out to the south. A faint glow is emitted from some of them, primarily to the south. The center of the radial pattern would likely be somewhere to the south, as well. Through the bird's eyes, John can see the blue-white glow of ley lines clearly. There are parallel to one about a mile to the north. There seems to be a couple to the south that might converge into a nexus, but too far away to sense the nexus itself. Ahead of them, the next one they will actually cross is probably fifty miles.

Rocky doesn't see much during this leg of the journey. But his sense of the mystic energy registers faint residual amount in the fissures. It's near the bottom, and that's a long way down, just at the end of Rocky's ability to detect the magical radiation.

E doesn't have the same type of ability to detect the mystic energy as Rocky, but his knowledge of ley lines and magic is significant. Even still this sort of thing is unusual. Very unusual.

There's a pause as the caravan has to cross one by one through a narrow gap. The fliers are able to keep a careful watch. In that break Sharak spots something strange. It looks like there's a large humanoid face down on the ground, a large lizard-like humanoid with dragon wings.

What are you doing?

Butcher's Bill:

    A seriously paralyzed ESN



GM Note:

Caravan Makeup
Consider the caravan as having five main cargo vehicles.
  1. 2 x Cargonaut w/ Cargo Module+ APT Cargo Trailer (Vagabond drivers)
  2. Mountaineer + APT Cargo Trailer (Wilderness Scout/Trails Boss)
  3. Mountaineer Chuckwagon + APT Repair Station & Garage Trailer (Operator)
  4. Wolftrack + APT Cargo Trailer (Merc)
  5. Heavily modified Urban Patrol Hovercar (Walcott's personal vehicle)
  6. 2 x Heavy NG Hovercycles (Mercs)
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Re: Adventure 5: Different Ways

Postby Beckett » Sun Sep 02, 2018 8:38 am

Perception: 1d100 = 84 / 74%
Initiative: 1d20+5 = 8
JiC d20 | d100: 1d20 = 4 | 1d100 = 32

Pilot: Veritechs -- 1d100 = 65 / 89%
Sensory Equipment -- 1d100 = 97 / 90%
Weapon Systems -- 1d100 = 83 / 95%
Combat Flying (Special)

Conditions:
While Flying the Super Logan - All Combat Maneuver Penalties are reduced by half, plus a +7% to counteract additional penalties. +2 to Dodge.

After the caravan is moving and the engines on the barge are humming, Samantha hops into her jet and takes to the sky. Knowing full well that she is the only powerhouse of a vehicle that this group has at the moment. Daphne, I hope you get back soon. They hired us with the idea that we were a fairly strong Mercenary group, not one at half strength.

"Alfred, keep scanning with your sensors. I don't want to be hit by something we should have seen coming at us." Samantha orders her robot assistant built into her jet. The robot was built and designed specifically for Recon, and with the sensor package from her Phantom shoehorned into the Logan, it was a good match.

"Team, I am spotting some sort of Humanoid laying face down ahead of you. I can't identify it, but it looks fairly lizard like. I'd like to know if any of you have encountered something like it. That is before I go down and see why it's laying down like that." Samantha flips the legs and arms of her Logan in battloid mode, and start to descend in altitude. Nothing too fast, and aggressive, as she circles her way down. Her hands on the control surfaces ready to put power into the engines at a moment's notice.
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Re: Adventure 5: Different Ways

Postby Rocky » Sun Sep 02, 2018 12:37 pm

Perception: 65%1d100 = 20
JIC d20: 1d20 = 9
JIC d100: 1d100 = 46

Rocky maintains his watch. The glow of the Ley line and the deep crevice has him a bit confused. “John, Ernst, any idea about what this is all about?” Rocky waits but points to the deep fissures so the others understand.

"Team, I am spotting some sort of Humanoid laying face down ahead of you. I can't identify it, but it looks fairly lizard like. I'd like to know if any of you have encountered something like it. That is before I go down and see why it's laying down like that."
Samantha

Later when he sees the Dragonman? laying down, He gets suspicious. “Everyone heads up slow down. I think we need to investigate this before moving on? Samm, Do you want me to do the honors?”

Rocky tries to ID the creature
Sense Supernatural Evil
90% 1d100 = 48
Telepathy (4) to sense if the creature is thinking. 40 min
See the Invisible (2) 20 min
Rocky
OOC Comments
P.P.E.: 11/ 11
I.S.P.: 216/ 216
H.P.: 49/ 49
S.D.C.: 81/ 81
Active Powers
Heightened Presence Sense:Range: 70’ (+5’), 76% to get precise # and To pinpoint location of a presence.
Duration: Permanent effect, automatically sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' (+100') Duration: Permanent effect
Sense Magic Energy Range: 1900' (+100') Duration: Permanent effect
Sixth Sense
Shadow Cloak M.D.C.: 15/ 15
AOI 60
TW Thunder Gun
Crystal Armor (PW, 128)
• Main Body - 35
• Forcefield - 70 MDC 4 times per 24 hours or 20 ISP
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 5: Different Ways

Postby Beckett » Sun Sep 02, 2018 1:32 pm

((rolls carried over))

"Rocky, take the lead." Samantha radio's back to her man on the ground. "Take Ernst with you if you decide you need to go in on foot. He can help if you need some magical muscle."

"Alfred, do an extensive scan at one hundred meters out and another scan at five hundred meters out." Samantha orders her robot companion.

Alfred's Skill Rolls:
Perception - 1d100 = 32 / 90%
JiC d20 | d100 - 1d20 = 4 | 1d100 = 44
Surveillance - 1d100 = 20 / 98%
Read Sensory Equipment - 1d100 = 93 / 98%
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Re: Adventure 5: Different Ways

Postby Rocky » Sun Sep 02, 2018 1:42 pm

Rocky replies to Samm, "Samm I got it. Ernst you got my six."

Rocky gets his weapon ready, he chooses his Thunder Gun.
Rocky
OOC Comments
P.P.E.: 11/ 11
I.S.P.: 216/ 216
H.P.: 49/ 49
S.D.C.: 81/ 81
Active Powers
Heightened Presence Sense:Range: 70’ (+5’), 76% to get precise # and To pinpoint location of a presence.
Duration: Permanent effect, automatically sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' (+100') Duration: Permanent effect
Sense Magic Energy Range: 1900' (+100') Duration: Permanent effect
Sixth Sense
Shadow Cloak M.D.C.: 15/ 15
AOI 60
TW Thunder Gun
Crystal Armor (PW, 128)
• Main Body - 35
• Forcefield - 70 MDC 4 times per 24 hours or 20 ISP
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 5: Different Ways

Postby John » Sun Sep 02, 2018 10:00 pm

Perception 88%: 1d100 = 67
JIC: 1d20 = 7 / 1d100 = 81

Conditions: Sustain (11 days), Energy Sphere (29 days, 500 PPE), Near a Nexus (double range/duration/damage of spells & +10 PPE/round)

John casts the Compulsion on ESN, points south-south-east, and says, "Walk that way until you reach the ocean." The charm will break before he ever walks that far (in 48 hours) but he won't be able to interfere with what they need to do.
Beckett wrote:Samantha takes a moment and steps aside as the crew start to talk about plans, and she jumps back in and popping up her faceplate, "I just got word from my contact within the CS. I think he may actually be really close by oddly enough. Apparently he's going to pass on the word, but he's unsure of any support he can get. Apparently there is something called a 'Hellpit' in the area. I'm not sure what that is, but it sounds fairly bad."
"A hellpit is, well, it's a pit.... it's really kind of self explanatory," John says, probably unsatisfactorily. "You were in some kind of military outfit right? Think forward operating base for demons or deevils."

The mage stays near the pilot house on the barge as the caravan gets underway. He keeps an eye on the sensor readouts (Sensory Equipment 70%: 1d100 = 85) and Sharak's senses and tries to stay in the moment but also finds his mind wandering away from his immediate tasks. The gathering of the Simvan tribes, the report of the hell pit, but also the appearance of Odin's familiars and the memories it brought back of his conversation with Balder about his heritage. It felt as if he's adrift through the rapids of events just trying to keep afloat instead of shaping or even just understanding them. It was a strange feeling.

The sense of unease, which wasn't helped by how easily the Simvan gave up their chase, grows with the changes in the terrain. "Remember the hellpit? I think we're getting closer to it."

John searches his memory to try and identify the creature Sharak sees (Lore: Demons & Monsters 102%: 1d100 = 65) and reports to everyone what he knows about it.
John Smith
Stats: 208 MDC, 257 PPE
Abilities: Spell Strength 14, Charm/Impress 90%, Invoke Trust/Intimidate 80%, Fire & Cold Resistant (half damage), Bio-Regeneration, Sense Rifts 170 miles, Sense Other Dimensional Disturbances (Teleportation, etc) 85 miles

Sharak (Avian Biomech Familiar)
Stats: 45 MDC
Abilities: Telescopic Vision (2 miles), Natural Radar (2000'), See the Invisible, Sense Evil, Impervious to Diseases that affect flesh & blood animals
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Re: Adventure 5: Different Ways

Postby Maniacal Laugh » Mon Sep 03, 2018 11:36 pm

Local Conditions wrote:OUTSIDE FORT COMANCHE
  • Location: Dusty Road
  • Population: 22,600
  • Time: 2200, September 14 110 PA
  • Ley Line Activity: Calm, within 1 mile of a ley line nexus
  • Weather: 58, clear skies, light wind
  • Visibility: Excellent


https://drive.google.com/open?id=1ngEAgCRsRGg8sMdt0-3cOZeJGCIacJ4z&usp=sharing

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"Compliance" Alfred replies to Beckett's request. One portion of the HUD shows the a status bar of the AI's work. After a couple minutes Alfred reports. It isn't terribly interesting for the most part. There's heat in the trench things, then there's just normal prairie stuff. The details on the creature are interesting. Well, one of the details. It's not cold. It's hovering around 85 degrees F. Whatever it is, it's probably not dead, even someone with no medical training knows that bodies are warm.

Rocky closes in on the downed creature. It certainly looks bad. A large, 11ft tall lizard like creature, more dragon like maybe. It's wearing tattered clothing, in appearance more like a surcoat than armor. It's weaponless, but it's massive claws mean it's clearly not defenseless. Physical observations aside, the surprising thing is that it radiates no evil, despite a level of mental activity that maybe is unconscious. It is highly unlikely that it's somehow masking it's nature, Rocky's telepathic link senses nothing but random nightmare thoughts.

The ESN looks quite distressed, but wanders off without complaint. It only takes a few minutes before he's vanished from view.

Through Sharak's eyes and other senses, John is easily able to identify the creature: it's a standard foot soldier version of a Shock Dragon, one of the Deevil's frontline troops. It's very odd to find one not dead. It's even weirder to find one somewhere without a Deevil incursion in the immediate vicinity. They don't stray far.

"Beckett, we got the trucks moving, is it safe to continue?" Walcott asks the MARS leader.

What are you doing?

Butcher's Bill:

    Everyone is so happy!



GM Note:

Caravan Makeup
Consider the caravan as having five main cargo vehicles.
  1. 2 x Cargonaut w/ Cargo Module+ APT Cargo Trailer (Vagabond drivers)
  2. Mountaineer + APT Cargo Trailer (Wilderness Scout/Trails Boss)
  3. Mountaineer Chuckwagon + APT Repair Station & Garage Trailer (Operator)
  4. Wolftrack + APT Cargo Trailer (Merc)
  5. Heavily modified Urban Patrol Hovercar (Walcott's personal vehicle)
  6. 2 x Heavy NG Hovercycles (Mercs)
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Re: Adventure 5: Different Ways

Postby Ernstweavel » Tue Sep 04, 2018 4:45 am

Perception:1d100 = 69 / 29%
JIC:1d20 = 1 / 1d100 = 4
Conditions: Conditions: Sustain (11 days), Energy Sphere (29 days, 311 PPE), Near a Nexus (double range/duration/damage of spells & +10 PPE/round)


When the MARS’ convoy approaches a chasm, that they have to pass in single file and one at a time, Ernstweavel and the rest of the crew are drawn to a mysterious figure laying in the middle of the pathway. A sense of fear and danger comes over him as he looks on. What a perfect place for an ambush. Ernstweavel thinks to himself as her turns around and checks to make sure that their not being herded into a bottleneck.

Rocky wrote:“Everyone heads up slow down. I think we need to investigate this before moving on? Samm, Do you want me to do the honors?”


Beckett wrote:"Rocky, take the lead. Take Ernst with you if you decide you need to go in on foot. He can help if you need some magical muscle."



Rocky wrote:"Samm I got it. Ernst you got my six."


As Beckett and Rocky converse over the radio, Ernstweavel gathers his composure, pick up his staff and follows Rocky. Making his way down off the barage, he tries to remember anything about a draginwidned humanoid. (Lore: Demons & Monsters 70% / 1d100 = 85 with cross referencing Lore: Faeries & Creatures of Magic 55% / 1d100 = 43 and Mythology50% / 1d100 = 11, to be thorough and since their so close to a hell pit.) ” So anyone figured out what we're dealing with? Do we want to question it or is it shoot first then ask questions? Don't worry I got your six, on this. Something feels off about this, just can't say what it is. I got my eyes peeled for anything.”
P.P.E.: 133 / 133
H.P.: 31 / 31
S.D.C.: 31 / 31
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Re: Adventure 5: Different Ways

Postby John » Tue Sep 04, 2018 2:03 pm

Perception 88%: 1d100 = 67
JIC: 1d20 = 7 / 1d100 = 81

Conditions: Sustain (11 days), Energy Sphere (29 days, 500 PPE), Near a Nexus (double range/duration/damage of spells & +10 PPE/round)

"It's called a Shock Dragon. The spawn of dragons that've been mutated by the Lords of Dyval. They aren't usually alone." As he radios the information John takes up a position near the Volcano Plasma gun on the barge, but, not trusting his knowledge of the cannon also sends the barge robot to his quarters to get his rifle. He also sends Sharak through in a low fast pass around the Shock Dragon to see if anything is hiding in the area invisibly. "That one is a Flying Shock Dragon, from the wings, they don't always have wings. The largest ones are called Elite Shock Dragons, they have wings too, but I don't think that one is big enough to be one of those."
John Smith
Stats: 208 MDC, 257 PPE
Abilities: Spell Strength 14, Charm/Impress 90%, Invoke Trust/Intimidate 80%, Fire & Cold Resistant (half damage), Bio-Regeneration, Sense Rifts 170 miles, Sense Other Dimensional Disturbances (Teleportation, etc) 85 miles

Sharak (Avian Biomech Familiar)
Stats: 45 MDC
Abilities: Telescopic Vision (2 miles), Natural Radar (2000'), See the Invisible, Sense Evil, Impervious to Diseases that affect flesh & blood animals
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Re: Adventure 5: Different Ways

Postby Rocky » Sat Sep 08, 2018 8:23 pm

Perception: 65%1d100 = 63
JIC d20: 1d20 = 1
JIC d100: 1d100 = 40

Conditions
OOC Comments
Telepathy (4) to sense if the creature is thinking.
See the Invisible (2)


Rocky tries to use Telepathic Communications on the Dragonman, “Hey sir you look injured, we are going to try to help you. Don’t fight back. We might be able to fix you up.” “What the hell am I doing?.Time to increase my strength.”

Strength of Mind
OOC Comments
ISP 10(strength is now SN 31 x50=1550 PE 23The psychic gains bonuses of + I0 to P.S., +5 to P.E., and +20 S.D.C. for the duration of this ability. The supernatural strength does not give the psychic the ability to inflict Mega-Damage with punches or kicks, but it does instill the power to lift and carry the same as a supernatural creature


Rocky goes next to the dragon man to nudge or move the dragonman. He moves closer and lifts one wing then tucks it in. He goes to the next and does the same. The next trying to get them in close to the body so he can roll the man over on his face. He gets ready to Ghost if any hostile action he will carry him to the barge. If the creature allows.

“John is there a mind control device or any healing device in our supplies?"
Rocky
OOC Comments
P.P.E.: 11/ 11
I.S.P.: 216/ 216
H.P.: 49/ 49
S.D.C.: 81/ 81
Active Powers
Heightened Presence Sense:Range: 70’ (+5’), 76% to get precise # and To pinpoint location of a presence.
Duration: Permanent effect, automatically sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' (+100') Duration: Permanent effect
Sense Magic Energy Range: 1900' (+100') Duration: Permanent effect
Sixth Sense
Shadow Cloak M.D.C.: 15/ 15
AOI 60
TW Thunder Gun
Crystal Armor (PW, 128)
• Main Body - 35
• Forcefield - 70 MDC 4 times per 24 hours or 20 ISP
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 5: Different Ways

Postby Maniacal Laugh » Sun Sep 09, 2018 9:18 pm

Local Conditions wrote:OUTSIDE FORT COMANCHE
  • Location: Dusty Road
  • Population: 22,600
  • Time: 2205, September 14 110 PA
  • Ley Line Activity: Calm, within 1 mile of a ley line nexus
  • Weather: 58, clear skies, light wind
  • Visibility: Marginal, it's getting dark


https://drive.google.com/open?id=1ngEAgCRsRGg8sMdt0-3cOZeJGCIacJ4z&usp=sharing

IT'S ALIVE
Joan and Big E discuss this creature's history and mythology. Once John gave E the name and identity the line walker was able to pull forth some additional facts. Shock Dragons are pretty far down on the Deevil hierarchy. Even the winged and elite ones are still considered little more than slaves and cannon fodder.

The barge is well within rifle range of the shock dragon when the robot brings John his laser rifle. Sharak flying overhead sees nothing besides the grass moving in within at least half a mile.

Rocky gets a response: uuuuggggghhhhhhhhhhuuuuunnnnnnnhhhhhhhhhhh

When Rocky rolls the shock dragon over, the creatures wounds are revealed. He is covered in vicious burns and deep, jagged gashes. They don't seem to be bleeding, but they are raw and unhealed. Sand, dirt and plant matter are cake in the gory wounds. It's not dead, but it's not healing at all. There are many other wounds, that instead of bloody and raw, are completely withered and try, the scaly skin turned almost as thin and brittle as old paper.

For the three investigating the creature, it sure seems like it has been attacked by something other than technology, and on a scale at least as big as the creature itself.

What are you doing?

Butcher's Bill:

    Everyone is so happy!



GM Note:
  • .
Caravan Makeup
Consider the caravan as having five main cargo vehicles.
  1. 2 x Cargonaut w/ Cargo Module+ APT Cargo Trailer (Vagabond drivers)
  2. Mountaineer + APT Cargo Trailer (Wilderness Scout/Trails Boss)
  3. Mountaineer Chuckwagon + APT Repair Station & Garage Trailer (Operator)
  4. Wolftrack + APT Cargo Trailer (Merc)
  5. Heavily modified Urban Patrol Hovercar (Walcott's personal vehicle)
  6. 2 x Heavy NG Hovercycles (Mercs)
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Re: Adventure 5: Different Ways

Postby Rocky » Mon Sep 10, 2018 6:21 pm

Perception: 65%1d100 = 51
JIC d20: 1d20 = 13
JIC d100: 1d100 = 78

Conditions
OOC Comments
Telepathy (4) to sense if the creature is thinking.
See the Invisible (2)
Strength of Mind ISP 10(strength is now SN 31 x50=1550 PE 23The psychic gains bonuses of + I0 to P.S., +5 to P.E., and +20 S.D.C. for the duration of this ability. The supernatural strength does not give the psychic the ability to inflict Mega-Damage with punches or kicks, but it does instill the power to lift and carry the same as a supernatural creature


Rocky uses the radio, “Top cover this is Recon One, He is in bad shape. Near death. We have a choice to make put him in the barge and try to heal enough to get information about what did this to him or leave him here to die, Your call. As far as the convoy I say keep moving on.”

Rocky is ready to move the Dragonman over to the barge.
Rocky
OOC Comments
P.P.E.: 11/ 11
I.S.P.: 216/ 216
H.P.: 49/ 49
S.D.C.: 81/ 81
Active Powers
Heightened Presence Sense:Range: 70’ (+5’), 76% to get precise # and To pinpoint location of a presence.
Duration: Permanent effect, automatically sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' (+100') Duration: Permanent effect
Sense Magic Energy Range: 1900' (+100') Duration: Permanent effect
Sixth Sense
Shadow Cloak M.D.C.: 15/ 15
AOI 60
TW Thunder Gun
Crystal Armor (PW, 128)
• Main Body - 35
• Forcefield - 70 MDC 4 times per 24 hours or 20 ISP
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 5: Different Ways

Postby Ernstweavel » Tue Sep 11, 2018 5:20 am

Perception:1d100 = 58 / 29%
JIC:1d20 = 18 / 1d100 = 48
Conditions: Conditions: Sustain (11 days), Energy Sphere (29 days, 311 PPE), Near a Nexus (double range/duration/damage of spells & +10 PPE/round)


Rocky wrote:Top cover this is Recon One, He is in bad shape. Near death. We have a choice to make put him in the barge and try to heal enough to get information about what did this to him or leave him here to die, Your call. As far as the convoy I say keep moving on.”


Once Rocky is finished with the radio, Ernstweavel leans over. ”You think bringing that thing onto the barge is a good idea? I mean can we even trust the thing? Do we have a wau to contain it once it's healed? I am not saying we shouldn't, I'm just saying we have end goal we still need to complete.” He voices his concens, the whole time keeping an eye on the beast, ready to react if it becomes hostile in any form.
P.P.E.: 133 / 133
H.P.: 31 / 31
S.D.C.: 31 / 31
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Re: Adventure 5: Different Ways

Postby Rocky » Tue Sep 11, 2018 5:15 pm

((Rolls Carry Over))

To Ernst, Rocky shrugs his shoulders and says, "Wise? maybe not, but he might know what he ran into and beat the crap of him. Us knowing a head of time is always good. one reason I am asking Samm to make the call."
Rocky
OOC Comments
P.P.E.: 11/ 11
I.S.P.: 216/ 216
H.P.: 49/ 49
S.D.C.: 81/ 81
Active Powers
Heightened Presence Sense:Range: 70’ (+5’), 76% to get precise # and To pinpoint location of a presence.
Duration: Permanent effect, automatically sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' (+100') Duration: Permanent effect
Sense Magic Energy Range: 1900' (+100') Duration: Permanent effect
Sixth Sense
Shadow Cloak M.D.C.: 15/ 15
AOI 60
TW Thunder Gun
Crystal Armor (PW, 128)
• Main Body - 35
• Forcefield - 70 MDC 4 times per 24 hours or 20 ISP
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 5: Different Ways

Postby Beckett » Sun Sep 16, 2018 3:27 pm

Perception: 1d100 = 73 / 74%
JiC d20 | d100: 1d20 = 5 | 1d100 = 18

Samantha listens over the radio, her sensors scanning the horizon. "Rocky, I'm going to trust your judgement and let's move on. The area seems to be fairly dangerous and we are probably best to move out quickly. May Thoar's gods have mercy on it's soul."

Samantha's heart sinks making that call. Knowing full well that she is leaving a creature possibly innocent to die. I just don't know if I am making the right call on this. She thinks to herself. It could tell us something or be another creature of evil... This world makes no sense sometimes and there is no database of what's good or bad, evil or safe.
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Re: Adventure 5: Different Ways

Postby Maniacal Laugh » Sun Sep 16, 2018 3:55 pm

Local Conditions wrote:OUTSIDE FORT COMANCHE
  • Location: Dusty Road
  • Population: 22,600
  • Time: 2215, September 14 110 PA
  • Ley Line Activity: Calm, within 1 mile of a ley line nexus
  • Weather: 58, clear skies, light wind
  • Visibility: Marginal, it's getting dark


https://drive.google.com/open?id=1ngEAgCRsRGg8sMdt0-3cOZeJGCIacJ4z&usp=sharing

HE SAID, E SAID, SHE SAID
No scan, psychic or magic, detects anything evil about this creature. It is weak and badly injured. If there were a detect good, this guy might pass.

See Aura Results
Level: Medium, Supernatural, Not psychic, Low Base PPE, No Possessing Entity


There's a pause as everyone evaluates the situation and evaluates the dying creature in front of them. After a moment of thought, E realizes there is a spell that causes wounds, non-regenerating wounds, just like this creature has: Desiccate the Supernatural. He has been severely damaged by something like that spell. Some other sort of torment is at work too. This guy obviously came through a dimensional portal or something too. And if John said they don't roam around alone, a larger group means a larger dimensional portal!

A faint darkness lingers on the edge of Rocky's consciousness after he made contact with the creature. Something felt damaged in its psyche.

If Rocky, E and John exchange info, they will realize that this is a probably a renegade who was wounded escaping by whatever the most vile way a Deevil has for hurting one of its own kind. Can it be saved? That's another big big question.

What are you doing?

Butcher's Bill:

    Everyone is so happy!



GM Note:
  • .
Caravan Makeup
Consider the caravan as having five main cargo vehicles.
  1. 2 x Cargonaut w/ Cargo Module+ APT Cargo Trailer (Vagabond drivers)
  2. Mountaineer + APT Cargo Trailer (Wilderness Scout/Trails Boss)
  3. Mountaineer Chuckwagon + APT Repair Station & Garage Trailer (Operator)
  4. Wolftrack + APT Cargo Trailer (Merc)
  5. Heavily modified Urban Patrol Hovercar (Walcott's personal vehicle)
  6. 2 x Heavy NG Hovercycles (Mercs)
A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: Adventure 5: Different Ways

Postby John » Sun Sep 16, 2018 6:57 pm

Perception 88%: 1d100 = 50
JIC: 1d20 = 4 / 1d100 = 23

Conditions: Sustain (11 days), Energy Sphere (29 days, 500 PPE), Near a Nexus (double range/duration/damage of spells & +10 PPE/round)

"I can question it safely, don't need a.... wait, healing device?" Sharak wheels around and makes another pass towards the shock dragon, this time landing on Rocky's shoulder (or Ernst, whoever is closer) and staring intently at the wounded creature. "That's strange. It should regenerate like any other dragon."

We need more information. Maybe it's just scholarly interest, or the sense that they've stepped into a swirling nexus of larger events. "Bring the barge in close," he orders the robot.

"We should load it up and keep going. Something big's going on here and that thing just may know what's what. I don't sense any evil from it, which is odd, like ninety whatever percent of these things have a soul black as night."

When the barge gets close enough John slips the rifle sling over his shoulder and jumps down to get the shock dragon on board.
John Smith
Stats: 208 MDC, 257 PPE
Abilities: Spell Strength 14, Charm/Impress 90%, Invoke Trust/Intimidate 80%, Fire & Cold Resistant (half damage), Bio-Regeneration, Sense Rifts 170 miles, Sense Other Dimensional Disturbances (Teleportation, etc) 85 miles

Sharak (Avian Biomech Familiar)
Stats: 45 MDC
Abilities: Telescopic Vision (2 miles), Natural Radar (2000'), See the Invisible, Sense Evil, Impervious to Diseases that affect flesh & blood animals
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Re: Adventure 5: Different Ways

Postby Beckett » Sun Sep 16, 2018 7:11 pm

Perception: 1d100 = 97 / 74%
JiC d20 | d100: 1d20 = 6 | 1d100 = 77

What? "John, what are you doing?" She radio's over a private channel to the Para-Arcane Specialist. "Why are you bringing this creature on board. We don't have the time, nor the facilities to take care or restrain it."

She alters the direction of the jet into a slow circle around the convoy, setting a target lock on the supernatural creature on the ground.
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Re: Adventure 5: Different Ways

Postby Rocky » Mon Sep 17, 2018 2:42 am

((Rolls Carry Over))

Rocky listens to Samm and John. as he lifts the creature onto the barge so that John can place it down.

Rocky replies over the radio, "The creature doesn't register as evil. Which is unusual for its kind. I also sense the presence of some spell on it that might be causing this wounded creature from recovering."

When done and every one is on board Rocky has the barge continue.
Rocky
OOC Comments
P.P.E.: 11/ 11
I.S.P.: 216/ 216
H.P.: 49/ 49
S.D.C.: 81/ 81
Active Powers
Heightened Presence Sense:Range: 70’ (+5’), 76% to get precise # and To pinpoint location of a presence.
Duration: Permanent effect, automatically sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' (+100') Duration: Permanent effect
Sense Magic Energy Range: 1900' (+100') Duration: Permanent effect
Sixth Sense
Shadow Cloak M.D.C.: 15/ 15
AOI 60
TW Thunder Gun
Crystal Armor (PW, 128)
• Main Body - 35
• Forcefield - 70 MDC 4 times per 24 hours or 20 ISP
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 5: Different Ways

Postby Ernstweavel » Mon Sep 17, 2018 5:15 pm

Perception:1d100 = 75 / 29%
JIC:1d20 = 1 / 1d100 = 86
Conditions: Conditions: Sustain (11 days), Energy Sphere (29 days, 311 PPE), Near a Nexus (double range/duration/damage of spells & +10 PPE/round)


Rocky wrote:"The creature doesn't register as evil. Which is unusual for its kind. I also sense the presence of some spell on it that might be causing this wounded creature from recovering."


”I concur with Rocky. This creatures wounds are inflicted by something magical in nature. We need to keep moving, tho. I don't like the look of this place. We're too exposed.” Ernstweavel tries to sound as smart as he can, when he speaks over the radio. Setting the radio down, he helps loads the creature onto the barge. Afterwards he takes his position back at the deck gun, as the they move forward.
P.P.E.: 133 / 133
H.P.: 31 / 31
S.D.C.: 31 / 31
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Re: Adventure 5: Different Ways

Postby John » Mon Sep 17, 2018 5:44 pm

Beckett wrote:What? "John, what are you doing?" She radio's over a private channel to the Para-Arcane Specialist. "Why are you bringing this creature on board. We don't have the time, nor the facilities to take care or restrain it."
John pauses briefly in the loading and mumbles a response which is none the less picked up clearly by his earmic. "Look around, does this look like Kansas to you? You said yourself there was a report of a hellpit in the area. Something has altered this land. We already came across those Simvan tribes in the thrall of a Deevil and now here is one of their host wounded. Did it strike anyone but me as odd that the Simvan gave up their chase so easily? After all that nonsense of the lord of the underworld cleansing the world? Starting with us? Something big's going on here and if we're gonna get these guys safely to Colorado we need to know what it is."

Once the Shock Dragon is loaded John orders the robot to keep going and busies himself with their new 'guest', first charging his Thundergun fully and keeping his sword close. "Hey," he says starting with kindness. "What happened to you?" (Invoke Trust 80%: 1d100 = 78)

Now that he's up close the scholar in him studies the creature closely and tries to come up with a theory of what happened to it.

Lore: Demons & Monsters 102%: 1d100 = 13
Lore: Magic 87%: 1d100 = 30
Recognize Enchantment 72%: 1d100 = 36
Lore: Faeries & Creatures of Magic 77%: 1d100 = 68
John Smith
Stats: 208 MDC, 257 PPE
Abilities: Spell Strength 14, Charm/Impress 90%, Invoke Trust/Intimidate 80%, Fire & Cold Resistant (half damage), Bio-Regeneration, Sense Rifts 170 miles, Sense Other Dimensional Disturbances (Teleportation, etc) 85 miles

Sharak (Avian Biomech Familiar)
Stats: 45 MDC
Abilities: Telescopic Vision (2 miles), Natural Radar (2000'), See the Invisible, Sense Evil, Impervious to Diseases that affect flesh & blood animals
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Re: Adventure 5: Different Ways

Postby Beckett » Tue Sep 18, 2018 7:30 am

((rolls carried over))

Is this how Pieter felt all those times with Thoar. Uppity mages who think they know what's best. Ego's and superiority complexes. I need to say something to them, and make sure we are on the same page. But right now, is not the time. Samantha opens up the comm and addresses her crew, "Mars, get it on board and move out. Rocky, I'm trusting your judgement on the ground. If the creature is actually a menace move it off the barge." Speaking in a more of a command like tone, "Our only goal is to move the caravan out of danger, they are our charges, and we are here to protect them. Even though we may want to investigate any supernatural or danger in the area, we need to put that aside and protect our charges."
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