Why is it so Dark in Here?

MercTown Armored Recon Services: Interdimensional Mercenary Company

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Why is it so Dark in Here?

Postby Sum of All Fears » Sun May 24, 2020 12:56 pm

Date: 7 June 111 PA
Time: 0930
Temp: 85 F

Everyone gathers in the Hanger for final gear checks. There is a slight nervous energy in the air. A new team heading out for the first time. The seasoned veterans worrying over the green recruits. After all checks are complete, Vera Leads the group to the MT LeyLine where Mr. Keller and their mage are waiting. ”I appreciate your punctuality in this matter. And I wish you best of luck. Calvin, can you please open the rift.” Calvin, the mage, is swathed in a set of hooded brown robes. He does not carry any apparent weapons and doesn’t speak but to chant out his incantations to open the rift portal. (Marvin Save vs Insanity DC 7)
For those who have never been through a rift before the sight is one of awe and wonder as the fabric of the world is ripped open before them. Through the tear in the world they can see a small campsite surrounded by a large old forest. The air coming from the rift is noticeably cooler than the nearly 95 degrees at MT. Calvin waves them through the breach. Everyone feels a tingling sensation wash over their bodies as they pass through the tear in the world. To some it feels comfortable, like an old friend. To others it reminds them of a past they would rather forget. To others it's a brand new experience. Taking one step and moving hundreds of miles. As the rift closes behind the group Calvin moves to the campsite and takes a set on the one chair there. He points to the east and motions with his hand for the group to get moving. If the group attempts to speak with him Calvin simply shakes his head and points again to the east.

The walk through the woods is quite relaxing. And keeps the attitude positive. But the anticipation keeps nagging at the back of everyone’s mind. After about 20 minutes MARS comes across a concrete mound hidden by the trees. The hatch leads to the stairs and to the first level of the facility.

Ready? And…...Action!!!!
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"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Atlantis/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC)
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Re: Why is it so Dark in Here?

Postby Rocky » Sun Jun 14, 2020 4:33 pm

Perception: 80% 1d100 = 86
JIC d20: 1d100 = 95 / d100: 1d100 = 27

with Jennifer
“I know you have wanted a date and I always hate seeing you leave. Why don’t let me plan out the wedding. We can have it two months after you return from this job. I don’t expect you to stop. And it's hard every time you leave, but…” There is a burning intensity in Jennifer’s eyes, ”I’m a strong girl, and I know you’ll always come back to me.”

Rocky turns to Jennifer and say, “I love you, thank you. You know I what ever you decide is fine, two months it is. So far, I have handled demons, devils and gods.”

“Oh! the music, you know how I am with music. So, I promise I’ll try to do my best, might need some ear plugs so I don’t get to upset. Jennifer you are the strongest women I have ever seen and I will always try to get back to you.”

With the group

Rocky goes with eh rest of the team, he is dressed in his NE-BA-40 "Infantry" Medium Body Armor/ with Force Field.


Rocky leaves the room as he closes the door he does a fist pump into the air..YES!
As he leaves the hotel, he radiates a feeling of happiness that people feel as he passes, it seems to infect everyone near him.

He gets to the compound and greets Pieter and Samm, “All he says is, “Two months. Keep your calendar free. She set the date.” He smiles and head s to get all his stuff together.

He nods to Mr. Calvin then proceeds to the woods, “Samm you want me in the lead?”
Rocky take the position that Samm has suggested. He keeps an eye open and his middle eye ready.

When the stairs appear he checks to see if it is clear.
Conditions:
OOC Comments
Heightened Presence Sense: 80% /
Range: 70’

Sense Supernatural Evil:
To Identify the type: 92% / to Track 92% /
Range: 1100'

Six Sense
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
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: Why is it so Dark in Here?

Postby Twonjym » Sun Jun 14, 2020 9:53 pm

Percep 65%: 1d100 = 15
JIC: 1d100 = 13 1d20 = 15

Map: Level One

Twonjym appears in the hangar with MDC plating strapped to his body and arms and a heavy duty helmet jammed down on his head. With Pepe at his side he makes his way over to where the group was assembling, "Beckett, I hope nobody minds but I helped myself to a handful of gear in the team's stores."

He lists off the items:
  • Can of Quick-Clot
  • E-Clip
  • E-Clip
  • IRMSS Internal Robot Medical Surgeon System (4 uses)
  • NG-57 Heavy-Duty Ion Blaster

OOC Comments
These will need to be removed from the Decision Gear post.


Ladened with a variety of items in pouches or dangling from his chest rig, Jym also carries a backpack that doesn't look like its full. Regardless, nothing seems to be hindering his movement as he smiles at each person as they rally in the garage for their mission to start.

Traveling to the ley line and through rift, Jym doesn't really make too much of a mention about anything, but once through the rift and on site he speaks up, "I can take the rear. It'll give people a better sight line and my tail won't get in anyone's way."

Starring at the entrance to the underground facility, Twonjym glances around at everyone and says, "Everybody ready to go down the rabbit hole?" He glances around at the newly formed team again and continues, "Check your weapons, make sure you are fully charged and loaded. If not, let me know."

He stops himself from saying anything else as he realizes that he may have just over stepped his place in the group. Looking over to Beckett, Jym says, "Sorry, old habits are hard to break." He gives Beckett another toothly smile before he pulls an air filter out of his backpack and straps in to his face.
Last edited by Twonjym on Mon Jun 15, 2020 9:18 pm, edited 4 times in total.
Twonjym "Jim" Miklar
Status
MDC: 134/134

Horror/Awe Factor: 12 (8 as a Gunfighter)
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Re: Why is it so Dark in Here?

Postby Vera Morozov » Mon Jun 15, 2020 12:47 am

Perception: 1d100 = 64/41%
JiC d100: 1d100 = 63; JiC d20: 1d20 = 9

Vera, with Hazel's assistance, had not only managed to purchase a set of light armor to further augment her cybernetic defenses, but had managed to fit the pieces easily to her foreign frame, the modular design of the armor quite capable of being rapidly adapted to her form. They had also, after finding the painting process to be going more smoothly than anticipated, managed to paint the light armor to match the rest of her design as well, and she waits in the hangar along with the others, watching quietly as they prepare. As for herself, she decides to leave her wings behind, stashing them in the MARS headquarters after obtaining permission from Pieter to do so.

It did mean she wouldn't have access to her mini-missiles, and any flight by her would be from her jets and far less quiet than gliding on her mechanical wings, but considering their destination was to be an underground facility, the explosives would be just as much a detriment as a boon, and she wouldn't be doing much flying in any case. She could use her jets to fly or assist her combat just fine, if it came to it.

She stays close to Hazel, feeling more comfortable with the Psi-Tech she's spent time with so far than the other members of the group, while waiting in the hanger, but once everyone is ready takes lead quite quickly.




Once through the rift, she looks around, still quite in awe of the process of rifting. She has only done so twice before, to visit this very same facility in fact, and she gives Calvin an appreciative nod for the magical feat. As the others begin to sort themselves, she notices that there has yet to be a firm team dynamic in place yet. Although, she thinks to herself as she watches, Samantha will likely know what to do, and the D-Bee seems to have held a leadership position before.

She steps forward as they walk, keeping to the front to help guide the group to the facility, and is the one who opens the hatch once they arrive. "Let us move in quickly. If there is a hostile presence here, I would rather we get ourselves situated before anything realizes we are here." She looks down the stairs with some measure of familiarity, but only a passing knowledge of the area is present for her, not having come into the facility by this particular entrance before. She focuses on listening to anything that may be within, the crimson 'borg relying on her amplified hearing to discern anything of note.

Skill Rolls
Detect Ambush: 1d100 = 92/60% - Keeping an eye out in case whatever has caused the facility to go dark is watching the emergency entrance/exit.
Detect Concealment: 1d100 = 43/55% - In case something is hidden, either as a trap or a warning.
Tracking (People): 1d100 = 78/55% - To keep an eye out for footprints or tracks leading to or from the facility, looking specifically for signs of fleeing, and if found the direction of travel.
Last edited by Vera Morozov on Mon Jun 15, 2020 10:38 pm, edited 2 times in total.
Vera Morozov
A Russian Angelus ex Machina!

M.D.C.
L1-B1 Light Infantry Armor
  • Main Body: 150/150 M.D.C.
  • Right Arm: 20/20 M.D.C.
  • Left Arm: 20/20 M.D.C.
  • Right Leg: 35/35 M.D.C.
  • Left Leg: 35/35 M.D.C.
  • Head: 15/15 M.D.C.
  • -5% to Physical skills such as Acrobatics, Climbing, Gymnastics, Pick Pockets, Prowl, and Swimming.

M.D.C. by Location
  • Head - 150/150 M.D.C. with Helmet
  • Main Body - 290/290 M.D.C.
  • Right Hand - 30/30 M.D.C.
  • Left Hand - 30/30 M.D.C.
  • Right Arm - 90/90 M.D.C.
  • Left Arm - 90/90 M.D.C.
  • Right Leg - 120/120 M.D.C.
  • Left Leg - 120/120 M.D.C.
  • Right Foot - 65/65 M.D.C.
  • Left Foot - 65/65 M.D.C.
  • Right Wing - 175/175 M.D.C. - Not Present at Moment.
  • Left Wing - 175/175 M.D.C. - Not Present at Moment.
  • Main Rear Jets (3; small) - 40/40 each
  • Lower Maneuvering Jets (3; even smaller) - 25/25 each
  • Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each - Not Present at Moment.
  • Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each


Weapons & Attacks
Hand-to-Hand Combat:
  • Claw Strike - 3D4 M.D.
  • Head Butt - 2D4 M.D.
  • Restrained Punch - 1D4 M.D.
  • Full Strength Punch - 2D6 M.D.
  • Power Punch - 4D6 M.D.
  • Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
  • Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.

Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 30/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.


Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
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Vera Morozov
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Re: Why is it so Dark in Here?

Postby Hazel Meade » Mon Jun 15, 2020 6:01 am

Perception: 1d100 = 42% (35% base, +15% on rolls involving electronics, machines, or their combination)
JIC: 1d20 = 8
JIC: 1d100 = 84

As she accepts the new suit of armor from Beckett, Hazel thanks her, "Vielen dank. I will see to fitting. I have Vera's armor fixed and painted. Also, Vera new armor fitted and set. Will see to my own equipment now.". With that, Hazel begins packing up what gear she thinks she will need for this mission, plus the new laser torch. Wanting the torch easily at hand, she clips it's power pack to her armors belt and the holster for the torch itself right next to that.

Having never witnessed a Rift up close, Hazel is quite fascinated by the experience of traveling through one. She reaches out a hand to the blue glowing energy as she passes through. Once the group is through the gate she waits for Beckett to tell her and the others what to do.
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Re: Why is it so Dark in Here?

Postby Beckett » Mon Jun 15, 2020 9:23 pm

Perception: 1d100 = 87 / 74%
JiC d20 | d100: 1d20 = 16 | 1d100 = 39

Samantha checks over her gear one more time. Her armor laid out on the bed, recently cleaned of any carbon scoring. Her two rifles with four e-clips each. Her pistol set aside in its holster with its energy clip as well. Okay Sammy, another mission. She sighs softly, the feeling of leadership resting on her shoulders weighing heavily. Quickly she puts her hair up in a bun, and starts getting dressed. Once outfitted into her body armor, she makes sure her weapons are fully charged and loaded. Picking each one up, looks down the barrel and stows it on her person. "We got this," she says to herself as she drops her faceplate into position.

Samantha walks out of her quarters on the first floor and see's that everyone is gathered. She has a hard case backpack attached to her armor, and a rifle over one shoulder with another in her hand. "Okay ladies," she bellows her voice at everyone. "We got a mission, it's simple and clear. We crack open the facility, and wrestle control from whatever locked it down." She takes a few steps in front of everyone. "We only have the gear that we take or find. We move out in fifteen. Let's do it!"

Rocky wrote:“All he says is, “Two months. Keep your calendar free. She set the date.”

"Congratulations," she pats the Psi-Ghost on the shoulder. "I wouldn't miss it for the world." She watches her friend walk away to grab his gear. Then she turns around to see the familiar German mechanic.

Hazel Meade wrote:"Vielen dank. I will see to fitting. I have Vera's armor fixed and painted. Also, Vera new armor fitted and set. Will see to my own equipment now."

"Excellent," her voice is quiet and supportive. "Get to your gear, we are heading out shortly. Bring the laser torch, we may need it."

Twonjym wrote:"Beckett, I hope nobody minds but I helped myself to a handful of gear in the team's stores."

"Yeah, that's fine. We just log what we take out. And log what we bring back. Then purchase what we need to resupply. So, it's all good."



Stepping through the rift was much different than what she was used to. Every previous time, she was inside a vehicle. But even then it was kind of familiar and reassuring that the science or physics of magic stayed the same. Formation, she keeps, What is the best groupings. Rocky in front, followed by Vera. Twonjym in the back. Minerva, Martin, and Hazel in the center... Mix it up? I wish I had my tank...

Rocky wrote:“Samm you want me in the lead?”

It was like the Psi-Ghost had read her mind, "Yes. I want you in point." She then directs her voice to the cyborg. "Vera, I want you riding shotgun with Rocky. Keep back some distance and on the opposite side. Followed by Minerva, Hazel, myself, and then Martin. Twonjym, you take the tail," She pauses a moment before adding. "No pun intended. We don't know what it's going to be like getting to the facility, or once we walk in. Everyone be on high alert." She hefts her rifle and starts to march opposite of Hazel.

When they get to the entrance. "Everyone halt," she radio's everyone. "Rocky assess the situation, then bring Vera forward."

Military: Etiquette -- 1d100 = 14 / 95%
Military Fortifications -- 1d100 = 35 / 55%
Quantum
H.P.: 21 / 21 S.D.C.: 59 / 59
CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25
LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
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Re: Why is it so Dark in Here?

Postby Minerva » Fri Jun 19, 2020 7:20 pm

Perception: 1d100 = 77/59%
JIC: 1d20 = 7/1d100 = 60

Minerva walks through the rift suited up with her cloak draped over her armored shoulders, hood up. ”It is beautiful, no? Every time, I always think this.” Minerva enjoys the walk through the woods, paying attention to the nature around her, but not talking too much or making too much noise in case they get close to their destination and give themselves away.

When Jym calls for a weapons check, Minerva pulls her Heavy Laser Pistol and connects her right UEL to it. Once the connection is secure, she releases the safety and nods her readiness. She falls into place in the marching order and then waits for further orders once Rocky heads in.
Grace Minerva
Ledger

  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)

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Re: Why is it so Dark in Here?

Postby Rocky » Sun Jun 21, 2020 7:31 am

"Rolls Carry Over"
Rocky looks at the locking mechanism. He pulls out his Picks and turns on his portable 3d computer. for any reference or identification marks.

Basic Electronics―90% 1d100 = 78

Surveillance Systems―105% 1d100 = 4

Mechanical Engineer―75% 1d100 = 94

Basic Mechanics―85% 1d100 = 38

Computer Operation―105%1d100 = 97

Computer Hacking―75% 1d100 = 60

Pick Locks―95 1d100 = 51
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
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: Why is it so Dark in Here?

Postby Sum of All Fears » Sun Jun 21, 2020 9:37 am

Date: 7 June 111 PA
Time: 1130
Temp: 85 F

Sam begins falling back on her military training to keep everyone moving in the same direction. While it would have been easy for a relatively new group to fill the walking time with idle chatter they are, instead, professionally quiet while moving through the forest. While the group gathers around the hatch and Sam directs security be set up, Rocky and Vera move to see what they can do about opening the door. Rocky locates a small digital screen and what looks like a holo-emitter on the right side of the hatch. As Rocky begins to ready his tools to force his way through the digital locks a mechanical voice emanates from the digital lock. ”That will not be necessary. Scan indicates Vera Morozov is present. Facility is in lock-down. Deduction. You are part of a rescue party. Status Up Date, Facility is in full lock-down. Disposition of on site personnel is unknown. Vera and company please make your way to Floor 1 security area for issuance of security passes.” The computer shuts down, there is the whirring of heavy motors as the hatch splits down the middle and opens up to reveal the stairway below. The stairs have several switchbacks and go down for approximately 50 feet. Florescent lights flicker to life on the side of the stairs providing a slightly uneasy feeling in it's illumination.


Rocky: You do not pick up on any Supernatural Evil in the area.

Vera: You do not see any tracks in the area. You spot the concealed computer terminal but nothing else.

Sam: The Hatch is industrial grade. Likely heavy MDC material. It has been well hidden in a small glade hidden from sight. The hatch and stairs should support the weight of Vera and maybe a little more, but not much beyond that. You assess this door would likely take more demolitions then you have on hand to blast through.

All:
The hatch is open and the stairs are lit. You can see nothing moving in the stairwell.

Ready? And....Action!!!
M.A.R.S. GM

"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Atlantis/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC)
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Re: Why is it so Dark in Here?

Postby Marvin Prescott » Mon Jun 22, 2020 11:14 am

Perception: 1d100 = 58% (30%)
JIC: 1d20 = 16
JIC: 1d100 = 4

Beckett wrote:It was like the Psi-Ghost had read her mind, "Yes. I want you in point." She then directs her voice to the cyborg. "Vera, I want you riding shotgun with Rocky. Keep back some distance and on the opposite side. Followed by Minerva, Hazel, myself, and then Martin. Twonjym, you take the tail," She pauses a moment before adding. "No pun intended. We don't know what it's going to be like getting to the facility, or once we walk in. Everyone be on high alert." She hefts her rifle and starts to march opposite of Hazel.


Martin nods once and fires off a short, "Yes ma'am.", before taking the 2nd to last spot in the groups marching order. Glancing down, Marvin checks that his C-14 is loaded and safe then pats Grinner on the head, motioning the wolf to stay behind him. Looking down at the belt on his new armor, Marvin fumbles a bit with the force field, but finally getting it turned on. Now that he has his personal gear sorted out, Marvin keeps his head on a swivel, keeping an eye out for traps or an ambush.

{Skill Rolls}
Detect Ambush 60% / 1d100 = 33%
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Re: Why is it so Dark in Here?

Postby Vera Morozov » Wed Jun 24, 2020 2:34 am

Perception: 1d100 = 64/41%
JiC d100: 1d100 = 92; JiC d20: 1d20 = 7

Vera is silent a moment, straining her cybernetically enhanced hearing for any sounds emanating from below, out of vision from the top of the stairs. She turns her helmeted head and nods to Rocky, "I see nothing moving. I will keep us appraised if I hear anything." She turns her attention then to the others, trusting Rocky to keep an eye on the way down in case something does come up as she addresses the rest of the group. "I believe I should keep ahead of the group. Although you have all seen the map, I have been to the first floor in person, and can best guide us to the security station. With luck, the administration robot on this floor will still be present and functional as well."

If it has held up as well as this security system has, Vera adds to herself.

If there are no objections, Vera will take point, sliding out her Vibro-Scythe if there is room and arming herself with it. There is no telling what hostiles could be in here, and she wants to be as prepared as possible. She ignores the creaking of the stairs beneath her talon-ed feet, frowning as a nearby light flickers, playing hell with her multi-eye's light amplification system. She pauses at every switchback, halting for just a few moments to listen and determine what's ahead if she can, as well as looking back to the others occasionally to make sure enough room is between herself and them. The stairs seemed just enough for her weight, she didn't want to test them with any excess by bunching up on the relatively thin stairwell with her allies.

Skill Rolls
Tracking (People): 1d100 = 84 / 55% - Looking for footprints, blood, anything that could be a sign of recent passage or presence of people on the stairs.
Prowl: 1d100 = 29 / 40% - The stairs can barely take her weight, and now that they're in the facility she wants to stay as quiet as a cyborg possibly can. No sense giving away their position because of a creaky step.
Detect Ambush: 1d100 = 13 / 60% - Watch and listen in the stairwell, being prepared for hostilities at every point.
Vera Morozov
A Russian Angelus ex Machina!

M.D.C.
L1-B1 Light Infantry Armor
  • Main Body: 150/150 M.D.C.
  • Right Arm: 20/20 M.D.C.
  • Left Arm: 20/20 M.D.C.
  • Right Leg: 35/35 M.D.C.
  • Left Leg: 35/35 M.D.C.
  • Head: 15/15 M.D.C.
  • -5% to Physical skills such as Acrobatics, Climbing, Gymnastics, Pick Pockets, Prowl, and Swimming.

M.D.C. by Location
  • Head - 150/150 M.D.C. with Helmet
  • Main Body - 290/290 M.D.C.
  • Right Hand - 30/30 M.D.C.
  • Left Hand - 30/30 M.D.C.
  • Right Arm - 90/90 M.D.C.
  • Left Arm - 90/90 M.D.C.
  • Right Leg - 120/120 M.D.C.
  • Left Leg - 120/120 M.D.C.
  • Right Foot - 65/65 M.D.C.
  • Left Foot - 65/65 M.D.C.
  • Right Wing - 175/175 M.D.C. - Not Present at Moment.
  • Left Wing - 175/175 M.D.C. - Not Present at Moment.
  • Main Rear Jets (3; small) - 40/40 each
  • Lower Maneuvering Jets (3; even smaller) - 25/25 each
  • Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each - Not Present at Moment.
  • Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each


Weapons & Attacks
Hand-to-Hand Combat:
  • Claw Strike - 3D4 M.D.
  • Head Butt - 2D4 M.D.
  • Restrained Punch - 1D4 M.D.
  • Full Strength Punch - 2D6 M.D.
  • Power Punch - 4D6 M.D.
  • Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
  • Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.

Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 30/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.


Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
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Re: Why is it so Dark in Here?

Postby Twonjym » Thu Jun 25, 2020 9:31 pm

Percep 65%: 1d100 = 41
JIC: 1d100 = 42 1d20 = 11

Townjym gives a sharp nod to Beckett as she gives the marching order. When what he can only assume is the security system speaks up, Jym nods along to the instructions to go to the first level security station for badges, as he thinks, Lets hope the computer system ain't gone psycho and it's what's causing the lockdown.

Jym gives Pepe a scratch on the ear and tells the robot wolf, "Stay close my friend." He grins as Marvin and he do almost the same action with their remarkably similar robot companions. If he catches Marvin's eye, he will give the man a nod.

When they start moving into the facility, Jym speaks up just a little and says, "Make sure to keep a little distance from one another, so if a trap gets sprung it might only catch one or two of us, but never fall out of sight of the person in front of you."

He nods to everyone as they enter the base, and when he's the last to go, he gives a slow count of three as he pulls the multi-optics band from his harness and slides it on, keeping the optics set to clear for the time being.
Twonjym "Jim" Miklar
Status
MDC: 134/134

Horror/Awe Factor: 12 (8 as a Gunfighter)
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Re: Why is it so Dark in Here?

Postby Minerva » Fri Jun 26, 2020 11:54 pm

Perception: 1d100 = 31/59%
JIC: 1d20 = 12/1d100 = 43

Conditions
Sabre
  • N-F50A Forcefield: 160/160 (OFF)
  • Main Body: 180/180
  • Helmet: 80/80 (-4 to strike)
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 90/90
  • Right Leg: 90/90
  • Left UEL: 6/6 (-6 to strike, -10 when moving)
  • Right UEL: 6/6 (-6 to strike, -10 when moving)



Marching Order
  • Rocky
  • Vera
  • Minerva
  • Hazel
  • Beckett
  • Martin
  • Jym


"Well, that was easy, no?" Minerva remarks at the hatch identifying the group and opening for them. Coming in behind Rocky and Vera, she keeps a keen eye open as she walks down the switchback staircase. She keeps her Heavy Laser Pistol in her right hand, ready for any 'welcoming parties' that might arrive. The rubber soles of her armor keep her quiet but that becomes irrelevant when travelling with this many people who are not. Minerva switches to infrared and then ultraviolet for a brief moment while walking down the stairs to look for any features of the building's defense that would otherwise go unseen.

"Any guesses as to what has taken over this facility? My bet is on a pack of Bruutasaurs who scared everyone to death." Estoy seguro de que es más grave que eso. Pero después de lo que he pasado recientemente, es bueno mantener las cosas alegres.



Translations
Estoy seguro de que es más grave que eso. Pero después de lo que he pasado recientemente, es bueno mantener las cosas alegres. =I'm sure it's more serious than that. But after what I've been through recently, it's good to keep things lighthearted.
Grace Minerva
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  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)

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Re: Why is it so Dark in Here?

Postby Beckett » Sat Jun 27, 2020 8:40 pm

Perception: 1d100 = 49 / 74%
JiC d20 | d100: 1d20 = 5 | 1d100 = 74

Samantha agrees with Vera's assessment that she should go first. "Go ahead Vera. If they recognize you it's probably safe for us to go in." Her voice was strong and with little hesitation. Her eyes flick around at the HUD system within her helmet making sure she was apprised of the situation. Her fingers flexed around the grip of her Northern Gun rifle, the end pointing to the ground making sure it's in a safe direction, but still easily pulled up into position when the need arrives.

Underground, no place to maneuver... Why couldn't it have been in the open prairie of the Arkansas Protectorate. She adjusts her rifle in her hands a bit more. The fidgetiness is starting to get to her as Vera walks into the building. Hearing Townjym's words, was nothing but true. "Listen to Twonjym, keep your spacing, and watch each others back."

As everyone walks through the coridor, Samantha keeps her eyes open. Her eyes dart to structural supports looking to see if they may be compromised.
Quantum
H.P.: 21 / 21 S.D.C.: 59 / 59
CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25
LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
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Re: Why is it so Dark in Here?

Postby Rocky » Sun Jun 28, 2020 10:42 am

Perception: 1d20+3 = 14
JIC d20: 1d20 = 2
JIC d100: 1d100 = 89

Conditions:
OOC Comments
Heightened Presence Sense: 80% / 1d100
Range: 70’
Sense Supernatural Evil
Six Sense



Rocky turns on His Flash light and looks around he descends the stairs and checks to see if he can go intangible.
Ghosting.
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
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: Why is it so Dark in Here?

Postby Sum of All Fears » Sun Jun 28, 2020 12:57 pm

Date: 7 June 111 PA
Time: 1145
Temp: 72 F

As the team descends the stairs Vera takes the lead. The slow moan of her weight settling the stairs echoes through the stairwell. The flickering lights and hollow ringing of everyone's footsteps do not help the mood as they proceed down the stairs. As they descend everyone not in environmental armor can tell the stairwell is under some kind of environmental controls as the temperature drops quickly to a comfortable 72 degrees F. The absolute silence of the stairwell serves to set everyone on edge, even those well versed in combat have rarely heard a place so quiet. And if they have nothing good ever followed. Conversation is thankfully kept to a minimum during the descent. Twonjym gives some tactical advice and Minerva’s questions go unanswered for the time being. Their voices echoing in the stairwell a few moments after they finish talking. No one notices anything out of the ordinary in the stairwell. The maintenance of the stairwell has been good. Given no one uses this route for the facility it is remarkably free of dust or other particles.

BANG!!!! (Everyone save vs horror factor 12)

Suddenly from behind Vera and in front of everyone else a crash of gear echoes through the stairwell making everyone jump. Everyone see's Rocky's armor go lifeless and crumple onto the stairs as if the strings were just cut from a puppet.
(Vera, Hazel, and Marvin) It looks as if Rocky has died on the spot.
As Rocky moves about he can not move through the walls of the stairwell. When he tries to move through the wall he is rebounded, with a flash of light as his flashlight shatters on the stairs. Rocky is thrown through the stairs and falls through the empty space below the stairs to the floor below. Laying at the base of the stairs Rocky’s lower half is under the stairs and he is looking up into Vera’s faceplate looking down at him.

--Rocky, you are prone, part of you is in the stairs, you are intangible, you have you black jump suit on you phase sword, crystal rifle, NE-6SL and CTF auto shooter on you; Your armor and all other gear is 25 feet above you on the stairs.

After everyone collects themselves the group finds themselves at the base of the stairs in a small foyer and a door with no perceptible means of opening. As Vera stands next to it to make room for the others coming down the stairs the door slides open with a hiss. Vera can see a potted plant in front of the doorway. Vera can also recognize that they have come out on the left side of the reception area. The light from the reception area is bathed in sulfurous yellow as emergency lighting provides the only illumination.

Vera realizes her exposed position as the white light from the stairwell silhouettes her and casts her shadow into the main reception area. For a moment Vera waits and listens. There is no sound coming from the reception area. No footsteps, no rustle of clothes, no breathing of people. Just more silence. Hazarding a glance Vera can see partly down to the reception desk. In the yellow glow of the emergency lighting the desk is unmanned. Chair pushed in, not a pen out of place. She can see no signs of a struggle here.



Ready? And….Action!!!!
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Re: Why is it so Dark in Here?

Postby Vera Morozov » Thu Jul 02, 2020 2:27 pm

Perception: 1d100 = 10/41%
JiC d100: 1d100 = 22; JiC d20: 1d20 = 12

Save vs Horror Factor: 1d20+4 = 19 vs 12.

"Блядь," the Russian soldier calls out, managing to keep the expletive quiet. As the gear crashes to the floor, Vera spins on the spot, the grinding of metal on metal unnoticed from her quick movement hidden underneath the sound of Rocky's suit smashing to the ground. Vera is frozen for a moment, not willing to believe that they had already lost one of their number, and to an unknown cause at that. Slowly, though, she finds that she is actually staring into his face, ghost-like and almost invisible against the background of the stairs. "This is your Ghosting then, da? Perhaps you should notify us when you are doing so. Let us hope not everything on the first level heard that."

There goes the element of surprise, surely, Vera thinks to herself. Despite that, however, she carefully peers out into the first floor. As she is greeted with silence, she carefully steps out into the hall. With no room behind her to go, she would rather have space to move about as needed instead of being crammed in a doorway if something suddenly happens. She keeps her scythe at the ready, scanning with her enhanced hearing and looking about. Finally she speaks up enough for the others to hear, "I don't hear any movement, and it doesn't look like anything violent happened here. We should push to admin. Slowly."

Skill Rolls
Tracking (people): 1d100 = 2 / 55% - to find any traces at all of the employees who work here, if possible.
Detect Ambush: 1d100 = 38 / 60% - To be ready in case something tries to jump out at them.


Translation
"Блядь," = "Damn," or "Fuck!"
Vera Morozov
A Russian Angelus ex Machina!

M.D.C.
L1-B1 Light Infantry Armor
  • Main Body: 150/150 M.D.C.
  • Right Arm: 20/20 M.D.C.
  • Left Arm: 20/20 M.D.C.
  • Right Leg: 35/35 M.D.C.
  • Left Leg: 35/35 M.D.C.
  • Head: 15/15 M.D.C.
  • -5% to Physical skills such as Acrobatics, Climbing, Gymnastics, Pick Pockets, Prowl, and Swimming.

M.D.C. by Location
  • Head - 150/150 M.D.C. with Helmet
  • Main Body - 290/290 M.D.C.
  • Right Hand - 30/30 M.D.C.
  • Left Hand - 30/30 M.D.C.
  • Right Arm - 90/90 M.D.C.
  • Left Arm - 90/90 M.D.C.
  • Right Leg - 120/120 M.D.C.
  • Left Leg - 120/120 M.D.C.
  • Right Foot - 65/65 M.D.C.
  • Left Foot - 65/65 M.D.C.
  • Right Wing - 175/175 M.D.C. - Not Present at Moment.
  • Left Wing - 175/175 M.D.C. - Not Present at Moment.
  • Main Rear Jets (3; small) - 40/40 each
  • Lower Maneuvering Jets (3; even smaller) - 25/25 each
  • Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each - Not Present at Moment.
  • Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each


Weapons & Attacks
Hand-to-Hand Combat:
  • Claw Strike - 3D4 M.D.
  • Head Butt - 2D4 M.D.
  • Restrained Punch - 1D4 M.D.
  • Full Strength Punch - 2D6 M.D.
  • Power Punch - 4D6 M.D.
  • Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
  • Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.

Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 30/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.


Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
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Re: Why is it so Dark in Here?

Postby Twonjym » Fri Jul 03, 2020 8:35 am

Percep 65%: 1d100 = 78
JIC: 1d100 = 15 1d20 = 2

Save vs HF: 1d20+10 = 19

Twonjym stays calm and still when Rocky's gear falls to the floor. Well that little test of abilities could have gone better. Maybe the lad should fiddle with his powers more at the base than trying new things on a mission. In other circumstances he might have given a chuckle but right now when staying quiet was the best option, he starts to pivot and look about, hoping the noise didn't attract anything that will be an issue.

After they have all made it to the base of the stairs, Twonjym catches Rocky's eye and gives a questioning look before Vera speaks up. With her assessment of the all clear, Twnojym says quietly, "Agreed. Lets push forward. Two by two. Cover the pair in front of you and don't bunch up." He glances over to Beckett and gives the senior member a nod.
Twonjym "Jim" Miklar
Status
MDC: 134/134

Horror/Awe Factor: 12 (8 as a Gunfighter)
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Re: Why is it so Dark in Here?

Postby Rocky » Sat Jul 04, 2020 7:03 am

Rocky in the Bunker

Perception: 80% 1d100 = 74
JIC d20: 1d20 = 1 / d100: 1d100 = 3

Rocky is a bit embarrassed at what just happened, with him ghosting and the suit falling to the floor. I gotta get me some better armor. It his is what newbies do. He speaks up, "Sorry guys I was just going to look through the walls to see what might be waiting for us.He puts up his Psychic Body Field (30) (110 MDC -30 ISP 22 mins)
Prowl―100%/ 1d100 = 14
Psionic Invisibility (10 ISP 11 mins)
Telekinesis (10 ISP for 20LBs of weight, for 22 mins)

Rocky TKs his suit and other items down to the floor behind them. He plans on moving the pile using TK as they go to secure the rooms for now. Later he will get back in to his armor in a secure area. .


Rocky takes a deep breath and looks through the walls on either side to see what might be there.(up down left and right). And pulls back to report( east door , south wall ).
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
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: Why is it so Dark in Here?

Postby Minerva » Sat Jul 04, 2020 2:14 pm

Perception: 1d100 = 43/59%
JIC: 1d20 = 13/1d100 = 87

Save vs Horror Factor: 1d20+6 = 22/12

Conditions
Sabre
  • N-F50A Forcefield: 160/160 (OFF)
  • Main Body: 180/180
  • Helmet: 80/80 (-4 to strike)
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 90/90
  • Right Leg: 90/90
  • Left UEL: 6/6 (-6 to strike, -10 when moving)
  • Right UEL: 6/6 (-6 to strike, -10 when moving)

Marching Order
  • Rocky
  • Vera
  • Minerva
  • Hazel
  • Beckett
  • Martin
  • Jym

In her environmental armor, Minerva doesn't notice the temperature controlled building. With each of Vera's footfalls, Minerva cringes slightly. Espero que no haya sensores de presión. Este no es exactamente un equipo secreto. Ella es esencialmente un tanque pequeño. Aún así, increíblemente útil. Estaremos bien. As she thinks that, the loud bang resonates throughout the stairway. She doesn't react in an exaggerated manner, rather she whirls around with her pistol aimed at the source of the sound. Maldito infierno. Ahí va cualquier elemento de sorpresa. She notes that Rocky doesn't seem to be present in the armor. "This isn't going to be a frequent thing, right?" She smiles as she sees him half-in/half-out of the stairs. "It's a good look, chico."

Minerva gets nervous when the door with no opening mechanism blocks their way. Tal vez pueda usar mi telequinesis para quitar la puerta de sus goznes. Pero si está vinculado a una alarma, eso podría hacer que todo esto sea mucho más difícil. Mierda ... ¿Qué hacer? Of course, Vera's proximity causes the door to activate and Minerva relaxes. Por supuesto.

Vera Morozov wrote:"I don't hear any movement, and it doesn't look like anything violent happened here. We should push to admin. Slowly."

Twonjym wrote:"Agreed. Lets push forward. Two by two. Cover the pair in front of you and don't bunch up."

Minerva nods her understanding and pairs up with Hazel to cover Rocky and Vera. She suppresses a chuckle when she sees the pile of gear belonging to the invisible Rocky dragging along on the ground, seemingly of its' own power. "Subtle."

Translations
Espero que no haya sensores de presión. Este no es exactamente un equipo secreto. Ella es esencialmente un tanque pequeño. Aún así, increíblemente útil. Estaremos bien. = I hope there are no pressure sensors. This is not exactly a covert team. She's essentially a small tank. Still, incredibly useful. We'll be fine.
Maldito infierno. Ahí va cualquier elemento de sorpresa. = Fucking hell. There goes any element of surprise.
Tal vez pueda usar mi telequinesis para quitar la puerta de sus goznes. Pero si está vinculado a una alarma, eso podría hacer que todo esto sea mucho más difícil. Mierda ... ¿Qué hacer? =Maybe I can use my telekinesis to take the door off its hinges. But if it is tied to an alarm, then that might make this whole thing much more difficult. Shit... What to do?
Por supuesto. = Of course.
Grace Minerva
Ledger

  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)

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Re: Why is it so Dark in Here?

Postby Beckett » Sat Jul 04, 2020 11:32 pm

Perception: 1d100 = 22 / 74%
JiC d20 | d100: 1d20 = 12 | 1d100 = 15

Horror Factor if needed: 1d20+3 = 23 vs 12 (wow Nat20! definitely not phased)

Rocky falls through the floor, right in front of Samantha. His gear just flopped to the ground. Samantha has seen Rocky go through objects before. It was after all a special ability the man was born with, and used to great ability. But the bit of clumsiness was something she has never seen with the Psi-Ghost. Is it the stress of the last mission? His proposal? I need to say something, but what? Finally it hit her, "Rocky! Get out of the floor, and get your head into the game." Her words were hushed but stern, almost like a mother hen.

When Twonjym speaks up to Vera's announcement that it was all clear, she defers to the Sheriff's manhunting skills. "Listen to Twonjym, sounds like a solid plan. Marvin you and Twonjym in the rear. Hazel your with Minerva. Rocky fall in with Vera, scout ahead as appropriate." Samantha refrains from telling him not to fall through a floor again. Sure that the master thief wasn't going to halfway ghost through something again.

As she passes through the door, her Northern Gun rifle was at the ready. Pointing to the left, then the right. Making sure that nothing was going to come out of the woodwork at her. "Let's get to the controls and see what's going on. Vera, let me know if I need to tap into the security system."
Quantum
H.P.: 21 / 21 S.D.C.: 59 / 59
CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25
LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
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Re: Why is it so Dark in Here?

Postby Sum of All Fears » Sun Jul 05, 2020 3:05 pm

Date: 7 June 111 PA
Time: 1215
Temp: 72 F

Everyone

After everyone gets their jabs in at Rocky’s expense everyone goes back to their cold professionalism. The group splits into two columns to move through the longer entryway, ensuring space for combat should that arise. It does not. The only sounds are your foot falls and the buzzing of the emergency lights. The silence is astounding. The large doors of the lift on the right and the receptionist desk on the left. The lift has only a single button with an up arrow. Should anyone attempt to push it nothing happens. It feels as if the entire facility had just stopped. As Vera makes her way to the computer at the admin desk, Rocky continues down to see what may lay beyond the walls for them. The others continue their slow movement down the hall with all but Sam following Rocky to a set of double doors.

Rocky, Hazel, Marvin, Twonjym, Minerva
As you come to the set of doors they appear to be made of some kind of metal and they retract into the wall on either side. Rocky, still dragging his gear behind him, has been easier to see since he put up his Psionic Force Field. Everyone watches as Rocky walks into the wall. Counter to everyone’s expectations he hits it hard and stumbles back a few steps. Rocky noticed his Psychic Body Field impacted the wall.

After several moments of looking around for a keypad or something to get the door open it slides open with a sharp hiss, causing those near it to jump. They can all see a second set of doors further down the hall. It appears to be a security hallway. The hallway has several scanners and other devices to ensure nothing enters or leaves the facility that is not supposed to. A moment later the other set of doors hiss open as well revealing a large room and the lift doors on the far side. There is still not sign of anyone.

Sam, Vera

The admin computer glows softly as they approach. It looks like someone left it in standby mode. A cursory search shows a woman named Melisa was the last person logged in and that was yesterday. It appears that everyone here made their way to the second level to wait out the lockdown. Vera is able to locate the command to open the security doors on this level. The Lifts are still locked down and require an actual admin droid to unlock. You are able to create emergency passes for the other members of MARS. The computer tells you they are waiting in the security office. The two of you move back to the rest of the group as they are investigating the now open security doors.

Everyone

The first floor has been well and truly abandoned. While it is a mystery as to why, upon investigating the floor there is nothing of significance. Vera is able to procure ID badges for the group. They should act like master keys for all normal doors. MARS is able to locate a small computer lab, where most of the communications ran through. Unfortunately all the stations are dark and do not respond to attempts to get them working. It appears their power has been cut from a different section of the base, likely in response to the lockdown. Based on the map MARS is able to locate the next stairwell leading them to the second level. The next stairwell looks identical to the last one with one difference. It is lit by yellow emergency lights rather then the white light from the first stairwell.

Abilities/Skills
Rocky- You sense magic emanating from all the walls, floor, and ceiling of the facility. It feels like when you are near TW devices.
Rocky- You do not sense any evil presences or any other presences. Which seems odd to you.
Everyone- Rocky is radiating embarrassment from his previous new guy mistakes.

Vera- You can see scuffs on the floor where people have trod. They lead to the lift down to the next floor. The path to the stairwell has not been used by anyone save yourselves.
Vera- While you do see some good places for ambushes, none are set in the immediate vicinity.


Butcher Bill
Rocky= -60 ISP
Vera=
Sam=
Mavin=
Minerva=
Twonjym=
Hazel=


(Everyone I need you to add your active abilities to the beginning of your post. You can use an ooc tag to keep it neat. If I have to go looking for them again they will not be acknowledged or I will make something up for it.)


Ready? And....Action!!!!
M.A.R.S. GM

"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Atlantis/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC)
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Sum of All Fears
Game Master
 
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