Chapter X: An Adventurer's Survey of the East

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Re: Chapter X: An Adventurer's Survey of the East

Postby Naliyah » Thu Jun 04, 2020 3:06 am

**rolls held**

Mink wrote:"I'd agree actually. I think there's a decent clearing up ahead, but we'll need to recon it on the ground. If you want us to, Victor and I can dismount and move ahead to confirm before bringing in all the heavy equipment, maybe Naliyah can assist us. She looks to have had a good cat nap up there on Staci." You can almost hear the friendly but mischievous smile in her voice. "How about it Naliyah, full of energy and ready to run?"


Hah! I like this one... she seems to know how to have fun thinks the Shing as she smiles at Mink's comment and question.

"Thought you'd never ask!" she says with an audible grin, and as soon as STCI begins to slow, leaps off the top and toward the direction of the clearing Mink mentioned, her feline instincts kicking in as she lands (on her feet, of course) and begins to take in her environment... smelling... listening... feeling the air on her whiskers as she quietly pads around and approaches the clearing, circling to ensure security and ferret out any unwelcome surprises.

Skill Dump!
Lore: Cattle & Animals (what kinds of animals might inhabit this area, defining characteristics and behaviors, etc) -- 1d100 = 85/64% Fail
Wilderness Survival (scope out the area in general, find natural shelter or places where shelter would be ideal)-- 1d100 = 73/94% Success
Track Animals (seek signs/scents of any other animals in the area, especially predators or potentially dangerous types) -- 1d100 = 57/84% Success
Prowl (move silently and undetected during all of this) -- 1d100 = 1/86% CRIT Success
Land Navigation (get the lay of the land, look for any natural landmarks that stand out)-- 1d100 = 68/95% success
Intelligence (survey the area for unusual signs of passersby or intelligent life) -- 1d100 = 95/79% fail
Identify Plants & Fruit (ID any edible - or poisonous - fruits/berries and plants) -- 1d100 = 80/84% Success
Dowsing (locate any fresh water or likely locations of such) -- 1d100 = 12/64% Success
Detect Ambush (locate ideal ambush locations and ensure they are clear) -- 1d100 = 46/97% Success
Detect Concealment (locate any concealed caches, structures - natural or otherwise - or areas, and investigate/ensure no one and nothing unwanted are in them) -- 1d100 = 4/ 69% CRIT success
Track by Scent (locate any potentially dangerous or unfamiliar scents and track them, if applicable) -- 1d100 = 23/59% (+10% to track people, +20% to follow blood scent) success

Naliyah will coordinate with Mink and report whatever she finds to the her and rest of the group. She also offers to help haul any of the heavy gear, with her considerable strength and endurance being relevant factors. If necessary, she will metamorph (via the Metamorphosis: Human spell) into her human form, change into her sweats, and cheerfully assist in whatever ways he can in that form (for example, if hands are needed).

Assuming all is clear, and feeling more invigorated because she is back in her element (outdoors and in nature), the Shing will offer to the group: "If anyone is hungry after we get everything set up, I'll be happy to do a little evening hunting. You'll have to cook and clean yourself, of course... ".
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Chapter X: An Adventurer's Survey of the East

Postby Underguard » Thu Jun 04, 2020 2:23 pm

Conditions wrote:Location: Somewhere near the East Cost; Territory Line between Shemarrian Nation and the Dinosaur Swamps.
Time/Date: 2000; November 22nd, 111PA ~1.5 hours have passed
Conditions: Dark, cloudy skies. Sunlight lost behind them.
Bri Psi Conditions: Enhanced


As dusk begins to settle, Victor recommends setting up a camp to which Nali and Mink agree. Mink dives out of the Helicopter and spots a good landing site for the Skywolf with enough room for STCI with the trailers and the Mobile Hunter just a few miles south of their current position, closer to the Dinosaur Swamps territory but still bordering Shemarrian territory. As Sel slows STCI, Naliyah leaps off and joins Mink in scouting the area out.

Mink remains quiet and descends to the site with little effort. When she arrives, she finds that there are no immediate tracks of humanoids, and even though it is likely local wildlife in the area, she can't spot any. This area is rumored to be inhabited by scores of dimensional beings such as Idie Swamp Men further south and the Adna Nomads which inhabit the entire span of the eastern seaboard, though they are rarely seen. There are certain to be other, possibly unknown creatures of other worlds that lurk in this part of the continent. Mink also loses Naliyah in the clearing as soon as the Lioness makes it to the campsite.

Naliyah, for her part in this alien environment, was able to enjoy the scenery prior to jumping off. The lioness noted a few cityscapes in the far distances that stood out like sore thumbs but they never got close enough to see more details. When she arrives to the site with Mink, she finds brush and vanishes from site, staying low in pure predatory standard and can immediately identify several different types of animal tracks that she can't recognize, but it seems to be days old judging by the scent. Following the tracks for a little bit, she does find a small pond underneath some brush that has clear water. Not necessarily rare where she is from, but she doesn't know much of this landscape yet. Among the brush is a couple small bushes with berries that do not appear to be poisonous to the lioness. She doesn't find anything hidden, nor get the feeling they are being watched.

Together, the two determine that the area is clear and Mink is able to wave the crew down to camp for the night. Victor runs several sensory checks and watches the darkening landscape with his thermals and night-vision. While he doesn't see anything in the immediate area, his gut does tell him traveling at night in the Shemarrian Nation would be ill-advised. Max keeps the Skywolf over the area until STCI and the Hunter catch up, and lands once they settle.

Further behind, the Hunter and STCI continue to make their way and Ecks takes in the scenery as well. Bri pilots the Mobile Hunter as if she was a well seasoned veteran pilot, even so far as to avoid several hard to see rocks that would've scuffed up one of the legs. Beginners luck, perhaps, but so far she's piloting rather well that Ecks doesn't even give it a second thought.

Sel brings STCI in and makes a half circle with the trailers, with Bri piloting the Hunter to the backend of STCI's second Trailer and finally Max landing the Skywolf below both. Sel isn't sure, but checking the trailer hitches and tie downs would be beneficial as it's the first time those have been used that way. Quinn is quiet but stays near the trailers with her medical gear to check those and will help Sel as needed.

Map
Campsite 1.png


Gm Notes;
Please include intentions overnight, rolls, watch rotation and initiative rolls (not combat posts)
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Re: Chapter X: An Adventurer's Survey of the East

Postby Maximillian O'Malley » Thu Jun 04, 2020 5:31 pm

Perception: 1d100 = 12
JIC: 1d20 = 11
JIC: 1d100 = 72


Max keeps the skywolf flying slower than he would care to. Slow poke ground vehicles cant keep up.
He decides it is best to keep where he can cover them if anything happens. He just goes with the flow of the convoy as he scans through his music playing in his helmet. Long trips can be boring so he may get distracted from watching the terrain unless he has something to keep him going. He doesn't sing too much on the flight, just chews some gum and taps to the music on the collective saves showboating for when it counts.

He hears Mink say
"I'd agree actually. I think there's a decent clearing up ahead, but we'll need to recon it on the ground. If you want us to, Victor and I can dismount and move ahead to confirm before bringing in all the heavy equipment, maybe Naliyah can assist us. She looks to have had a good cat nap up there on Staci." You can almost hear the friendly but mischievous smile in her voice. "How about it Naliyah, full of energy and ready to run?"


He already sees the clearing. As soon as the dismounts are clear he slows to a hover just over tree top level and waits. Max has weapons armed and ready and is actively scanning in all directions.

As soon as he is cleared in to land he does a last quick circle to size up the clearing and sets down.

He climbs out of the cockpit and takes his helmet off. He takes a deep breath of the clean air and lights up a stogie. He turns to Ecks. " Alright boss, now what?"
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Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Sun Jun 07, 2020 10:03 am

Perception: 1d100 = 63/85%
JIC: 1d20 = 4/1d100 = 56

Sensory Equipment--1d100 = 11/108% ((Looking for heat signatures, invisible things, objects that might show up on radar, etc...))

Electronic Countermeasures--1d100 = 63/108% ((Looking for radio transmissions and possible decryption if needed))

Ecks agrees with camping in the clearing. "Yeah, that'll work well."

Once everyone makes the clearing he climbs out from Morning Glory. "Let's take a few moments to do a sweep around with sensors and a physical check for the surround thousand yards, just for the sake of argument. Particularly Mink and Victor. I'd prefer not to engage anything, but at least having a looky loo, we'll secure the immediate area out to 1000 yards. Past that, let's grab some food. We'll rotate through watches. Mink and Nahliyah on the first watch tonight, Sel with me on the second watch and Brianna, Max and Victor on the third watch." he says, climbing back in and doing a full sensor sweep and check for local transmissions.
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Chapter X: An Adventurer's Survey of the East

Postby Naliyah » Mon Jun 08, 2020 2:49 am

Perception: 1d100 = 15/51%
JIC (100): 1d100 = 53
JIC (20): 1d20 = 9




Underguard wrote:
Conditions wrote:Location: Somewhere near the East Cost; Territory Line between Shemarrian Nation and the Dinosaur Swamps.
Time/Date: 2000; November 22nd, 111PA ~1.5 hours have passed
Conditions: Dark, cloudy skies. Sunlight lost behind them.
Bri Psi Conditions: Enhanced


When [Naliyah] arrives to the site with Mink, she finds brush and vanishes from site, staying low in pure predatory standard and can immediately identify several different types of animal tracks that she can't recognize, but it seems to be days old judging by the scent. Following the tracks for a little bit, she does find a small pond underneath some brush that has clear water. Not necessarily rare where she is from, but she doesn't know much of this landscape yet. Among the brush is a couple small bushes with berries that do not appear to be poisonous to the lioness. She doesn't find anything hidden, nor get the feeling they are being watched.


The lioness reports her findings to Ecks and anyone else who listens in. "There are some edible berries and clear water in the area. As I'm not really from around here, I don't know if that's common or not, but they are there if anyone would like some of either," she says to the gathered group as Ecks lets his watch rotation be known. She of course offers to let them know where the berries and water are, if anyone responds to the information she shared.

After updating the rest of AAPS, the Shing will eat her meal, locate a good spot for keeping watch (perhaps in a tree or other good vantage point), inform Mink (and anyone else who is awake) of her chosen location, and keep watch through her shift while enjoying the fresh air, outdoors, and night time.

Skill Rolls: --> Detect Ambush (find a suitable vantage spot that she could ambush from, if need be) ---> 1d100 = 73/97% Success
Blend (blend in to the environment and disappear) ---> 1d100 = 26/33% Success


No one seemed to respond to my question about the proximity to the Shemarrian areas. I wonder if they don't know, or....? she thinks to herself.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Chapter X: An Adventurer's Survey of the East

Postby Victor Singer » Mon Jun 08, 2020 10:57 am

Perception: 1d100 = 13% (56% base, +5% more from NG-X67)
JIC: 1d20 = 6
JIC: 1d100 = 5

Victor dismounts from the helo and moves to a point halfway between the nose of the Skywold and STCI's front end. He picks up scanning from North to West and back again using night vision. While doing this, Victor keys the radio in response to Ecks, "Roger that Ecks, last watch shift with Max. I'm gonna' finish my sensor sweep here to the North West, get some chow, then rack out for the night. Hey Max, is there room for two to stretch out in the Skywolf?". Once he finishes a pass with night vision, Victor switches over to thermal imaging and does a sweep over the same area. After that, he checks his radar scope for any contacts. If nothing comes up he radios Ecks again, "Negative contacts in the North West sector.". If something does come up he reports such over the radio.

Once all that is done, Victor moves to the East side of the Skywolf and exits his power armor, leaving it in low-power standby mode. Victor shucks off his body armor, rolls out his sleeping bag on the Skywolfs floor with one of his TX-6's right next to him, and tries to relax and go to sleep.


{Skill Rolls}
Read Sensory Equipment 90% (night vision mode) 1d100 = 67
Read Sensory Equipment 90% (thermal imaging mode) 1d100 = 18
Read Sensory Equipment 90% (radar) 1d100 = 27
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N-F20A Medium Force Field; MDC: [75/75] OFF
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Tactical Utility & Pistol Belt
Tactical Utility & Pistol Belt
TX-6 Revolver
(4) TX-6 speed loaders
Credit cards
Wilk's PRC-5 radio
NE-RV02 Vibro-bayonet
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Re: Chapter X: An Adventurer's Survey of the East

Postby Selenidaria » Wed Jun 10, 2020 7:59 pm

Perception: 1d100 = 36/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 66/1d20 = 9
Constant Effects: Mind Block Auto-Defense
Current Effects, Other:

Sel exits Staci, stretching her long limbs out from the stiffness of piloting the large vehicle, comfortable though the pilot's chair may be. She casually walks to the rear where the trailers are, confident that Staci's hitch is holding up, considering that she had towed Speakman's vehicle behind hers for a day or so, and his is not so dissimilar from Staci. She does however check the hitch connecting the first trailer to the second to see how it is holding up. (Mechanical Engineering 1d100 = 67/67%) After that, she set's up the solar panels to top off the charge on Staci's batteries.

When Ecks gives the order to scan and secure a 1000' perimeter, she set's Staci's radar to active scan and utilizes her onboard Thermographic Camera to visually scan the area. (Sensory Equipment 1d100 = 1/67%) After that, she reports her findings to Ecks and, so long as there is no immediate danger, goes to where Naliyah indicates fresh water and refills Staci's water dispenser. Keying her radio, she asks Ecks "What time do you want me up for second watch? Or are you going to have first watch wake us when it's our time?" If he tells her a time, Sel will set an alarm for 15 minutes prior to that.

When she gets up for her watch, she sets her coffee maker to brewing a pot then sends Ecks a radio message saying "I've got coffee if you would like some." She checks her sensors to see if anything of note has appeared (Sensory Equipment 1d100 = 82/67%), then performs to ops checks just to pass the time, making sure not to take the sensors or weapons off line.
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 121/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Chapter X: An Adventurer's Survey of the East

Postby Brianna Clarke » Thu Jun 11, 2020 5:04 pm

Perception: 1d100 = 65 (88%)
JIC: 1d20 = 15, 1d100 = 33

Presence Sense – duration: 9 minutes, Range: 120 feet, ISP: 4
Sense Chemical Impurities: 1d100 = 36 (80%), ISP: 2, duration: 1 minute

Conditions
I.S.P. Multiplier: Enhanced (30/36)

Further behind, the Hunter and STCI continue to make their way and Ecks takes in the scenery as well. Bri pilots the Mobile Hunter as if she was a well seasoned veteran pilot, even so far as to avoid several hard to see rocks that would've scuffed up one of the legs. Beginners luck, perhaps, but so far she's piloting rather well that Ecks doesn't even give it a second thought.


Brianna is thrilled when she pilots the Mobile Hunter so well. Yay me!!! Brianna gives herself a mental high five as she joins the others. As the others use the sensors on their equipment to looks for signs of life around them, Brianna uses her psychic abilities to see if she can sense anyone. (Presence Sense)

When Ecks lays out the watch schedule, Brianna nods at him and says, ”Sounds good.” She looks interested at Naliyah's mention of water and says, ”Good to know. I can try to see if there is any more water around. I can also confirm if the water is safe to drink or not. That's one of my abilities. It's pretty neat.” Brianna is curious about the berries, but doesn't really have any skills to determine if they are safe to eat or not, and she didn't want to risk anyone getting sick. Assuming the coast is clear, Brianna will go to where the water source is and check to see if it is drinkable.

Brianna admits to Naliyah. ”I like your idea of hunting, but I don't really know how to clean an animal properly for cooking.” Brianna pauses before adding, "Or how to cook an animal out in the wilderness. That's not really something I had to do back home."

"Roger that Ecks, last watch shift with Max. I'm gonna' finish my sensor sweep here to the North West, get some chow, then rack out for the night. Hey Max, is there room for two to stretch out in the Skywolf?"


Brianna replies to Victor over the radio. ”Brianna will be on last watch as well.” Brianna will then eat and then get some sleep in the mobile hunter before she has to go on watch with Victor and Max
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Brianna Clarke
HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC)

Constant Conditions
Sixth Sense
Mind Storm
Precognitive Dreams
Sense Water
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Re: Chapter X: An Adventurer's Survey of the East

Postby Mink » Fri Jun 12, 2020 8:21 am

Perception: 68%/1d100 = 72
JIC: 1d20 = 15, 1d100 = 49

Detect Ambush 65%/1d100 = 35 - find the best places to approach the campsite unseen. - PASS
Surveillance 75%/1d100 = 71 - Use the drones to best advantage during watch - PASS
Sensory Equipment 60%/1d100 = 12 - Using Sensors (all optical modes, all audio, implanted and PA based) to find any threats. - PASS
Wilderness Survival 80%/1d100 = 90 - find signs of natural danger and ways to avoid it - FAIL
Prowl 75%/1d100 = 35 - To sneak up on any threats - PASS

Mink deploys her camera bots in a pattern that covers the entire perimeter, periodically physically checking on them. She uses her control console to use them to follow Ecks' command for surveillance of the area. Once reasonably secure, she exits her power armor, passing the codes for her camera drones off to Victor so he can monitor them in his power armor as well. She spends the next twenty minutes using alcohol and cleansing wipes to clean all the interior surfaces and herself. She borrows the interior of STCI to undress and cleanse herself with the same, taking care to get all the bodily parts that could harbor wet, stink, and dirt. Once done she uses some dry shampoo and then changes jumpsuits and repeats the cleansing on her armored undersuit, leaving it to dry during dinner.

Twenty minutes later, having donned her Stalker Suit again, she heads out to eat. Sitting, she digs into the coffee and some ration bars. If someone does cook up whatever Nali will bring back, Mink will happily consume it, assuming it doesn't taste or smell horrible. "First watch, eh? Alright then. We'll wake you when we're ready to switch out." She sets her internal chronometer to give her an alarm 15 minutes before the end of watch.

Before watch starts, Mink brings Nali over to the side. She is not so much going for secrecy, but rather to be out of the way. "So I figured since you've been so forthcoming about your own abilities, I should tell you what I can do. I'm a psychic sensitive. I'm super alert (OOC: Sixth sense), can erect a near impenetrable mental wall, can read fast, remember anything I read and a lot I see, hide my psionics, see invisible things, and hack computers with my mind, and read some of the past and present of objects with enough psychic impressions of their owners. I'm also skilled in every electronic surveillance method and many HUMINT methods...sorry, that's code for human intelligence - just means talking, listening, and reading people based on how they act and what they say and do. I also read a lot. I've also probably read more spellbooks, journals, and books of lore and history than many have ever seen. I had a friend growing up who let me look at her library. I really want to get into the Collegiate's library that I've heard of so much."

The wonderful thing about cover stories is how much you can base them on real events. Her "friend" was a city rat she hung out with when she managed to get out of the state run boarding school. Katerina had managed to hack access to the restricted section of the local library. She thought she'd find stuff she could sell, but most of it was boring histories and journals. Ilsa was enthralled, however, and consumed them at a rapid pace. There was only a few "spells" but there were many secrets. By the end she knew more of the real history of the post-apocalyptic world than many of her tutors and teachers. It had been part of how she got into the Federal Intelligence Service.

She had learned much more in those journals that stuffy history though. She learned about how different people saw the world, and when they began exercises to assume new identities, hers were always the most real - because she knew how real people thought. Reading literally dozens of journals by dozens of authors does that - as does having perfect recall of such things.

Katerina had ended up in Federal Service as well, at Ilsa's behest. She had been on the team that had been slaughtered. It hurt to remember her, but you'd have never known by talking to Mink. So practiced at lying and dissembling, things like remembering the loss of a friend make no effect on her outer persona.

"That study is part of why I find you so fascinating. You seem to have an instinctive grasp of one of the hardest disciplines according to nearly every account I read - dimensional travel. Not that I understand magic beyond its applications, lore, and the study of its effects, but still, it's an odd thing, broadly speaking, that you understand it as well as you do." She talks with Naliyah for a bit, and then goes to handle her other issues before watch begins. Once she does, she mounts into her power armor and monitors the cameras, recharging them as needed.

Robot Floater Camera x2
Robot Floater Camera x2
    Statistical Data:
    Speed: 10 mph (16 km) maximum. The drone can hover stationary, move at slow speeds to keep pace with investigating police, move up and down, side to side, forward and backward.
    Altitude: 11 feet (3.4 m) maximum.
    Height: 9 inches (23 cm).
    Width: 6 inches (15 cm).
    Length: 18 inches (46 cm).
    Weight: 7 lbs (3.2 kg).
    M.D.C. by Location:
    * Central Lens – 2
    * Hover Jets (2 side, 2 bottom, 2 back) – 4 each
    Main Body – 18
    * An asterisk means a small and difficult target to hit and requires a Called Shot to strike, and even then the attacker is -5 to strike if it is hovering stationary and -8 to strike if it is moving.
    Physical Strength: None.
    Bonus: +1 to dodge attacks and falling debris.
    Cargo: None.
    Power System: Battery with 120 hours of life.
    Sensor System of Note:
    • Criminal I.D. Recognition System: Comes standard with the Criminal I.D. Recognition System, which is new and experimental for NG, but seems to work very well, with an 89% success ratio. The recognition system is part of the computer and linked to the cameras in the armor, gun camera and Floater Camera. This facial recognition system can identify as many as 250,000 known criminals, wanted fugitives, Black Marketeers, terrorists, enemies of the state, and people with bounties on their heads, as well as identifying marks such as tattoos, scars and other distinctive physical features, known gang insignias, emblems, patches and “colors.” If desired, it can include recognition of suspects wanted for questioning (provided his or her face is known and on record) and dangerous D-Bees, monsters and, well, anybody who has been photographed or who can be photographed and programmed into the system.
    • It also has a small light that can be directed like a flashlight and a laser distancer to identify distance and paint locations. The range for the light is 200 feet (61 m) and 600 feet (183 m) for the laser distancer.
Mink, Freelance Intelligence Operative
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Re: Chapter X: An Adventurer's Survey of the East

Postby Underguard » Fri Jun 12, 2020 12:14 pm

Location: Somewhere near the East Cost; Territory Line between Shemarrian Nation and the Dinosaur Swamps.
Time/Date: 0100; November 23rd, 111PA ~5 hours have passed.
Conditions: Dark, cloudy night. Brisk cold winds.
Bri Psi Conditions: Enhanced


After sweeping the immediate area, there is nothing amiss in the wilderness. Interestingly enough, there aren't even signs of wildlife beyond the tracks found earlier. Sensory readings come up blank and a comfortable 1,000yard radius is swept. Naliyah finds herself at home in these wilds compared to the metal cityscape of Merctown and is able to blend though even she does not find any signs of life in the immediate area, nor any keen places for ambush; it's a fairly open area and the sensors cover the range rather well. Brianna checks the water that Naliyah found to find it seemingly fresh water, if a little dirty with actual dirt, but no impurities or the like.

Ecks sets up watch orders, and double checks his sensor readings before bedding down, and to his surprise, or rather no surprise, there are no radio signals in the area. Everyone beds down for the night at around 2100, ready to wake and be moving by 0600.

[The Night]

Mink and Naliyah are on first watch until around midnight. The two share their watch with Mink passing the time with conversations to the lioness. She monitors her floaters and doesn't note anything of importance, if anything knows they are there, they aren't being bothered. at around 1145, Mink goes around and awakens Sel and Ecks and after a quick talk between them, Mink and Naliyah bed down.

Ecks spends most of the time in the Mobile Hunter using its sensors while Sel uses the equipment in STCI. For the first hour, all is quiet but at around 0130, as Sel is kicking back in STCI's main cab running a sensor sweep, she is nearly jarred out of her chair by a sudden ping. It's soft, at the very reaches of range STCI has, and Sel identifies it as a radio signal that barely would qualify as more than whitenoise on a passing glance. Alerting Ecks to the signal, Ecks is able to clean up the signal which has a layer of encryption on it that is very similar to their own, it appears to be a mercenary signal. After a few minutes of scrubbing the signal, Ecks and Sel are able to clean it up. Even with their focus, the message is incredibly broken and barely comprehensible.

"--nbody ... this chan-- Reque....ing imm-- aid. --ounded... are under attac-- ...lease --elp us." The message dies out at the end then repeats as if on a loop; there is a set of coordinates on the message that peg it closer to the shore about 80 miles east, north east of their position, easily 70 miles inside of the Shemarrian Nation.

After the discovery and scrubbing of the signal, Ecks and Sel are able to wake everyone up in a huddle to share the discovery of the intercepted message. Mink and Naliyah both barely got to sleep, while Max, Victor and Bri have all had around 4.5 hours prior to the wake up call.
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Re: Chapter X: An Adventurer's Survey of the East

Postby Maximillian O'Malley » Sun Jun 14, 2020 9:55 am

Perception: 1d100 = 17
JIC: 1d20 = 2
JIC: 1d100 = 52


Max is awoken by a brisk nudge and a voice. He is still groggy and not completely aware yet. The commotion of everyone getting together wakes him quickly. Without knowing what is going on he quickly starts his emergency pre-flight list. Its dark out and Max is fumbling with securing gear and examining the working parts of the Skywolf. After what seems like forever, he is ready to start the engine. He instead finds his riders, "Hey y'all. Whats going on. Dinosaurs or Shemarians? We running or fighting." He secures his helmet and readies for action.
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Re: Chapter X: An Adventurer's Survey of the East

Postby Selenidaria » Sun Jun 14, 2020 2:16 pm

Perception: 1d100 = 82/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 45/1d20 = 17
Constant Effects: Mind Block Auto-Defense
Current Effects, Other:

"Hey boss, did you catch that? I have contact! I'm going to replay the message to see if it can be cleared up!" Sel excitedly says over the radio as she works with the audio enhancement equipment on board Staci. With help from Ecks, Sel is able to clean the signal up a bit, but it's still rather broken. While the computers are hard at work scrubbing the background interference from the signal, Sel begins suiting up after rousing the rest of the group. Looking to Chip as she dons Jonathan, she says "Sorry old boy, but you were never intended for heavy fighting but rather as a something to make prototype devices on and back up."

After that, she begins triangulating the source of the signal, comparing signal strength from Staci, Max's helicopter, and Morning Glory. Letting out a low whistle, she shows her findings to Ecks. "By my calculations, the source of the signal is nearly 80 miles east by northeast. At best speed with the trailers, it would take a little over an hour to get there, but that's only if we have good roads leading directly to the signal. Granted Morning Glory would be traveling at the same speeds, but has less needs for good roads, furthermore while going off the beaten trail will slow you down as well, the decrease in speed would be less severe as you could step over logs that I would have to plow through in Staci. We could load everyone in the helo which would get us all there the fastest, but we won't be able to transport any survivors. But it is your call how we roll into this. If we do take Morning Glory, would it be alright if I rode in the gunner's position, at least until we get there?"
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 121/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

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Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Chapter X: An Adventurer's Survey of the East

Postby Naliyah » Sun Jun 14, 2020 7:05 pm

Perception: 1d100 = 12/51%
JIC (100): 1d100 = 48
JIC (20): 1d20 = 5




Bri wrote:Brianna admits to Naliyah. ”I like your idea of hunting, but I don't really know how to clean an animal properly for cooking.” Brianna pauses before adding, "Or how to cook an animal out in the wilderness. That's not really something I had to do back home."


The Shing nods. "And I am not the one to ask if you want to know about cooking," she quips, thinking of her own dietary constraints. Have I ever had cooked meat? she wonders, and then begins to daydream lazily about a time back in Center...




Mink wrote:Before watch starts, Mink brings Nali over to the side. She is not so much going for secrecy, but rather to be out of the way. "So I figured since you've been so forthcoming about your own abilities, I should tell you what I can do. I'm a psychic sensitive. I'm super alert (OOC: Sixth sense), can erect a near impenetrable mental wall, can read fast, remember anything I read and a lot I see, hide my psionics, see invisible things, and hack computers with my mind, and read some of the past and present of objects with enough psychic impressions of their owners. I'm also skilled in every electronic surveillance method and many HUMINT methods...sorry, that's code for human intelligence - just means talking, listening, and reading people based on how they act and what they say and do. I also read a lot. I've also probably read more spellbooks, journals, and books of lore and history than many have ever seen. I had a friend growing up who let me look at her library. I really want to get into the Collegiate's library that I've heard of so much."


"Wow! It sounds like you've got a lot of talents! I wonder what it would be like to connect to a machine with one's mind," replies the lioness, not really having much of a frame of reference to the things Mink is talking about, but trying to express interest nonetheless. "We Shing don't have a written language....No fingers to hold the pen, you know?" she then says, holding up a paw. "But, somehow, we've managed down through the ages. Magic is what keeps us capable of doing most tasks. That, and we are all psychic as well, though my gifts aren't focused on the same things yours seem to be."

She decides to elaborate more: "While we are also psychic sensitives- especially to the distinct psychic emanations of the supernatural - and that's both supernatural evil and good, by the way - who are sensitive to magic and the passage of time, can see invisible things, and sense dimensional disturbances. The fact that all of us Shing can cast magic and are born with these psychic gifts leads me to speculate upon how we got them. No one really knows, but there are theories that some immensely skilled and powerful beings made some adjustments to our genetic code untold eons ago, giving us the ability to speak and use magic and these gifts. It's a good thing, too, because they allow the Pride Worlds to function nearly as well as yours... with some obvious differences, of course. But, like in your own species, there are... variations in how the psychic and magical gifts manifest themselves. For example, in addition to the ones I mentioned that all Shing are blessed with, my dimensional sensitivity enables me to easily pass the barrier between the physical plane and the astral plane, separating my spirit from my body to roam freely at times. Because of this, I suspect, I also have the ability to manipulate a certain quantity of ethereal essence and focus it into limited shapes, such as a humanoid hand, for when I need to have articulated fingers - at least, for a little while. Finally, I have also developed an uncanny sense of danger like you and the ability to heal myself from within a psychic trance."

It is truly mysterious how nature selects each of us for our own aptitudes... she marvels as she hears about Mink's abilties.

Mink wrote:"That study is part of why I find you so fascinating. You seem to have an instinctive grasp of one of the hardest disciplines according to nearly every account I read - dimensional travel. Not that I understand magic beyond its applications, lore, and the study of its effects, but still, it's an odd thing, broadly speaking, that you understand it as well as you do." She talks with Naliyah for a bit, and then goes to handle her other issues before watch begins.


"Remember how I said all of the Shing are blessed with psychic and magic powers, but they manifest themselves differently? Well, I told you about some of the psychic differences I have. In regards to the magical arts: Shing are blessed with many kinds of magical aptitudes. We have what you would call Earth Warlocks, who have a bond with the earth itself. We also have Shings who specialize in combat magic - those are the males, who defend the prides - and who specialize in the hunt, which is what the females traditionally do. Some Shing specialize in what you might call travel magic, with spells that ensure not only the ability to travel, but safety and comfort as well during those travels. Some of us even become Ley Line Walkers, Shifters, and Mystics. And then, there are the dimensional lions - the ones like me, who - as you so perceptively noticed - have an instinctive understanding of the tapestry that binds reality, time, and dimensions, and can alter it, given enough magical resources and the knack. It's not what you'd call the study of temporal magic, per se - more the art than the science, if that makes sense..." she says, trailing off for a moment.

"I do intend to study it formally, however. In fact, as part of getting an opportunity to do so, I'm to deliver something to one of these Shemarrian people when we run into them, and possibly get something in return. Hopefully, they're not the 'shoot first' types..." she muses, half to herself and half to Mink.

The lioness will spend the rest of the pre-watch engaged in chat with MInk, and then perform her duty, with the watch going smoothly.

Then, not long after she retires for the evening... she's quickly awakened and joins the group, listening to Sel excitedly report what's going on.

Sel wrote: "By my calculations, the source of the signal is nearly 80 miles east by northeast. At best speed with the trailers, it would take a little over an hour to get there, but that's only if we have good roads leading directly to the signal. Granted Morning Glory would be traveling at the same speeds, but has less needs for good roads, furthermore while going off the beaten trail will slow you down as well, the decrease in speed would be less severe as you could step over logs that I would have to plow through in Staci. We could load everyone in the helo which would get us all there the fastest, but we won't be able to transport any survivors. But it is your call how we roll into this. If we do take Morning Glory, would it be alright if I rode in the gunner's position, at least until we get there?"


"Don't worry about transporting survivors - I can handle that, as long as I'm not too drained when we need to get them out," says the Shing at the mention of concern about having the space to transport survivors. "I can bring them right here, if you like... as long as it's a place I'm familiar with, that shouldn't be a problem. If we need to," she says, still unsure of how she fits in with this group of humans and their technological marvels.

Just go with the flow, Nali... you'll adapt. You always do... she thinks.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Mon Jun 15, 2020 4:06 pm

Perception: 1d100/85%
JIC: 1d20/1d100

Ecks' eyes narrow in focus as the transmission comes across.

[quote=Sel]Hey boss, did you catch that? I have contact! I'm going to replay the message to see if it can be cleared up![/quote]

"Yep, sounds like they're playing our song. Let's get everyone up."

Waking everyone hurriedly they all gather around.

"By my calculations, the source of the signal is nearly 80 miles east by northeast...


Ecks thinks for a moment. "80 miles, that's a long way. At this time of night, we might as well say 3 hours minimum. Running across unknown territories as well. So this is the plan. Max, Mink, Victor and Naliyah will move out in the whirlybird. We will maintain this position. You need to be as stealthy as you can be in a helicopter. Once within a few miles, Victor and Mink will move in to give us the lowdown. If it's possible to extract them, do so. If not Naliyah can return to us here and then we will move that direction with haste." he says. Splitting the team up is never a good thing, especially by dozens of miles. However everyone has proven to be more than capable. "Obviously if heavy resistance is met, get out of there and we'll move together."
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Chapter X: An Adventurer's Survey of the East

Postby Naliyah » Tue Jun 16, 2020 10:03 am

**rolls held**

Ecks wrote:"80 miles, that's a long way. At this time of night, we might as well say 3 hours minimum. Running across unknown territories as well. So this is the plan. Max, Mink, Victor and Naliyah will move out in the whirlybird. We will maintain this position. You need to be as stealthy as you can be in a helicopter. Once within a few miles, Victor and Mink will move in to give us the lowdown. If it's possible to extract them, do so. If not Naliyah can return to us here and then we will move that direction with haste." he says. Splitting the team up is never a good thing, especially by dozens of miles. However everyone has proven to be more than capable. "Obviously if heavy resistance is met, get out of there and we'll move together."


Pretty good plan... but what if... thinks the Shing.

Nali raises a paw. "Excuse me, Mr. Ecks?" she says.

"One of the spells I know breaks the fall of myself or others in the air... I used it during the last fight to stop Max from falling when that platform collapsed. if you like, we could approach from a high altitude so that the helicopter remains undetected or is at least not very suspicious, and then I could make myself invisible and cast Float in Air upon myself and proceed to drop down - landing on my feet, of course," she says with a wink. "I could then provide some ground reconnaissance from an advantaged and undetected position before the rest of the crew comes in. What do you think?" she asks.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Tue Jun 16, 2020 10:42 am

((rolls carried))

"That'd be great." Ecks replies. His lack of magic knowledge is significant and obvious. "Can you make the helicopter silent? I don't know a thing about these Shemarrians Victor mentions but ranged elements are likely. Anything that can be done to keep the heli out of mind is good."
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Chapter X: An Adventurer's Survey of the East

Postby Naliyah » Wed Jun 17, 2020 4:55 am

**rolls held**




Ecks wrote:"That'd be great." Ecks replies.


The lioness smiles appreciatively and nods.

Ecks wrote:"Can you make the helicopter silent? I don't know a thing about these Shemarrians Victor mentions but ranged elements are likely. Anything that can be done to keep the heli out of mind is good."


Her smile fades, as she can't tell if Ecks is being serious or not with his question. Is he joking? It is so difficult to tell with these humans sometimes...

She decides he is probably serious, given the potential gravity of the situation.

Naliyah shakes her head. "There is a spell that can make things silent, but it is limited to relatively small areas - roughly a 10 foot diameter sphere - but nothing that could affect an area that size that I'm aware of."

If the plan is all set, Naliyah will walk around the area and take in her surroundings, getting to know them as intimately as possible for the potential teleport back (if it comes to that)... trying to absorb all the details so she will have a familiarity with the place she may have to teleport back to if needed. When the 'copter is ready, she will depart with the others.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Chapter X: An Adventurer's Survey of the East

Postby Brianna Clarke » Thu Jun 18, 2020 5:44 pm

Perception: 1d100 = 76 (88%)
JIC: 1d20 = 2, 1d100 = 73

Presence Sense – duration: 9 minutes, Range: 120 feet, ISP: 4

Conditions
I.S.P. Multiplier: Enhanced (30/36)

As she slept, Brianna was having such a pleasant dream. In her dream, she was having lunch with her parents. It was such a pleasant meal, they were talking and laughing. Brianna has missed them a lot since her arrival to this strange new world and enjoyed every second of the meal.. For a second, she forgets where she is when she is woken up. When she realizes where she is, a pang of sadness pierces her, but Brianna pushes it away impatiently. ”What's going on?” Brianna asks as she wipes the sleep from her eyes. When Ecks explains the message he and Sel had decoded, she listens as everyone gives ideas and Ecks lays down a plan. ”Sounds good.” she says to Ecks. Turning to Quinn, ”We should make sure we have enough medical supplies just in case anyone is hurt. I can use my psychic abilities to help, if necessary." Brianna thinks to herself, I wonder if that is the team Speakman talked about – hopefully we can help them!

As the others get ready to head out, Brianna makes sure that the Mobile Hunter is ready to go at a moments notice if they are needed.
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HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC)

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Re: Chapter X: An Adventurer's Survey of the East

Postby Mink » Sun Jun 21, 2020 7:35 am

Perception 68%/1d100 = 18 SUCCESS
JIC: 1d20 = 3, 1d100 = 32
Lore: Magic - General Knowledge: 75%/1d100 = 36 - To find a more targetted application for the Globe of Silence Spell than simply silencing the whole vehicle and those in it. SUCCESS
Military Etiquette 90%/1d100 = 86 - to give Nali a quick run through of basic radio protocols when under stealth and limited communications. SUCCESS
Intelligence 82%/1d100 = 76 - To interpret what she is seeing through optics when they get there SUCCESS
Sensory Equipment 60%/1d100 = 9 - Lookie lookie in every optics mode SUCCESS (almost a critical success)
Detect Ambush 65%/1d100 = 94 - Looking for people set up to ambush those coming to "help" the bait - including any anti-air assets. FAIL
Detect Concealment 45%/1d100 = 83 - Looking for things that might hide Monster-Rex mounts or any other large vehicle or mount. FAIL

When Nali and Ecks lay out elements of a plan, Mink nods. "Actually Nali, you couldn't silence the whole thing, but by tossing two around the engine and the rotor blades, we can limit the sound. Won't eliminate it all, but it would replicate what stealth technology can do - minimize engine noise and gear box noise. Nothing we can do about the rotor blades themselves. The same basic concept is how my armor is stealth. You mitigate the biggest points of sound emission and allow the operator to focus on the rest in concert with the environment. If Max flies high enough, and with your spells, we should be able to get fairly close. But two castings might suffice to give us an edge. A third could go on the tail rotors and exhaust. I don't know how exhausting the spell is though. With the sensors available to Max in that thing, he should be able to fly dark and high. Then all three of us can survey the scene. I know you can float in more or less undetected, but keep in mind there is a way for technological sensors to see invisible things - with thermal vision." If she needs to explain it, she does. "My big concern is if we have to bug out, you're on your own for getting back. I know you're more than capable, but make sure you've surveyed the area well. I don't want you to miss the target zone." Her tone is not one of nagging or lack of belief or knowledge of the Shing's abilities, but of simple concern for a companion.

Mink loads up in her power armor and runs a quick test. Grabbing her laser rifle, she gets into the helicopter. If Nali agrees to go with the Globe of Silence plan, Mink looks to Max. "I figure you know your bird best, can you show Nali where the engine is and I'll show her where to aim to get the gear box for the rotors." Otherwise she straps in and uses her armor's optics as well as the rifle's to scan as they fly. She also gives Nali the basics of how to communicate via radio when operating under stealth. Nothing complex, but ways of signalling when you can't respond, how to use subvocal mics, etc.
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Re: Chapter X: An Adventurer's Survey of the East

Postby Underguard » Sun Jun 21, 2020 8:53 pm

Location: Somewhere near the East Cost; Territory Line between Shemarrian Nation and the Dinosaur Swamps.
Time/Date: 0120; November 23rd, 111PA ~20 minutes have passed.
Conditions: Dark, cloudy night. Brisk cold winds.
Bri Psi Conditions: Enhanced


Groggy though everyone may be at nearly 2am, everyone hops too and a quick, though detailed discussion goes on over the campfire about what step to take. Ecks takes stock in what they know then issues a battle plan.

Ecks sends Naliyah, Mink and Victor with Max in the Sky Wolf. Sel, with the help of Quinn, stay back and prep STCI for potential wounded while Bri and Ecks load into the Mobile Hunter and get it on alert status.

Travel Map to the signal source
Travel Path 2.jpg


[Forward Group]
Max, Mink, Naliyah, Victor
After a quick orientation of the Sky Wolf and how they operate for Nali, they take off. Mink remembers a drawback for Globe of Silence in use with a helicopter; it is a stationary radius that is affected, it does not travel with an object so it wouldn't work to silence a helicopter mid-flight. Pushing the Skywolf at near max speed, it takes just over twenty minutes to get there. The Skywolf hangs high in the sky, nearly a thousand feet above ground.

When they get to the area in question, Mink cycles through her optics and picks up a couple different things. First, there is a heat signature on the ground, immobile and is consistent with a large transport engine that has powered down but was recently used. Second, there is zero movement around that heat signature, or in the general vicinity detectable by any of her sensors. It's too dark to see much else from that height. They need to get closer.

[GM Note: I need the following skill checks from the following players.
Max; Pilots check for your Skywolf, maybe a sensory systems check as well.
Mink/Victor: Pilots checks to get down there using installed travel abilities (Jet Packs, Etc), additional scanning or other such rolls
Naliyah: No skills, but now your intentions need to be clear.

All of you are in the Skywolf, hovering about 1,000 ft above the ground.]


Forward Group
Forward Group.png


[Rear Guard Group]
Ecks, Bri, Sel (and Quinn)

Ecks is able to keep a constant tracking on the forward group and notes it takes them about 20 minutes to arrive at the coordinates. Ecks is able to discern it'd take the Hunter just over an hour to get there at top speed, and Sel knows STCI would also take just under an hour at top speed; assuming no ground-bourne obstacles. While changing armors and ensuring she is ready, Sel thinks she hears her radio buzz to lift with static but it dies as quickly as it came.

Meanwhile, Bri's Presence Sense picks up something to the south-west of their current location at the very reach of her senses. She isn't sure if it is a creature of magic, monster or other such being but it radiates enough for her presence sense to pick it up.

Campsite
Red arrow indicates the general direction that presence sense pinged from.
Campsite 2.png
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Re: Chapter X: An Adventurer's Survey of the East

Postby Naliyah » Mon Jun 22, 2020 6:01 am

Perception: 1d100 = 47/51%
JIC (100): 1d100 = 83
JIC (20): 1d20 = 13

Conditions: Contingent (see post)




Mink wrote:When Nali and Ecks lay out elements of a plan, Mink nods. "Actually Nali, you couldn't silence the whole thing, but by tossing two around the engine and the rotor blades, we can limit the sound. Won't eliminate it all, but it would replicate what stealth technology can do - minimize engine noise and gear box noise. Nothing we can do about the rotor blades themselves. The same basic concept is how my armor is stealth. You mitigate the biggest points of sound emission and allow the operator to focus on the rest in concert with the environment. If Max flies high enough, and with your spells, we should be able to get fairly close. But two castings might suffice to give us an edge. A third could go on the tail rotors and exhaust. I don't know how exhausting the spell is though. With the sensors available to Max in that thing, he should be able to fly dark and high. Then all three of us can survey the scene. I know you can float in more or less undetected, but keep in mind there is a way for technological sensors to see invisible things - with thermal vision." If she needs to explain it, she does. "My big concern is if we have to bug out, you're on your own for getting back. I know you're more than capable, but make sure you've surveyed the area well. I don't want you to miss the target zone." Her tone is not one of nagging or lack of belief or knowledge of the Shing's abilities, but of simple concern for a companion.


The Shing looks puzzled. As she listens to Mink explain the subtleties of the spell in question, she thinks Does she think I actually have that spell? She wonders where Mink got that idea. Perhaps it was the way she spoke about it?

"Mink - I'm not sure if I gave the impression otherwise, but I don't actually know that spell. I know of it, and have seen it used by others, but I haven't learned it yet. Perhaps Sel knows it, though?" she says helpfully.

When Mink mentions the concern about Nali making it out if they have to bail on her, Nali smiles and nods at Mink's genuine concern. "You're right - I do need to be careful. On the plus side, if we can approach undetected, by staying a few miles high and distant, I suspect we wouldn't give anyone on the ground any reason to think we're there..." she says. "At that point, I could exit the helicopter and float down, and land maybe 3 or so miles away, and approach on foot. If they can detect me with some technologically-based sensors, I'd just look like some wild animal to them and, unless they're looking to hunt, they'd probably not think much of it... " she says. If worse comes to worse, I'll find a way out and back... she thinks.




Underguard wrote:
Location: Somewhere near the East Cost; Territory Line between Shemarrian Nation and the Dinosaur Swamps.
Time/Date: 0100; November 23rd, 111PA ~5 hours have passed.
Conditions: Dark, cloudy night. Brisk cold winds.
Bri Psi Conditions: Enhanced


[Forward Group]
Max, Mink, Naliyah, Victor
After a quick orientation of the Sky Wolf and how they operate for Nali, they take off. Mink remembers a drawback for Globe of Silence in use with a helicopter; it is a stationary radius that is affected, it does not travel with an object so it wouldn't work to silence a helicopter mid-flight. Pushing the Skywolf at near max speed, it takes just over twenty minutes to get there. The Skywolf hangs high in the sky, nearly a thousand feet above ground.


As the Sky Wolf approaches, Nali begins to get anxious. She understands the instruments, and she can tell by the chatter and change in Max's flying that they're getting close. Ok, now a few miles out, just hover and I'll drop... she thinks, mentally rehearsing the plan in her head.

Underguard wrote:When they get to the area in question, Mink cycles through her optics and picks up a couple different things. First, there is a heat signature on the ground, immobile and is consistent with a large transport engine that has powered down but was recently used. Second, there is zero movement around that head signature, or in the general vicinity detectably by any of her sensors. It's too dark to see much else from that height. They need to get closer.


Naliyah is a bit dismayed that the helicopter flew almost directly to the signal source and is only 1000 feet above ground. This isn't a "stealthy" approach at all.... I was thinking more that we needed to stay 3 or 4 miles back and a few miles high, and I could drop in undetected and approach from the ground... I guess I should be more explicit since these humanoids don't think like I do she thinks, and makes a mental note to do so in the future.

"Let me know when you're ready and I can approach," she says, awaiting the signal to go, and making sure her custom ear bud fits into place and is secure (i.e. won't be blown off by the wind - if she suspects it will, she will keep it elsewhere until she lands).

*Contingencies*

If someone else decides to take it upon themselves to ignore the agreed-upon plan and jumps out instead, lone wolf style, Nali will assume they must know something she doesn't, and will sit back and just watch what happens.

When/if the others tell her to go, Naliyah will cast Invisibility: Simple upon herself, touch her magic dice for luck, and jump out of the Sky Wolf, casting Float in Air just a few moments before impact. Assuming all goes as planned, when she lands, the lioness will immediately cancel her Float in Air spell, activate her See the Invisible and Nightvision psi-powers, and get her bearings. She will test her earbud (Air Wolf, this is Nali, do you read in a low, barely audible voice), and begin scouting the area on the ground, saying nothing until she completes a ground recon survey of the area. Assuming all is clear, she will report what she sees. If all is not clear (i.e. she encounters other beings of some sort), she will stop and observe before anything else.

If attacked, Nali will dodge, activate her force field, and report I'm under attack! (earbud), and determine the best course of action at that point. (REMINDER: Naliyah has Sixth Sense, so she should not be able to be surprised by

an attack under normal circumstances)

Contingency auto-dodge roll: 1d20+13 = 26

Contingency Prowl Roll: (remain undetected and quiet - remember she's also invisible) ---> 1d100 = 4/86% CRIT success
Contingency Detect Ambush: (as it says, looking for signs of ambush or ideal places for it) ---> 1d100 = 73/97%
Contingency Detect Concealment: (should be self-evident, looking for anything concealed - entrances, people, cache, etc.) ---> 1d100 = 88/69%
Contingency Intelligence: (anyone around? what happened here? etc) ---> 1d100 = 96/79% CRIT fail
Contingency Tracking: People (signs of people, how many, where they could have gone, was there a struggle, etc) ---> 1d100 = 84/84%

IF the all-clear is given and everyone else lands, Naliyah will assist in securing the area (whatever that entails) and then offer to "rewind time" and potentially see what happened with Retro-Viewing

For GM convenience:

Invisibility: Simple
Range: Self only (includes clothes and articles on one's person).
Duration: Three minutes (12 melees) per level of experience.
Saving Throw: None.
P.P.E.: Six
The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any obj ect picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psionically or magically "see the invisible" are able to see an invisible person. Infrared and heat detectors can also pinpoint an invisible character.
Although the invisible character is imperceptible to the eye, he still retains physical mass. This means he can not go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect him as usual.
While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic' s duration time elapses or the mage cancels the spell. Note: If cut, only the blood is visible, and so is anything sprayed on the character.
Note: Beings that tum invisible as a natural and/or magical ability have Simple Invisibility, not superior, and may be heard, smelled, register on motion detectors, etc. Aggressive action (including combat) will NOT terminate an Invisibility: Simple spell. Characters who can See the Invisible see both Simple and Superior Invisibility.


Float in Air
Range: Self or others within 30 feet
Duration: 10 melees per level of experience.
Saving Throw: None.
P.P.E.: Five
This spell creates air currents which hold a person or object aloft, hovering about one or two feet above the ground. It can be used to slow someone's descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating individual suffers the following penalties: All attacks, strikes, parries and dodges are at -1; normal speed/movement is reduced by half.


Nightvision
Range: Self, visual range about 600 feet.
Duration: 10 minutes per level of experience.
I.S.P.: 4
The psionic can adjust her visual capabilities through a form of biomanipulation. The eyes are made to become much more light sensitive and basically work on the same principles of mechanical light amplification. The eyes simply amplify existing light, such as candlelight or
star and moonlight, to see clearly. There must be some source of light to see (can not see in total darkness).
Note: If suddenly exposed to light brighter than a single candle, the psychic will be temporarily blinded for 3d4 melee rounds. The Nightvision power can also be used to change one's vision to polarized sight, reducing glare as would a pair of polarized sunglasses.


See the Invisible
Range: 120 feet; double on a ley line.
Duration: 1 minute per each level of experience.
I.S.P.: 4
Saving Throw: None.
The character can see entities, beings, forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, Entities, Elementals and Astral Beings.


Retro-Viewing
Range: Self only.
Duration: One minute per level of experience.
Saving Throw: Not applicable.
Limitations: The spell caster can only see, not hear, events that occurred in a limited area, such as a specific room, vehicle or area. He can only see as far back into the past as one hour per level of experience, but only sees a few minutes of what actually transpired.
P.P.E.: Thirty
The ability to glimpse a few minutes of past events. There is no sound, only visual images and only the spell caster can see the images. The wizard can look at any specific span of time he desires.
For example: It is six in the evening. A third level character can observe what happened in a specific room from only a few minutes ago to three hours ago. Thus, he can cast the spell to watch what occurred between three o' clock and 3:03 or any selection of three minutes between 3:00 and 6:00.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Chapter X: An Adventurer's Survey of the East

Postby Victor Singer » Mon Jun 22, 2020 10:29 am

Perception: 1d100 = 68% (56% base, +5% more from NG-X67)
JIC: 1d20 = 1
JIC: 1d100 = 89

Having suited up in his power armor, Victor scans the scene below using night-vision optics. Once the helo comes to a hover Victor looks around for a moment before activating both the Prophets force field and new TW stealth system and announcing, "I'm dropping. See you two down there. Happy landings.". Than he drops out of the Skywolf, holding off on igniting his jet pack so as to avoid giving his position away, but still favoring a safe landing. Once he is down on the ground, Victor sneaks forward to a position as close to the intersection as possible without leaving the cover of the trees. If he has line of sight on it, Victor zooms in on the downed hovercraft trying to get a better look at it through both night-vision and thermal-imaging.

{Skill Rolls & Active Effects}
TW Noise Canceling Pads; Duration: 60 minutes, Allows Prophet to Prowl
Pilot: Jetpack 72% / 1d100 = 31% (landing)
Prowl 60% / 1d100 = 90% (sneaking up to the cross roads)
Read Sensory Equipment 90% / 1d100 = 58% (using night-vision and thermal-imaging)
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N-F20A Medium Force Field; MDC: [75/75] OFF
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Tactical Utility & Pistol Belt
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Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Fri Jun 26, 2020 9:22 am

Perception:1d100 = 52/85%
JIC:1d20 = 1/1d100 = 8

Ecks pays attention to the sensors but noticing Brianna sit up, he asks, ((taking a liberty that she shows a physical sign of sensing something)) "What's up? Did you see something?"

He radios to Selendaria, "Selendaria, you see anything on your end?"

He flips through the infrared and thermal scans and overlays them on their monitors. This is a tough situation. I wonder how big the other shoe is.
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Chapter X: An Adventurer's Survey of the East

Postby Brianna Clarke » Fri Jun 26, 2020 5:14 pm

Perception: 1d100 = 80 (88%)
JIC: 1d20 = 1, 1d100 = 21

Conditions
I.S.P. Multiplier: Enhanced (30/36)

Meanwhile, Bri's Presence Sense picks up something to the south-west of their current location at the very reach of her senses. She isn't sure if it is a creature of magic, monster or other such being but it radiates enough for her presence sense to pick it up.


A look of surprise cones over Brianna's face as she senses something at the very reach of her ability. What in the hell? Brianna thinks to herself as she turns around to tell Ecks what she was sensing.

Ecks pays attention to the sensors but noticing Brianna sit up, he asks, ((taking a liberty that she shows a physical sign of sensing something)) "What's up? Did you see something?"


Brianna nods at Ecks and replies, ”I sense... something. It's about 120 feet south west of our current location. I can't really tell what it is, but it's probably some kind of supernatural creature. We should be on the alert, just in case.” Brianna grabs Mesi and looks around for any sign of what might be approaching the campsite.
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HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC)

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Re: Chapter X: An Adventurer's Survey of the East

Postby Selenidaria » Fri Jun 26, 2020 8:46 pm

Perception: 1d100 = 58/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 30/1d20 = 15
Constant Effects: Mind Block Auto-Defense
Current Effects, Other:

Ecks wrote:Ecks pays attention to the sensors but noticing Brianna sit up, he asks, ((taking a liberty that she shows a physical sign of sensing something)) "What's up? Did you see something?"

He radios to Selendaria, "Selendaria, you see anything on your end?"

He flips through the infrared and thermal scans and overlays them on their monitors. This is a tough situation. I wonder how big the other shoe is.


"See? No, but I did just hear my radio buzz to life for a moment. Why, what's up?" Sel replies. Assuming that he tells her of what Bri tells him, Sel will focus her sensors to the south west, switching between all modes of vision and radar available. (Sensory Equipment 1d100 = 41/67%). If she detects anything, she will immediately inform Ecks and Bri of what she sees.

Regardless of whether or not she sees anything, she exits Staci and casts Energy Field around the half-track crawler, using her MR-10 Magefire Bolt Rifle to "shoot" it in place, then casts Armor of Ithan on herself using an arm mounted computer to simulate raising a force-field. Finally, she casts Globe of Daylight half way in between where she and Morning Glory are. (-22 PPE)
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 121/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Sat Jun 27, 2020 5:23 am

((rolls carried))

When Brianna lets him know there may be a supernatural presence he relays it on to Selenedaria. Ecks tenses and prepares the weapons systems on the Morning Glory.

"If it doesn't turn out to be an interdimensional Girl Scout wanting to strong arm us into buying Thin Mints, I'll run the plasma ejectors if you can take the top turret. Otherwise I'll think I'll take a box of Thin Mints and a box of Samoas."
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Chapter X: An Adventurer's Survey of the East

Postby Maximillian O'Malley » Sat Jun 27, 2020 7:36 pm

Perception: 1d100 = 50
JIC: 1d20 = 20
JIC: 1d100 = 2

Max gets his orders and goes straight to flying. "Flying low and map of the earth is stealthy. But I can fly as high as 10,000 feet. On a quiet night I can be heard up to 5000 feet. I am how ever keeping it under 4 grand because weapons are useless above that. If visibility is not to clear we should be okay." Max checks on his passengers and takes up to 6000 feet until they get close. 1d100 = 74 Can Pilot Anything: 50% 1d100 = 79 Sensory Equipment 55% 1d100 = 93 Navigation 70%

On reaching the destination Max lowers to 3500 feet and begins circling and scanning the area.
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Re: Chapter X: An Adventurer's Survey of the East

Postby Underguard » Sat Jun 27, 2020 9:13 pm

Location: Somewhere near the East Cost; Territory Line between Shemarrian Nation and the Dinosaur Swamps.
Time/Date: 0125; November 23rd, 111PA ~5 minutes have passed.
Conditions: Dark, cloudy night. Brisk cold winds.
Bri Psi Conditions: Enhanced


[Forward Group]
Max, Naliyah, Mink, Victor

Max takes the Helo to 6,000ft and though the ride is slightly bumpy, Max can level it out when they reach the altitude. He can't make anything out on the Helo's sensors, it might be atmosphere problems or there might be some other form of interference.

Meanwhile, Victor drops out of the Helo and makes a well-piloted if not overt entry into the clearing. Landing with a loud thud on the ground, even with his sound dampeners. Alone on the ground, Victor looks around and sees nothing around except for the armored vehicle which, not being close, identifies it as a Naruni Pathfinder. As he scans the immediate area using thermals and night vision, he can't make out anything out of the ordinary, and his audio senses are too dulled by the sound dampener to hear anything beyond a nearly deafening silence. He can tell the ATV and the surrounding area seems devoid of sentient life beyond plant-life.

Naliyah, unsure of what to make of Victor's sudden drop and the fact that Mink is still in the Helo with her, waits. It's really challenging to see down there as the Helo ascends and Mink seems to be trying to think of the best course of action, or possibly watching the surroundings after Victor's entrance.

[Rear Guard Group]
Ecks, Bri, Sel (and Quinn)

The rear group comes to a heightened level of alertness and Ecks flips through his different optics as Brianna points out the direction her senses pinged from. After a couple seconds of searching, Ecks picks up a rather large heat signature moving slowly around 120 ft from them. Relaying Brianna's message to Sel, Sel focuses her sensor systems in that direction as well and picks up a large heat signature.

Disembarking from her vehicle, Sel takes a moment to cast Energy Field around her truck, then Armor of Ithan on herself and finally she raises a globe of daylight in between her location and the Morning Glory, near where the embers of the camp fire burn.

Ecks notices that, as Sel casts her Globe of Daylight, the heat signature that was seemingly slow moving and passive, stops in its tracks. If he didn't know better, he'd say he thinks the heat signature turned to face their location and seems to be moving in slowly; it does appear to be now stalking the light source. Brianna also senses the presence getting closer.
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Re: Chapter X: An Adventurer's Survey of the East

Postby Naliyah » Mon Jun 29, 2020 6:16 am

Perception: 1d100 = 16/51%
JIC (100): 1d100 = 20
JIC (20): 1d20 = 6

Conditions: None




Victor Singer wrote:Once the helo comes to a hover Victor looks around for a moment before activating both the Prophets force field and new TW stealth system and announcing, "I'm dropping. See you two down there. Happy landings.". Than he drops out of the Skywolf, holding off on igniting his jet pack so as to avoid giving his position away, but still favoring a safe landing.


Naliyah blinks in disbelief as Victor completely ignores the plan Ecks had agreed to, and jumps out, lone-wolf style.

I don't know about this person. He seems to have unusually detailed knowledge about these "Shemarrians", and has ignored my questions about it. Now, he takes it upon himself to ignore the team plan and go it alone... hmm she thinks as her eyes narrow at Victor's maverick actions.

"I guess he didn't want to wait? Or, maybe he knows something we don't," she says to Mink and Max a bit irritably.

Not much of a team player, it seems. People like him wouldn't last a day in a pride she thinks.

Naliyah will await further instruction and team coordination.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Chapter X: An Adventurer's Survey of the East

Postby Brianna Clarke » Wed Jul 01, 2020 9:50 am

Perception: 1d100 = 97 (88%)
JIC: 1d20 = 17, 1d100 = 35

See the invisible. Duration: 9 minutes, 120', ISP: 4

Conditions
I.S.P. Multiplier: Enhanced (26/36)

"If it doesn't turn out to be an interdimensional Girl Scout wanting to strong arm us into buying Thin Mints, I'll run the plasma ejectors if you can take the top turret. Otherwise I'll think I'll take a box of Thin Mints and a box of Samoas."


Brianna grins at Ecks's quip and says, ”Get me a box of caramel chocolate chip while you're at it.” Getting her mind in the game, Brianna nods and says, ”Turret. Got it.” Brianna heads to the turret and gets things ready, just in case they need to defend themselves. As she senses the presence getting closer, Brianna activates her ability to see the invisible with a thought, just in case whatever was coming was trying to hide it's arrival.
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Brianna Clarke
HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC)

Constant Conditions
Sixth Sense
Mind Storm
Precognitive Dreams
Sense Water
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Re: Chapter X: An Adventurer's Survey of the East

Postby Selenidaria » Fri Jul 03, 2020 9:39 pm

Perception: 1d100 = 7/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 24/1d20 = 19
Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Energy Field (around Staci, 60/60 MDC, 2 minutes remaining), Armor of Ithan (70/70 MDC, 2 minutes remaining), Globe of Daylight (16 minutes remaining)

Tension begins to knot up her shoulders, so she does the best she can to stretch her arms while trying to maintain a ready stance, then realizes to herself that it could be invisible, so she casts on her power armor's helmet See the Invisible and Sense Magic, followed by Superhuman Strength on the actuators in the joints, then draws out her Skorblade Sabre and putting away her Magefire rifle. She then has the NG-X144 "Thumper" Dual Assault Rifle swivel up to attack positioning.

Realizing that she left Quinn all alone in Staci, she keys her radio and asks the good doctor "Hey doc, you're good to operate Staci's guns, right?"

(-18 PPE)
Last edited by Selenidaria on Tue Jul 07, 2020 5:20 pm, edited 1 time in total.
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 121/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Sat Jul 04, 2020 6:38 am

Perception: 1d100 = 65/85%
JIC:1d20 = 17/

Ecks radios to Selenedaria, "Sel, don't you have a drone? Could you send it out for a close look?" Having a forward look before facing whatever it is, would go a long way. Ecks doesn't want unnecessary conflict but things can happen fast.

The operator swings the arms of Morning Glory up into a ready stance, fingers hovering over the triggers. Lights from the control panel and screens illuminate Brianna and himself in the dimly lit interior as they wait for their visitor to be revealed.
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Chapter X: An Adventurer's Survey of the East

Postby Underguard » Sat Jul 04, 2020 5:56 pm

Conditions wrote:Location: Somewhere near the East Cost; Territory Line between Shemarrian Nation and the Dinosaur Swamps.
Time/Date: 01:25:15; November 23rd, 111PA Initiate Combat Round One.
Conditions: Dark, cloudy night. Brisk cold winds.
Bri Psi Conditions: Enhanced


Mini-Update

[A Creature of the night stalking AAPS Rear Guard]

Sel hears a response from Quinn. "Uh, yeah, I should."

There is a low thud every second or so that seems to be getting louder in the darkness of the night. Ecks can still see a heat signature getting closer, and at a glance, it seems to be at least half as tall as the Hunter. Sel and Bri both take the precaution and activate their abilities to See the Invisible, and Sel is immediately able to spot what appears to be a rather large reptile slowly encroaching on their location, Bri sees it shortly after Sel.

Within several seconds, it has closed the distance on them and both Sel and Bri can tell it is about to leap. Ecks can also see from the heat signature it seems to be crouching as if about to jump.

Begin Combat Round 1
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Re: Chapter X: An Adventurer's Survey of the East

Postby Maximillian O'Malley » Sun Jul 05, 2020 7:18 am

Perception: 1d100 = 41
JIC: 1d20 = 3
JIC: 1d100 = 15

Max descends to 4000 feet and begins to actively scan the area. 1d100 = 41 Sensory Equipment 55%
He hovers in still a moment for passengers to dismount and then begins to slowly fly in a wide circle around the target area as he looks around with the sensors. He smirks and shakes his head as Victor drops out of the chopper and lands. Nice landing bro
From Naliyah
"I guess he didn't want to wait? Or, maybe he knows something we don't,"

" Yeah, thats just Human gung ho attitude. You'll get used to it." Max replies.

If Max spots anything on the sensors he will radio it to the group immediately. Until then he will continue to make a wide circle of the area 1d100 = 24 Pilot: Military-Combat Helicopters 73%
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Re: Chapter X: An Adventurer's Survey of the East

Postby Selenidaria » Tue Jul 07, 2020 6:58 pm

Perception: 1d100 = 77/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 20/1d20 = 7
Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Energy Field (around Staci, 60/60 MDC, 2 minutes remaining), Armor of Ithan (70/70 MDC, 2 minutes remaining), Globe of Daylight (16 minutes remaining), Sense Magic, See the Invisible, Superhuman Strength (remaining times will be updated later)
Initiative: 1d20+1 = 11

Ecks wrote:Ecks radios to Selenedaria, "Sel, don't you have a drone? Could you send it out for a close look?" Having a forward look before facing whatever it is, would go a long way. Ecks doesn't want unnecessary conflict but things can happen fast.

The operator swings the arms of Morning Glory up into a ready stance, fingers hovering over the triggers. Lights from the control panel and screens illuminate Brianna and himself in the dimly lit interior as they wait for their visitor to be revealed.


Edit Not sure what happened there
"Yeah, I got a drone but I think the time to set it up has past." Sel replies to Ecks over the radio as she watches it prepare to pounce.

Perception: 1d100 = 98/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 32/1d20 = 6
Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Energy Field (around Staci, 60/60 MDC, 2 minutes remaining), Armor of Ithan (70/70 MDC, 2 minutes remaining), Globe of Daylight (16 minutes remaining), Sense Magic, See the Invisible, Superhuman Strength (2 minutes 15 seconds remaining) (remaining times will be updated later)
Initiative: 1d20+1 = 15

Ecks wrote:Ecks radios to Selenedaria, "Sel, don't you have a drone? Could you send it out for a close look?" Having a forward look before facing whatever it is, would go a long way. Ecks doesn't want unnecessary conflict but things can happen fast.

The operator swings the arms of Morning Glory up into a ready stance, fingers hovering over the triggers. Lights from the control panel and screens illuminate Brianna and himself in the dimly lit interior as they wait for their visitor to be revealed.

Hoping to get the spell off in time, Sel casts Carpet of Adhesion on the creature itself through her power armor's shoulder mounted Thumper before radioing a reply to Ecks. "Yeah, I got a drone but I think the time to set it up has past." Following this, she casts Blinding Flash in its face twice through the suit's shoulder mounted assault rifle again, and goes on the defensive if any of the spells fail to work on the creature. If any of the spells do affect the creature, she asks Ecks if he has anything that can be used to tie it up with if properly enchanted. She will also attempt to identify the creature. (No applicable Lore skills, just trying this untrained)

Selenidaria's Combat Actions
Initiative:
Melee Actions: 8
Action 1: Cast Carpet of Adhesion (-10 PPE)
Action 2: Talk to Ecks
Action 3: Blinding Flash (-1 to save, -3 PPE)
Action 4: Blinding Flash (-1 to save, -3 PPE)
Action 5: Defense (Dodge 1d20+5 = 13)
Action 6: Defense (Dodge 1d20+5 = 19)
Action 7: Defense (Dodge 1d20+5 = 17)
Action 8: Defense (Dodge 1d20+5 = 18)

Parries: 1d20+8 = 27, 1d20+8 = 16, 1d20+8 = 21, 1d20+8 = 25, 1d20+8 = 27, 1d20+8 = 26, 1d20+8 = 28 Nat 20!, 1d20+8 = 23
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 121/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Chapter X: An Adventurer's Survey of the East

Postby Brianna Clarke » Sat Jul 11, 2020 9:13 am

Perception: 1d100 = 96 (88%)
JIC: 1d20 = 17, 1d100 = 43
Initiative: 1d20 = 1
APM: 6

Lore: Demons & Monsters 1d100 = 24 (77%) to identify lizard

See the invisible. Duration: 8 minutes, 45 seconds remainings

Conditions
I.S.P. Multiplier: Enhanced (26/36)

Brianna's eyes widen when she spots the reptile heading closer them and looks to be ready to leap. What in the hell is that? Brianna wonders to herself as she tries to figure out what it is. Brianna doesn't spend too much time with that since it seemed apparent that whatever it is, it was about to attack the camp. Aiming the turrets at the lizard, Brianna hopes to take a few shots to scare it, so it'll run away and leave the camp alone. Hopefully the noise won't attract anything else our way. Brianna thinks to herself.

Actions
1. try to identify lizard
2. aims turrets at lizard, hoping to
3. fire turret at Lizard. Strike: 1d20+2 = 7, Damage if hit: 1d6*10 = 20
4. fire turret at Lizard. Strike: 1d20+2 = 14, Damage if hit: 1d6*10 = 60
5. fire turret at Lizard. Strike: 1d20+2 = 11, Damage if hit: 1d6*10 = 40
6. fire turret at Lizard. Strike: 1d20+2 = 17, Damage if hit: 1d6*10 = 20
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Brianna Clarke
HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC)

Constant Conditions
Sixth Sense
Mind Storm
Precognitive Dreams
Sense Water
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Re: Chapter X: An Adventurer's Survey of the East

Postby Mink » Sun Jul 12, 2020 1:12 pm

Perception: 68%/1d100 = 95 - Fail
JIC: 1d20 = 19, 1d100 = 56

Naliyah wrote:"I guess he didn't want to wait? Or, maybe he knows something we don't,"

Maximillian O'Malley wrote:" Yeah, thats just Human gung ho attitude. You'll get used to it." Max replies.

"It's very impulsive, but that's hardly an exclusively human trait. Let's see what it shakes loose though. He volunteered to be bait. Stupid, but useful. He'll definitely shake loose whatever is down there." Using her scope, she surveys the area, focusing on the area near Victor. If they are out of visual range, she asks Max to go a bit lower (within 3000 ft). If she sees a threat to Victor, she will use team comms and warn him and provide covering fire if he asks for it. "Nali, if you jump, I suggest you wait a second before you activate your float in air, that way you can get to the ground sooner before you become an easy target, even invisibile. Not saying you should jump yet, but if you do, I'd do that. I'm going to provide covering fire if things go bad down there. He may be an idiot, but he's our idiot." She activates her forcefield and she surveys the field.

Sensory Equipment 60%/1d100 = 40 - What do I see? - PASS
Intelligence 82%/1d100 = 20 - What does what I see mean? What clues are there that lead to something - PASS
Surveillance 75%/1d100 = 56 - What am I missing? - PASS
Detect Ambush 65%/1d100 = 9 - Are they about to jump Victor? - PASS
Demons & Monsters 80%/1d100 = 66 - What monsters might be at play here? - PASS
Optics Stats
    ☞ Telescopic magnification: 3,000'
    ☞ Passive night vision: 3,000'
    ☞ FLIR Thermal-Imaging: 1,600'
    ☞ Laser range-finder and aiming system: 5,000'

Combat Contigency
Once I have a target and a request for covering fire, however many attacks are left, I'll shoot. First one I'll Aim for, after that I will simply shoot bursts.
Initiative: 1d20 = 6+7=13
Action 1: Aim and Shoot 1d20 = 13+9=22 Damage: 4d6 = 13 M.D.
Action 2: Shoot: 1d20 = 5+6=11 Damage: 1d6*10 = 20+10=30 M.D.
Action 3: Shoot: 1d20 = 10+6=16 Damage: 1d6*10 = 60+10=70 M.D.
Action 4: Shoot: 1d20 = 14+6=20 Damage: 1d6*10 = 60+10=70 M.D.
Action 5: Shoot: 1d20 = 9+6=15 Damage: 1d6*10 = 30+10=40 M.D.
Action 6: Shoot: 1d20 = 4+6=10 Damage: 1d6*10 = 30+10=40 M.D.
Action 7: Shoot: 1d20 = 7+6=13 Damage: 1d6*10 = 60+10=70 M.D.
Action 8: Shoot: 1d20 = 18+6=24 Damage: 1d6*10 = 10+10=20 M.D.
Mink, Freelance Intelligence Operative
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Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Sun Jul 12, 2020 1:41 pm

Perception: 1d100 = 28/85%
JIC: 1d20 = 15/1d100 = 3
Initiative: 1d20+1 = 20

Demon Monster Lore: 1d100 = 78/83%

"Well, doesn't look like it came to talk." Ecks says, raising both arms of Morning Glory and firing on the reptile. The two plasma ejectors rack off several rounds.

APM:11
Action 1: Ecks also tries to see if there is anything about these creatures in his memory.
Action 2: 1d20+7 = 19, Damage:
Action 3: 1d20+7 = 25, Damage:
Action 4: 1d20+7 = 11, Damage:
Action 5: 1d20+7 = 17, Damage:
Action 6: 1d20+7 = 27, Damage:
Action 7: 1d20+7 = 22, Damage:
Action 8: 1d20+7 = 13, Damage:
Action 9: 1d20+7 = 17, Damage:
Action 10: 1d20+7 = 9, Damage:
Action 11: 1d20+7 = 14, Damage:

Ecks will sacrifice attacks to parry if needed.

1d20+8 = 18, 1d20+8 = 18,1d20+8 = 22,1d20+8 = 171d20+8 = 13,1d20+8 = 25,1d20+8 = 16,1d20+8 = 11,1d20+8 = 19
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Chapter X: An Adventurer's Survey of the East

Postby Underguard » Sun Jul 12, 2020 8:09 pm

Rear Group Conditions wrote:Location: Somewhere near the East Cost; Territory Line between Shemarrian Nation and the Dinosaur Swamps.
Time/Date: 01:25:30; November 23rd, 111PA
Conditions: Dark, cloudy night. Brisk cold winds.
Bri Psi Conditions: Enhanced
Combat Round: 2


Ecks takes a moment and thinks on what the heat signature could be and thinks it could be something very close to a Tyrannosaurus or possibly, an Allosaurus; A bipedal, aggressive carnivore. As he makes the conclusion it's not here to be friends, a sudden and loud roar echoes through the night as the Hunter is attacked from out of nowhere as a large dinosaur literally appears in front of them. Though startled, none of the trio defending the rear camp are frozen by the sound, fully aware they were dropping into dangerous territory.

The dinosaur rips into the Hunter's left arm as Sel fires a blinding flash at it. The resulting roar causes another echo and the trio can easily determine this is no juvenile. Bri levels the main turret at the dinosaur and pegs it right in its side causing a howl of obvious pain as Ecks unloads the the plasma ejectors at it. As the dinosaur tries to move towards Sel, whom has partially blinded it, Ecks peppers the side of the dinosaur as Bri continues to unload on it. Sel launches another flash and amid all the fire, the dinosaur roars again then takes off before it succumbs to the fire Bri and Ecks were putting on it.

Ecks can tell it has, at least for the moment, decided that this prey wasn't worth the pain it was receiving. A sudden silence falls among the rear camp as the immediate outburst of fire and roars from the dinosaur fade; causing any and all wildlife nearby to leave.

The sudden silence is broken by Quinn who rushes out from STCI as a radio call on the team's frequency is picked up from Max; there is a lot of moment on the ground near the radio signal where the forward group is.

Butcher's Bill
Mobile Hunter Upper Left Arm: -45 M.D.C.

What're you doing?

Forward Group wrote:Location: ~50 miles inside of Shemarrian Terrority.
Time/Date: 0130; November 23rd, 111PA ~5 minutes have passed.
Conditions: Dark, cloudy night. Brisk cold winds.


Naliyah can feel slightly relieved at hearing back from Max and Mink amid Victor's sudden jump. She feels the vehicle descend as Max lowers it several thousand feet and begins doing sensor sweeps while providing a smooth ride down, the bumpiness from earlier seemingly gone. Amid Max's sweep, he picks up movement around where Victor landed, a lot of movement but no discernable heat signatures, and informs Mink, Naliyah and the rear group on the radio.

Mink, taking advantage of her tactical skills, is correct in assuming Victor would shake loose whatever was down there waiting as Max reports movement. Max acquiesces to her request and lowers the helo another thousand feet so her systems can reach the surface. Mink sees a great deal of movement through the brush seemingly surrounding Victor as he approaches to hovercraft; however, shockingly, none of it is registering on a heat sensor. She can't tell if they are related to what made them go silent in the first place, but knows definitely that their movements indicate that they are about to attack Victor. If Mink had to guess, this was a Shemarrian hunting party; they haven't attacked yet but it looks like they are about too.

Victor, meanwhile, remains off comms for the moment though no one can tell if that's on purpose or not.

What're you doing?
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Re: Chapter X: An Adventurer's Survey of the East

Postby Naliyah » Fri Jul 17, 2020 6:58 pm

Perception: 1d100 = 9/51%
JIC (100): 1d100 = 69
JIC (20): 1d20 = 11

Conditions (at end of post): Float in Air: 15 minutes; Invisibility (Simple): 18:00 remaining; Nightvision: 60 minutes remaining




Underguard wrote:
Forward Group wrote:Location: ~50 miles inside of Shemarrian Terrority.
Time/Date: 0130; November 23rd, 111PA ~5 minutes have passed.
Conditions: Dark, cloudy night. Brisk cold winds.


Mink, taking advantage of her tactical skills, is correct in assuming Victor would shake loose whatever was down there waiting as Max reports movement. Max acquiesces to her request and lowers the helo another thousand feet so her systems can reach the surface. Mink sees a great deal of movement through the brush seemingly surrounding Victor as he approaches to hovercraft; however, shockingly, none of it is registering on a heat sensor. She can't tell if they are related to what made them go silent in the first place, but knows definitely that their movements indicate that they are about to attack Victor. If Mink had to guess, this was a Shemarrian hunting party; they haven't attacked yet but it looks like they are about too.

Victor, meanwhile, remains off comms for the moment though no one can tell if that's on purpose or not.


Mink wrote:Using her scope, she surveys the area, focusing on the area near Victor. If they are out of visual range, she asks Max to go a bit lower (within 3000 ft). If she sees a threat to Victor, she will use team comms and warn him and provide covering fire if he asks for it. "Nali, if you jump, I suggest you wait a second before you activate your float in air, that way you can get to the ground sooner before you become an easy target, even invisibile. Not saying you should jump yet, but if you do, I'd do that. I'm going to provide covering fire if things go bad down there. He may be an idiot, but he's our idiot."


Naliyah hears Mink mention that Victor may be under attack soon, but try as she might, she is unable to location his precise spot due to the darkness and cloud cover obscuring any moonlight. Too high up here to smell anything either... she thinks.

She peers down and decides to aim for the spot Victor landed. "Remember you mentioned covering fire? Well, get ready for that - I'm going to see if I can help this idiot before he gets himself killed," she says to Mink, and then jumps out of the 'copter while casting Invisibility: Simple on herself. (OOC: I'm seeing about 13.5 seconds for a fall of 3000 feet, so to make it easy, I'm assuming a full round's worth of actions - if you want me to be more precise, let me know and I'll revise)

On the way down, Naliyah will activate her force field and Nightvision power, and cast Float in Air on herself while she's still a bit above ground to slow her descent so she can land without damage. Naliyah will not spend more time falling than she needs to in order to land safely and will try to time her landing with a few seconds of “just in case” cushion to spare, if she is able to do so.

Once on the ground, Naliyah will immediately try to locate Victor and determine the situation - how many are around him, what they're doing in terms of preparation to attack, and so on, and see if she can close to his position.

Contingency

If any of the potential threats become actual threats (OOC: recall that Naliyah has Sixth Sense - info in sig), and attack her or Victor, Naliyah will cast Ice and cover the ground area they are in (remember, she is floating in the air just above the ground, so she shouldn't be affected) to slow the attackers and buy some time as she tries to figure out what's going on, relying on her FF and auto-dodge to keep her safe.

Auto Dodge rolls if needed (factoring in -1 for Float in Air penalty)
1d20+12 = 27
1d20+12 = 21
1d20+12 = 15
1d20+12 = 30
1d20+12 = 16
1d20+12 = 32
1d20+12 = 17

Nightvision
Range: Self, visual range about 600 feet.
Duration: 10 minutes per level of experience.
I.S.P.: 4
The psionic can adjust her visual capabilities through a form of biomanipulation. The eyes are made to become much more light sensitive and basically work on the same principles of mechanical light amplification. The eyes simply amplify existing light, such as candlelight or
star and moonlight, to see clearly. There must be some source of light to see (can not see in total darkness).
Note: If suddenly exposed to light brighter than a single candle, the psychic will be temporarily blinded for 3d4 melee rounds. The Nightvision power can also be used to change one's vision to polarized sight, reducing glare as would a pair of polarized sunglasses.


Float in Air
Range: Self or others within 30 feet
Duration: 10 melees per level of experience.
Saving Throw: None.
P.P.E.: Five
This spell creates air currents which hold a person or object aloft, hovering about one or two feet above the ground. It can be used to slow someone's descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating individual suffers the following penalties: All attacks, strikes, parries and dodges are at -1; normal speed/movement is reduced by half.


Invisibility: Simple
Range: Self only (includes clothes and articles on one's person).
Duration: Three minutes (12 melees) per level of experience.
Saving Throw: None.
P.P.E.: Six
The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any obj ect picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psionically or magically "see the invisible" are able to see an invisible person. Infrared and heat detectors can also pinpoint an invisible character.
Although the invisible character is imperceptible to the eye, he still retains physical mass. This means he can not go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect him as usual.
While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic' s duration time elapses or the mage cancels the spell. Note: If cut, only the blood is visible, and so is anything sprayed on the character.
Note: Beings that tum invisible as a natural and/or magical ability have Simple Invisibility, not superior, and may be heard, smelled, register on motion detectors, etc. Aggressive action (including combat) will NOT terminate an Invisibility: Simple spell. Characters who can See the Invisible see both Simple and Superior Invisibility.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Sat Jul 18, 2020 5:40 am

Perception: 1d100 = 38/85%
JIC: 1d20 = 18/1d100 = 41

Ecks grits his teeth. "I just repaired it! I'm sending you an invoice!" he yells as the giant reptile retreats into the woods. He gets up and opens the hatch to get eyes on the damaged arm. Not even a week in and I've already got some real damage."

Quinn pops out and informs them about the movement on the ground.

"Sel, what's the range on your drone? Could we use it as a radio repeater to bridge the gap?"
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Chapter X: An Adventurer's Survey of the East

Postby Brianna Clarke » Sat Jul 18, 2020 12:36 pm

Perception: 1d100 = 47 (88%)
JIC: 1d20 = 12, 1d100 = 27

See the invisible. Duration: 8 minutes, 45 seconds remaining

Conditions
I.S.P. Multiplier: Enhanced (26/36)

Brianna's jaw drops when she is able to identify the lizard that was attacking the mobile hunter. ”Holy shit! That was a REAL dinosaur!” Brianna marvels to herself out loud before getting on the radio, the excitement clear in her voice. ”GUYS!?! Did you see that!?! It was a REAL dinosaur!!!” Brianna thinks wildly, I can't believe that just happened!!! A thought pops into her head. I have to write to Will about this! I wonder if he's ever seen a dinosaur.

When Quinn comes by with the message picked up on the team's frequency. The rest of our team needs our help! Over the radio, Brianna asks Ecks, ”Should we start heading to the rest of the team?”
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HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC)

Constant Conditions
Sixth Sense
Mind Storm
Precognitive Dreams
Sense Water
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Re: Chapter X: An Adventurer's Survey of the East

Postby Maximillian O'Malley » Sat Jul 18, 2020 3:47 pm

Perception: 1d100 = 59
JIC: 1d20 = 14
JIC: 1d100 = 88


Max is concerned for his friends on the ground. No time to be bashful. Lets get a little closer. Most standard hand held weapons have limited range. The Sky Wolf has that beat. As soon as he sees Naliyah safely at ground level he drops more altitude. Pilot: Military-Combat Helicopters 73% 1d100 = 68 He brings himself to just under 2000 feet. And lets bring the party. Max toggles off all safeties and arms mini missiles. He turns the side door that Mink is in toward the movement on the ground. He tries to adjust all sensors, radar and target tracking to locate the source of the movement. Sensory Equipment 55% 1d100 = 29 Lastly he flips through his playlist and finds appropriate music to pump out the PA towards the suspected target. He waits to see what happens before he acts any further. "I have two on the ground with movement all around probable hostile confrontation. Lets get it on!"
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Re: Chapter X: An Adventurer's Survey of the East

Postby Selenidaria » Sun Jul 19, 2020 4:58 pm

Perception: 1d100 = 56/34% (49% when dealing with magic, machines, or their combination)
Just In Case: 1d100 = 18/1d20 = 4
Constant Effects: Mind Block Auto-Defense
Current Effects, Other: Energy Field (around Staci, 60/60 MDC, 2 minutes remaining), Armor of Ithan (70/70 MDC, 2 minutes remaining), Globe of Daylight (16 minutes remaining), Sense Magic, See the Invisible, Superhuman Strength (remaining times will be updated later)

Underguard wrote:Ecks takes a moment and thinks on what the heat signature could be and thinks it could be something very close to a Tyrannosaurus or possibly, an Allosaurus; A bipedal, aggressive carnivore. As he makes the conclusion it's not here to be friends, a sudden and loud roar echoes through the night as the Hunter is attacked from out of nowhere as a large dinosaur literally appears in front of them. Though startled, none of the trio defending the rear camp are frozen by the sound, fully aware they were dropping into dangerous territory.

The dinosaur rips into the Hunter's left arm as Sel fires a blinding flash at it. The resulting roar causes another echo and the trio can easily determine this is no juvenile. Bri levels the main turret at the dinosaur and pegs it right in its side causing a howl of obvious pain as Ecks unloads the the plasma ejectors at it. As the dinosaur tries to move towards Sel, whom has partially blinded it, Ecks peppers the side of the dinosaur as Bri continues to unload on it. Sel launches another flash and amid all the fire, the dinosaur roars again then takes off before it succumbs to the fire Bri and Ecks were putting on it.

Ecks can tell it has, at least for the moment, decided that this prey wasn't worth the pain it was receiving. A sudden silence falls among the rear camp as the immediate outburst of fire and roars from the dinosaur fade; causing any and all wildlife nearby to leave.

The sudden silence is broken by Quinn who rushes out from STCI as a radio call on the team's frequency is picked up from Max; there is a lot of moment on the ground near the radio signal where the forward group is.


"Don't worry about fixing that, boss. If we get a few minutes to stop at a ley line, I can buff that right out with a spell! As for range, I haven't really tested how far out it can go from me, but I'm guessing no more than the range of a walkie talkie. I suppose if you had a spare radio unit laying around, we could strap it to the drone to do that, but again it doesn't really have the ability to be controlled from too far away. Let me get on the comms and see if I can boost the signal." Sel says to Ecks on the radio.

"Oh yeah, you see them from time to time out in the New West. It's where I first had a Tri-Top burger. As for going to them, that's totally up to you and the boss, but there is no way we could get there in time to be of any help, I can tell you that right now. Even if me and Quinn left Staci here and got in Morning Glory, it would take at least an hour. They can fly in and out of Max's chopper, and he can fly that back here if it get's too hot. We just need to trust in them, that's why they were forward observers." Sel said to Bri on the radio, trying her best to sound confident, all the while thinking to herself Get back safe, guys.

Unless Ecks decides to head out to support Max and the rest of them, Sel will work on boosting the radio signal.

Radio: Basic 1d100 = 27/82%
Basic Electronics 1d100 = 96/67%
Electrical Engineering 1d100 = 92/72%
Selenidaria
Selenidaria's Quick Glance Stats
HP: 30/30
SDC: 30/30
PPE: 121/155
ISP: 27/37

Constant Effects: Mind Block Auto-Defense

MR-10 Magefire Bolt Rifle 18/18 shots

Blue Boy Power Armor
Model Type: NG-X44
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165


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Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Mon Jul 20, 2020 9:02 am

((rolls carried))

The operator is surprised by Brianna's exclamation regarding the dinosaur. I keep forgetting that she isn't from this time. Still it's weird to think that her time didn't have dinosaurs. I mean, they're tough as nails. "Yep, that's about the size of it."

Ecks stops as Brianna asks about traveling to their location. It's the one thing he didn't want to do. But it seems like the obvious suggestion though. "I think you're right. I suppose it's time to move."

"Magic? Really? Man, that'd be alright. Alright, let's move that direction. Brianna and I will lead the way. If Quinn can drive, can you scout ahead with your drone? The fact it sounds like there's trouble suggests we are going to have trouble ourselves."

With that, Ecks climbs back in, shuts the hatch and lays out a course on the navigation computer.
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Re: Chapter X: An Adventurer's Survey of the East

Postby Underguard » Mon Jul 20, 2020 7:19 pm

Rear Group Conditions wrote:Location: Two miles out from the campsite.
Time/Date: 01:35:00; November 23rd, 111PA ~10 minutes have passed
Conditions: Dark, cloudy night. Brisk cold winds.
Bri Psi Conditions: Normal


Ecks is visibly distraught by the large dinosaur and the damage it has done to his hunter. Brianna, on the other hand is nearly awestruck at the fact they were just attacked by a real, flesh and blood dinosaur. Then Quinn relays the information and the trio is struck that their advance crew, 80 miles away, may be in need of assistance.

Quinn, following Ecks' direction, fires up STCI while Sel works on boosting the signal. Ecks and Bri lock the hatch and the two vehicles are ready to move in a couple minutes towards their advanced team. Both vehicles being pushed to max speed on rough terrain, the Hunter is able to move a little faster on the terrain than STCI is, especially with what it has in tow. And they certainly are not quiet.

While Quinn drives, Sel very nearly fries out the radio receiver however she quickly shuts it off before all of its informational settings were wiped. Turning it back on, she sees the same setting she saw before and is fortunate she remember the basics on killing the power to it.

As they begin their trek, the Glory's radio lights up with a radio call from Max in the Sky Wolf. "I have two on the ground with movement all around probable hostile confrontation. Lets get it on!" (This occurs as Sel nearly fries STCI's radio on the move)

I need a pilot check from Ecks or Bri, depending on who is piloting. And a Navigation Check (maybe other applicable checks as well)
Sel nearly fried out the radio on the two failures however didn't. You may try again.
Quinn does have Pilot Truck, which is enough to pilot STCI.


What else are you doing?

Advanced Group Conditions wrote:Location: ~50 miles inside of Shemarrian Terrority.
Time/Date: 01:35:00; November 23rd, 111PA ~5 minutes have passed.
Conditions: Dark, cloudy night. Brisk cold winds.


Naliyah confers with Mink before diving out, spearheading her way down. She turns on her forcefield and activates Nightvision mid fall and after a few seconds of free falling, begins to make significantly more than she could before. For starters, Naliyah identifies the hovercraft that is visible to her clearly now, and doesn't see Victor. Naliyah also notices that any movement the team reported seems to have completely stilled as if it were never there.

When Naliyah is around 100 ft off the ground, she activates Float in Air which slows her like a parachute and she touches ground near the Hovercraft. It's then she makes an interesting discovery. Near the hovercraft, about 50 ft away, is a metal alcove that is lined with grass and such, making it very difficult to spot from above. The alcove seems to descend into the ground. Her danger sense seems still at the moment, and Victor is nowhere to be seen. Though Naliyah sees where he landed, and his tracks seem to indicate he approached the alcove.

Meanwhile, up above, Max uses his sensors to keep a watch on Naliyah's descent and then brings the Sky Wolf down closer. Hovering at around 2,000 ft, Max arms all the Sky Wolf's weapon systems and runs a ground sensor sweep. While doing so, he finds suitable music (Think Death From Above by Anthrax) and queues his radio.

After his radio call, his sensor sweep reveals the movement seems to have completely stilled. Mink too, notices the movement seems to have completely stilled while she is still inside the Sky Wolf.

What are you doing?
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Re: Chapter X: An Adventurer's Survey of the East

Postby Naliyah » Tue Jul 21, 2020 7:14 am

Perception: 1d100 = 13/51%
JIC (100): 1d100 = 58
JIC (20): 1d20 = 16

Conditions (at end of post): Float in Air: 10 minutes; Invisibility (Simple): 13:00 remaining; Nightvision: 55 minutes remaining; See the Invisible: 6 minutes remaining




Underguard wrote:
Advanced Group Conditions wrote:Location: ~50 miles inside of Shemarrian Terrority.
Time/Date: 01:35:00; November 23rd, 111PA ~5 minutes have passed.
Conditions: Dark, cloudy night. Brisk cold winds.


Naliyah confers with Mink before diving out, spearheading her way down. She turns on her forcefield and activates Nightvision mid fall and after a few seconds of free falling, begins to make significantly more than she could before. For starters, Naliyah identifies the hovercraft that is visible to her clearly now, and doesn't see Victor. Naliyah also notices that any movement the team reported seems to have completely stilled as if it were never there.

When Naliyah is around 100 ft off the ground, she activates Float in Air which slows her like a parachute and she touches ground near the Hovercraft. It's then she makes an interesting discovery. Near the hovercraft, about 50 ft away, is a metal alcove that is lined with grass and such, making it very difficult to spot from above. The alcove seems to descend into the ground. Her danger sense seems still at the moment, and Victor is nowhere to be seen. Though Naliyah sees where he landed, and his tracks seem to indicate he approached the alcove.

Meanwhile, up above, Max uses his sensors to keep a watch on Naliyah's descent and then brings the Sky Wolf down closer. Hovering at around 2,000 ft, Max arms all the Sky Wolf's weapon systems and runs a ground sensor sweep. While doing so, he finds suitable music (Think Death From Above by Anthrax) and queues his radio.

After his radio call, his sensor sweep reveals the movement seems to have completely stilled. Mink too, notices the movement seems to have completely still while still inside the Sky Wolf.

What are you doing?


The Shing freezes and allows her senses to sharpen, trying to piece everything together.

Alcove... potential underground presence... no sign of Victor...

She activates her See the Invisible psi-power, just in case, and radios back to the chopper (speaking softly): Mink, Max, Nali here. All is still at the moment. No sign of Victor on the ground, but it looks like he approached an alcove down here that heads underground. It's difficult to spot from above. I am going use my magic to see what happened; cover me as I won't be aware for a few moments, Nali out

She will then see if she can spot anything that could be a threat and if other tracks are visible in the area:

Skill Roll: Track & Trap Animals -- 1d100 = 49/84%
Skill Roll: Tracking: People -- 1d100 = 70/84%
Skill Roll: Detect Concealment -- 1d100 = 34/69%
Skill Roll: Detect Ambush -- 1d100 = 95/97%
Track by Scent: 1d100 = 38/59% (+10% to track people, +20% to follow blood scent)


If nothing threatening is apparent, the Dimensional Lion then casts Retro-Viewing to view the last few minutes of time (or until she can see clearly what happened to Victor after Mink last reported seeing him; up to 6 minutes).

Contingency

If Nali's Sixth Sense pings, she will snap out of the trance and go to high-alert status.




Retro-Viewing
Range: Self only.
Duration: One minute per level of experience.
Saving Throw: Not applicable.
Limitations: The spell caster can only see, not hear, events that occurred in a limited area, such as a specific room, vehicle or area. He can only see as far back into the past as one hour per level of experience, but only sees a few minutes of what actually transpired.
P.P.E.: Thirty
The ability to glimpse a few minutes of past events. There is no sound, only visual images and only the spell caster can see the images. The wizard can look at any specific span of time he desires.
For example: It is six in the evening. A third level character can observe what happened in a specific room from only a few minutes ago to three hours ago. Thus, he can cast the spell to watch what occurred between three o' clock and 3:03 or any selection of three minutes between 3:00 and 6:00.


See the Invisible
Range: 120 feet; double on a ley line.
Duration: 1 minute per each level of experience.
I.S.P.: 4
Saving Throw: None.
The character can see entities, beings, forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, Entities, Elementals and Astral Beings.
Naliyah
Current Status
S.D.C.: 93/93
H.P.: 83/83
P.P.E.: 493/493
I.S.P.: 88/88


Ley Line and Nexus Point effects
Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Periods of Increased energy at a nexus point. IAW RUE.

Weapons and Armor Worn or Carried

Always On:
  • Awe/Horror Factor: 12 (16 when roaring)
  • Sixth Sense
    Range: 90 feet
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
    The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses.
    All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Shing automatically sense supernatural good and evil within a 600' radius

Saving Throws, Bonuses, and other handy information
Saving Throw Bonuses
Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (as a Major psychic, Naliyah needs a 12 to save): +6
Horror Factor (varies): +4
Effectively impervious to disease
Fatigues at half normal rate
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Naliyah
 
Posts: 114
Joined: Wed Apr 17, 2019 1:50 pm

Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Tue Jul 21, 2020 9:34 am

Perception: 1d100 = 24
JIC: 1d20 = 14/1d100 = 96

*Active Ability and Skills*
Fortune and Glory: Safe At Any Speed: Negate speed/handling penalties due to terrain when piloting a specific category of vehicle (Robots and Power Armor)
Pilot Robots and Power Armor--1d100 = 56/109% (+3%)


Ecks drives the mobile hunter with all the skill he can muster. "Brianna, can you handle navigation?" Ecks ask. He does pace himself so he doesn't loose STCI behind them. Branches snap as he plows through the treeline. The giant robot's footsteps are like drums in the deep.

He radios back to Max, "Max, this is Morning Glory. We are heading your direction with all haste. Keep us advised"
Ecks
Medals
Image

H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Ecks
Group Leader
 
Posts: 844
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC

Re: Chapter X: An Adventurer's Survey of the East

Postby Brianna Clarke » Fri Jul 24, 2020 2:48 pm

Perception: 1d100 = 39 (88%)
JIC: 1d20 = 9, 1d100 = 63

Sensory Equipment 1d100 = 97, 1d100 = 66 (45%)
Navigation 1d100 = 80, 1d100 = 39 (55%)

Conditions
I.S.P. Multiplier: Enhanced (26/36)

As they reflect on the dinosaur encounter, Brianna lets her see the invisible ability lapse, figuring she could reactive it when needed. ”Wow.” Brianna says. ”I can't believe dinosaurs are a real thing here!"

Ecks drives the mobile hunter with all the skill he can muster. "Brianna, can you handle navigation?" Ecks ask.


Brianna replies to Ecks, ”Sure. I'll do he best I can.” Brianna thinks to herself, 'Let's hope I don't end up directing us in the completely wrong direction.
Image

Brianna Clarke
HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC)

Constant Conditions
Sixth Sense
Mind Storm
Precognitive Dreams
Sense Water
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Brianna Clarke
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Diamond Level Patron
 
Posts: 406
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Location: AAPS - PC

Re: Chapter X: An Adventurer's Survey of the East

Postby Ecks » Fri Jul 24, 2020 3:52 pm

((rolls carried))

Ecks pays attention to the surroundings as they hustle through the forest. "No dinosaurs? That's hard to imagine. Kind of like saying there's no dragons or magic. Just hard to imagine." Ecks says matter of factly. He had studied some history during his education relating that dinosaurs were extinct on earth at one time, but until faced with that reality it was interesting to experience.
Ecks
Medals
Image

H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
User avatar
Ecks
Group Leader
 
Posts: 844
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC

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