[GR] Skyline Landing Pad 0114-0115

Dimensional Nexus of the Megaverse

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[GR] Skyline Landing Pad 0114-0115

Postby Consumer » Sat Jan 18, 2014 10:53 am

The Skyline is the landing area of the elite of Center, the movers and shakers of the three galaxies park here above the dome. The pad is 500 feet by 1,000 feet, with a side building attached. The building is a recent addition that stands two stories tall and takes up around half of pad 0115. The building doesn’t have any real discerning characteristics other than its size. A few maintenance robots wait at the platforms edge to work on any vehicle that lands.

Galactic Rogues HQ

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Ground Level
1: Garage: 250'x200' This two story garage has two large doors that roll up for entrance. Scaffolding runs along the walls to make working on large vehicles easier.
Machine Shop: Attached to the Garage is a large machine shop with enough tools and equipment to meet most fabrication needs.
2: Security Checkpoint: This room is the choke point to get to the rest of the building. A =n armored security station is manned 24/7 by a robotic guard who monitors surveillance cameras and sensor information. In case of emergency two hidden NE-200 Plasma Machine Guns will pop up and pacify threats.
Secondary Conference Room: A long conference table with a built in Holographic projector with enough seating for 40 sits in the middle of this room. Several large panel Vid-screens hang from the walls for purposes of visual aid needs. The chairs and table are made of light M.D.C. materials. This room is generally used when conferring with outsiders that do not need access to the rest of the building.
3: Stairwell/Elevator Access: Allows access from the first and second floors. The elevator is rated for 12 tons and can be manipulated by the security station.
4: Airlock: This is a standard Airlock, preventing contamination between the living areas and the lab. Doors have 100 M.D.C. and require security access to enter.
5: Halls: These wide halls allow acces to the various Labs in this wing of the building. In case of emergency several safty features can activate to stop airborne or biological disasters.
Storage: This room is used to store non-volatile equipment and sundries for use in scientific experiments.
6: Lab 1: Stocked with equipment for all your experiment/building needs.
7: Lab 2: Stocked with equipment for all your experiment/building needs.
8: Main Lab: Stocked with equipment for all your experiment/building needs. The main lab also has access to a Virtual Intelligence Program to help with processing raw data.

2nd Floor
9: Mess Hall: This communal dining area has seating for 24 people with comfortable chairs and integrated sound system.
10: Kitchen/Galley: A state of the art kitchen facility that could if need produce food for up to 100 people, has walk-in cooler and freezers. The kitchen is manned by a Kitchen Drone able to prepare food as needed.
11: Guest Restroom: This room has all the necessary equipment for cleaning/relieving one’s self.
12: Mara's Room: This room is 50’x50’ (2,500 sq ft) and have a private bathroom, living room, and bedroom.
Office An office space and private meeting area, contains a desk, top of the line computer with peripherals, and storage space. Can comfortably seat six.
13: Living Room/Den: The Living Room/Den has multiple seating areas and can easily entertain 50 to 100 people. There are several forms of entertainment available in this are including Vid screens, holographic projectors, and several integrated sound systems.
14: Conference Room: A long conference table with a built in Holographic projector with enough seating for 40 sits in the middle of this room. Several large panel Vid-screens hang from the walls for purposes of visual aid needs. (Chairs and Table are made of light M.D.C. materials.)
Gym: This gym is furnished with standard and advanced exercise equipment that can be used even by beings with supernatural strength. Contragravitic technology allows for extreme weights to be employed without causing structural damage.
Library: This library has a combination of books and electronic media, useful for various research. (+5% to all Lore Skills)

Member Suites
All member suites are 50’x50’ (2,500 sq ft) and have a private bathroom, living room, and bedroom. These suites may be customized and/or converted to a full apartment at the members expense.
a: Empty Suite: Contains basic furniture.
b: Empty Suite: Contains basic furniture.
c: Empty Suite: Contains basic furniture.
d: Empty Suite: Contains basic furniture.
e: Empty Suite: Contains basic furniture.
f: Empty Suite: Contains basic furniture.
g: Empty Suite: Contains basic furniture.
h: Empty Suite: Contains basic furniture.
i: Empty Suite: Contains basic furniture.

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Re: [GR] Skyline Landing Pad 0114-0115

Postby Consumer » Wed Dec 12, 2018 11:17 am

Bryke's arrival on the Skyline Landing Pad does not go unnoticed. A human security guard equipped with Naruni Medium armor and armed with a Naruni Machine gun, and a pair of drones (Like repo-bots, but not) are flanking him. "Can I help you sir?" The guard asks, clearly on edge, but still friendly.

A brief confirmation of Bryke's identity changes the guards stance. "Welcome home sir."

Bryke's investigation of the base finds that the place is clean, and none of the previous occupant's seem to have anything left behind. leaving ten empty suites. Bryke picks one and claims it as his own, the rooms codes are set up and whatnot. Eventually Bryke finds himself in the labs, and decides to question the computer.

Bryke wrote:"Computer, what is your name and how should we address you when we have queries?"


The Virtual Intelligence boots up. "Greetings, I have no designation that could be called a name. My model is NE-VI-1107. As for addressing me, Computer is fine, unless you'd like to change my designation."

Bryke wrote:"Who or what created your programming?"


"I was designed by Gullron Yelth, a programmer for Naruni Enterprises."

Bryke wrote:"Do you have any likes or dislikes?"


"I am not programmed to have preferences, though if you want me to have them, I can program them for such."

Bryke wrote:"Can you link to my handheld and/or our teams handhelds so that we can take you with us so to speak- no matter where, when or how far we go?"


"I could communicate with your handhelds, but downloading would require a computer with high memory capacity. The range would be limited to a five hundred mile range."

Bryke wrote:Computer,” [INSERT computer’s name if it was given] “can you make sure my door does not open and I am only disturbed if there is an emergency


"I do not have the ability to affect the processes of the building proper, unless it's inside the Lab areas."

A short while later a chirp comes from Bryke's communicator. "Sir a package has arrived for you."

Bryke recieves a large sized box with a note attached.

Thraxus wrote:Bryke
It took my assistants a while to find this object from my collection. I acquired it from a retired gladiator on a distant world. Given you predilection for unarmed combat, you may find it of use.

Regards
Thraxus


In the box is this.
Qlu'Bar's Manica
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Unique Enchanted Manica
M.D.C. by Location:
  • Arms: 200 each
Weight: 40 lbs.
Modifiers: -5% to skills that require fine manipulation.
Features:
  • Strength Enhancement: +10 to PS.
  • Cosmic Armor (As per spell at 4th level) 3/day (DB: 13 FotTG pg 120)
  • Targeted Deflection (As per the spell at 4th level) 3/day (BoM pg 114)
  • Hardened Knuckles: +1D6 Damage to punches.
Not valid for any setting but Phase World!
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: [GR] Skyline Landing Pad 0114-0115

Postby Az Rael » Sun Dec 16, 2018 7:43 am

Consumer wrote:The interim seconds are a blur as your physical selves fade from reality, losing all sense of feeling and thought, before abruptly returning. The two Sunaj stand on a windswept landing pad, a heavily modified garbage heap of a freighter taking up a major portion of pad 0115. Across the way is a building that resembles a cross between a pre-fab warehouse and a mansion. It sits on the far edges of pad 0114, and doe not seem to have any windows, though a few doors are obvious.


Well, this is our best lead yet. From the looks of it maybe another dead end. Taking a moment to get himself set after the transport Az Real takes in the scene the best he can. Although, if I was trying to stay lowkey this might be a great front. Who would think the big T would be associated with that clunker of a freighter.

"We need to find a place we can sit unnoticed." Az Real say to his partner, looking over his shoulder. "You see anything good?"

With his wits firmly back in order Az Real starts to scan the landscape for possible places they can camp out and watch the coming and goings without being easily spotted. If there is something obviously perfect he will immediately suggest they head over quickly.

If there doesn't seem to be a place to hide from prying eyes, "How long can you shadow meld? I have held it for 5-10 min, I don't think that's long enough for us to gather any more useful info."

Skill Rolls
Prowl 1d100 = 56 vs 50% (Move to the hiding location if there is one available.)
Surveillance 1d100 = 36 vs 50% (Looking around for places to hide or any other good stuff to identify.)
Detect Ambush 1d100 = 84 vs 55% (Looking for any traps while they move about so they don't set them off)
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Bryke » Wed Dec 19, 2018 3:02 pm

Perception: 1d100+10 = 84
JiC d20/d100: 1d20 = 20 / 1d100 = 95

Bryke decides on the spot to call NE-VI 1107 Nevi.

Nevi is what I will address you as from here on out.” [Pronounced: Neh-Vee]

………………………..

After the conversation with Nevi, Bryke goes back to meditating before a chirp brings him out of it. He opens the package, reads the note from Thraxus and can hardly believe his eyes when he looks at Qlu’Bar’s Manica.

Qlu’Bar … you old dog… how could you?” Bryke says to himself, arms folded, holding it aloft telekinetically as it slowly turns this way and that. Looking for a very long time at the enchanted armor through eyes accustomed to seeing magic things, he takes in the craftsmanship, and warding, observes any dings and minute scratches, then he places it on himself. A zing rings out once it is on, and the sound of leather stretching, and rivets and joints shifting as the Qlu’Bar somehow wraps itself around Bryke like a sort of symbiote, and hugs him snugly.
Right, I won’t ever be without you either..’ Bryke thinks, he says a quiet thank you to the Forge, and with a smile goes back to meditating to replenish his magical storehouse.
Natural Abilities

Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 71%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.

PPE: 236/93
ISP: 125/29
SDC:634/534 (All damage from MD sources converted to SDC)
HP:155/147

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Érebos » Wed Jan 02, 2019 8:24 am

Perception: 1d100 = 2/50% (remember modifiers - listed on character sheet) critical success!
JIC 1d20: 1d20 = 13 / JIC 1d100: [1d100 = 58
No changes to conditions or equipment placement.

Consumer wrote:The interim seconds are a blur as your physical selves fade from reality, losing all sense of feeling and thought, before abruptly returning. The two Sunaj stand on a windswept landing pad, a heavily modified garbage heap of a freighter taking up a major portion of pad 0115. Across the way is a building that resembles a cross between a pre-fab warehouse and a mansion. It sits on the far edges of pad 0114, and doe not seem to have any windows, though a few doors are obvious.


That's always a fun experience. Érebos looks around at the area and blinks at the freighter a few times. Not too impressive a ship - especially for a group under Thraxus' employ. Could we have been sent to the wrong pad?

He looks around for any markings that identify the pad (signs, etc.). Upon confirmation, he shrugs his shoulders. Reminds me of an old Pre-Rifts movie with a beat up starfreighter - it looked like junk, but was deceptively fast. What was the name of that film... Star Battles? Something like that...

He drifts off in thought for a moment before snapping back to the present.

Well, we've found their supposed location... but no one in sight. Still, they've probably already noticed our arrival.

Az Rael wrote:
"We need to find a place we can sit unnoticed." Az Real say to his partner, looking over his shoulder. "You see anything good?"


"I'd be sorely disappointed with this group if we haven't already been noticed, my shadowy friend," says the Shadow Mage as he instinctively seeks out darker areas so as not to be so exposed in the lights of the landing pad.

If he notices a more shadowy area (as opposed to one that just has them standing around exposed), he will point in that direction and start walking toward it.

Az Rael wrote:If there doesn't seem to be a place to hide from prying eyes, "How long can you shadow meld? I have held it for 5-10 min, I don't think that's long enough for us to gather any more useful info."


"Now may not be the best time to Meld, Az Rael. We've likely already got eyes - if not weapons - trained on us, if these 'Rogues' are worth anything. Which, gathering from the little info we do have, they should not be dismissed lightly."

Now what? We're sitting around... basically loitering... with no plan to infiltrate this group other than walk up to them and knock?

He frowns for a minute.

Maybe that's actually the best approach - the direct one. Reports are that they're down a few members. Perhaps we can assist?

"What do you think of a more direct approach? Reaver did tell us they're down to just a few members, so they must be in need of fresh blood... " he says thoughtfully.

It may be the best chance we've got...
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Az Rael » Wed Jan 02, 2019 9:41 am

***Rolls Carried***

Érebos wrote:"I'd be sorely disappointed with this group if we haven't already been noticed, my shadowy friend," says the Shadow Mage as he instinctively seeks out darker areas so as not to be so exposed in the lights of the landing pad.


"Well, Reaper did say the crew was seriously in need of help. We don't know what condition they are in. It would be disappointing indeed but we may well be walking around unnoticed."Az Real replies while still looking around trying to take in as much detail he can of their surroundings. Although I agree with you, something inside me just feels like we have eyes on us.

Érebos wrote:"Now may not be the best time to Meld, Az Rael. We've likely already got eyes - if not weapons - trained on us, if these 'Rogues' are worth anything. Which, gathering from the little info we do have, they should not be dismissed lightly."


"Our current information is of who they were, which may or may not still hold true. Look at this garbage scow! What do you think they do with that. Heck, they might not even be here." Az Rael says as he points to the ship. Maybe we say we are here to by this damn thing. Cant be expensive, I mean look it. With that internalized thought Az Rael spins toward the building.

Érebos wrote:"What do you think of a more direct approach? Reaver did tell us they're down to just a few members, so they must be in need of fresh blood... " he says thoughtfully.


"I was just thinking a similiar thought, we could approach them and ask about the ship." looking over his shoulder he points back at the ship quickly. "Or, we go for the front door." as he turns back to the building.

What ever we tell them, it has to be plausible. It has to be able to last if we end up spending any time here. No, not purchasing this failing frigate. How do we maintain that? If only Reaper's "intelligence" had given us more. Az Rael thinks to himself with a slight internal chuckle at the thought of Reaper and intelligence together. What is the man thinking sending us out here with little to know facts? Does he have a hidden agenda? Does someone else? Az Rael eyes open just a little bit at his latest thought that the Sunaj pair could be pawns at the moment. It wasnt something he would put past Sunaj leadership either. I control my destiny, not them.

"Screw it, we have no plan, no direction, no intelligence to really go by. Direct it is! Lets do this!" he says with a pat on shrouds shoulder and starts walking toward the building.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Consumer » Fri Jan 04, 2019 8:04 pm

Erebus & Az Rael
Skill Rols
Az Rael:
Prowl: You feel like your well hidden behind a few crates.
Surveillance: There are a few empty shipping crates and a fuel tank, there is also the ship struts.
Detect Ambush: Looks clear.


Az Rael takes a few moments to look around and decides to hide behind a few shipping crates. The conversation between Erebus and Az Rael is comical with One poorly hiding behind crates while the other stands in the open of a fairly clear landing pad. After a few moment of nothing happening, Az Rael decides to just approach the door.

The door is a secure metal door recessed into the wall. a keypad is on the right hand side of the door frame. An obvious call button is marked on the pad. a quick tap of the button yields a beep, several moments later the door slides open. Allowing the pair to enter the foyer. In the foyer is a desk with an humanoid suited in a Naruni body armor, two ceiling mounted turrets track the pair at the door. "Please come in and state your business."

Bryke
Bryke sits comfortably in his new quarters, though sparsely furnished. Bryke feels the ebb and flow of energy as he meditates, a sort of peace flowing over him. this is all shattered by a beeping noise. "Master Bryke, there is a pair of men who have just arrived. Were you expecting anyone?"
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: [GR] Skyline Landing Pad 0114-0115

Postby Vortigern » Tue Jan 08, 2019 5:37 pm

Perception: 1d100 = 56/33
JIC: 1d100 = 59
JIC: 1d20 = 2

What is that? Has not this beleaguered city had enough trouble?

Vortigern pauses in his ablutions as the buzzing begins and takes his attention briefly. He dries his face with a towel before moving on to the rest of himself as he reaches over to tap an acknowledgement button on a nearby comm-panel, awaiting further information being displayed/vocalized as he moves quickly to dress himself. In smooth motions he begins to don his clothing, proceeding up to gambeson and accouterments before stepping to inspect his armor and weapons.

Uninvited Company? Hmm. Yet of what nature and provenance? Hard to say.

Vortigern pauses before donning armor and the like to step back up to the comm-panel and toggle a few further controls to open a voice channel with the entrance guard post. "Please bid our guests a warm welcome and good day. If, in the aftermath of all of the recent troubles in Center, they are in any need or suffering any privation we will gladly address their needs in a safe and secure way. I will make ready to greet them myself and be along in a few minutes. In the interim please provide all reasonable hospitality and refreshment while maintaining the security of the facility. Be wary, our guests may be lingering invaders seeking purchase or refugees seeking aid either one." he says, before muting his transmission and proceeding to more quickly don his armor and weaponry before leaving his quarters and heading to the entryway. On the way he will gather Varya and Carbunckle and have them accompany him, ready for any possible conflict.
Vortigern
Vortigern Tracker
HP: 53/53
SDC: 57/57
PPE: 20/180


Enchanted Full Plate Armor
• M.D.C.: 101/410

Magic Dwarven Battle Axe
M.D.C.: 200/200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)


Magic Dwarven Shield
M.D.C.: Indestructible.
Damage: 2D4 M.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)


Summons Tracker
Carbunckle

[*]Cosmic Armor. 160.00 min. 546/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

MDC: 209/300
ISP: 230/230
PPE: 9/9
Forcefield1: 0/160
Forcefield2: 160/160


Varya

MDC/Body: 62/62
MDC/Shell: 116/116
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Az Rael » Tue Jan 08, 2019 6:31 pm

Perception 1d100 = 30 vs 49%
JIC 1d20 = 12 and 1d100 = 13

Consumer wrote:Erebus & Az Rael

Az Rael takes a few moments to look around and decides to hide behind a few shipping crates. The conversation between Erebus and Az Rael is comical with One poorly hiding behind crates while the other stands in the open of a fairly clear landing pad. After a few moment of nothing happening, Az Rael decides to just approach the door.

The door is a secure metal door recessed into the wall. a keypad is on the right hand side of the door frame. An obvious call button is marked on the pad. a quick tap of the button yields a beep, several moments later the door slides open. Allowing the pair to enter the foyer. In the foyer is a desk with an humanoid suited in a Naruni body armor, two ceiling mounted turrets track the pair at the door. "Please come in and state your business."


Walking into the door Az Rael takes the initiative to reply to the sentry in a calm fashion mustering his most charismatic presnece. "Hello sir, I hope the day is treating you well. My name is Alex and my friend and I are seeking employment. Is there someone available we can talk with?" The closer we stay to the truth the easier we will be able to maintain cover. I hope shroud agrees.

Invoke Trust 1d100 = 17 vs 60%

After his reply he looks up at the pair of turrets currently bearing down on him and his friend, I guess they don't get too many friendly visitors, he thinks to himself then looks back at the sentry as to acknowledge the security, "If there is a better time we can come back."

Az Rael turns to Shroud and says in whisper, "What is that guys name again? Tony Romo? Troy Aikman?" Afterwards he scans the room for any other entrances and exits making sure he is fully understands where trouble might come from.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
User avatar
Az Rael
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Posts: 21
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Bryke » Wed Jan 09, 2019 8:52 am

Perception: 1d100+10 = 81
JiC d20/d100: 1d20 = 2 / 1d100 = 17
Initiative: 1d20 = 17

@#$%@!!!,” Bryke curses under his breath about something to do with alien bloody ingrown anus something or others. Slightly perturbed, Bryke talks to the computer, “Nevi, can you show me these beings that would disturb me while I am recharging?”

Where is everyone, surely Sorrenson, and/or Vortigern are back by now?

Bryke holds the image of where he wants to displace to and then phases to the place where he can meet the rude new guest(s).

Phase Teleportation: 1d100 = 37 | 76%
Last edited by Bryke on Thu Jan 10, 2019 11:26 am, edited 1 time in total.
Natural Abilities

Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 71%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.

PPE: 236/93
ISP: 125/29
SDC:634/534 (All damage from MD sources converted to SDC)
HP:155/147

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Bryke
 
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Vortigern » Wed Jan 09, 2019 4:43 pm

Perception: 1d100 = 14/33
JIC: 1d100 = 76
JIC: 1d20 = 17

Vortigern finishes donning his armor and kit, pulling his cloak around him, and then exits his quarters to head towards the entrance to the Rogues Facility. The high tech opulence of his surroundings doesn't seem to get much attention from him as he moves, barely registering as his curiosity about the new arrivals grows. Momentarily he walks out of the inner passages of the compound into entry control point where the guests and guard are present.

Here is hoping that these are neither creditors nor solicitors. he thinks to himself wryly.

Once he stands before the new arrivals Vortigern pauses briefly before giving a half-bow accented by splaying his hands before him. Stepping forward once this is complete his manner seems easy enough yet with something of a formality within it. "Gentlemen, welcome. I am Sir Vortigern Taerea, formerly of Iyancine. Whatever your business first I should say that given the unusual and dire nature of the circumstances the city has just endured be assured you that if you have any genuine privation or need, we here will be ready to aid you. Yet, for the same reason, I must insist on strict security while we come to terms regardless of how inhospitable it may seem. I am certain that you understand and that I can rely upon your forbearance. That aside, is there a particular reason for your visit today? Perhaps some refreshments would be both apt and welcome?"
Vortigern
Vortigern Tracker
HP: 53/53
SDC: 57/57
PPE: 20/180


Enchanted Full Plate Armor
• M.D.C.: 101/410

Magic Dwarven Battle Axe
M.D.C.: 200/200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)


Magic Dwarven Shield
M.D.C.: Indestructible.
Damage: 2D4 M.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)


Summons Tracker
Carbunckle

[*]Cosmic Armor. 160.00 min. 546/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

MDC: 209/300
ISP: 230/230
PPE: 9/9
Forcefield1: 0/160
Forcefield2: 160/160


Varya

MDC/Body: 62/62
MDC/Shell: 116/116
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Vortigern
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Posts: 260
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Az Rael » Thu Jan 10, 2019 9:51 am

*** Rolls Held ***

Vortigern wrote:Once he stands before the new arrivals Vortigern pauses briefly before giving a half-bow accented by splaying his hands before him. Stepping forward once this is complete his manner seems easy enough yet with something of a formality within it. "Gentlemen, welcome. I am Sir Vortigern Taerea, formerly of Iyancine. Whatever your business first I should say that given the unusual and dire nature of the circumstances the city has just endured be assured you that if you have any genuine privation or need, we here will be ready to aid you. Yet, for the same reason, I must insist on strict security while we come to terms regardless of how inhospitable it may seem. I am certain that you understand and that I can rely upon your forbearance. That aside, is there a particular reason for your visit today? Perhaps some refreshments would be both apt and welcome?"


Sir, is this guy a Knight or something. I wonder if this is the official greeter or something. Az Rael thinks to himself. "I believe we completely understand any hesitation or security concerns at a time like this." Az Real says to Sir Vortigen. He offers the man his hand as a greeting and shakes it firmly if the gentlemen receives it. "Good day, my name is Alex. As I was telling your sentry here, my associate and I are here for work. The word around center is you guys kick ass and we would like in. Would you be the appropriate person to talk with about this?"

Az Real backs up after shaking hands with Sir Vortigern and looks to Shroud to offer some input as well. "Did I cover it all my friend?"
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
User avatar
Az Rael
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Posts: 21
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Érebos » Thu Jan 10, 2019 5:29 pm

Perception: 1d100 = 51 / 50% (bonsuses and penalties apply in some cases - see sig)
JIC d20: 1d20 = 17 JIC d100: 1d100 = 30
Gear/Equipment: No change in placement (weapons are in duffel bag, except "Gambler" pistol which is concealed)
Language?
I presume we are all speaking in Trade Four? Not one person has declared what languages they're speaking in for this encounter...


Az Rael wrote:"Our current information is of who they were, which may or may not still hold true. Look at this garbage scow! What do you think they do with that. Heck, they might not even be here." Az Rael says as he points to the ship.

"Screw it, we have no plan, no direction, no intelligence to really go by. Direct it is! Lets do this!" he says with a pat on shrouds shoulder and starts walking toward the building.


Always in a hurry, that one... thinks the Shadow Mage to himself, shaking his head with a scowl. This could be one short assignment if he doesn't slow down and take his time. Maybe I'll talk to him about that later. First, better tag along lest Mr. Hurry here gets us killed...

Consumer wrote:A quick tap of the button yields a beep, several moments later the door slides open. Allowing the pair to enter the foyer. In the foyer is a desk with an humanoid suited in a Naruni body armor, two ceiling mounted turrets track the pair at the door. "Please come in and state your business."


Just as Érebos opens his mouth to speak, Az Rael pipes up first:

Az Rael wrote:Walking into the door Az Rael takes the initiative to reply to the sentry in a calm fashion mustering his most charismatic presnece. "Hello sir, I hope the day is treating you well. My name is Alex and my friend and I are seeking employment. Is there someone available we can talk with?"


Bryke wrote:Bryke holds the image of where he wants to displace to and then phases to the place where he can meet the rude new guest(s).


Érebos' eyes widen as Bryke appears suddenly.

Someone to talk with? Perhaps the 14 foot Promethean you just attracted the attention of would qualify, Az? thinks the True Atlantean as he looks sideways at Az Rael. Prometheans are no joke. This was not well thought through - we just waltz up and knock on the door of a group who supposedly took on a demon planet? I know we discussed approaching directly, but... we had best tread carefully."

Az Rael wrote:Az Rael turns to Shroud and says in whisper, "What is that guys name again? Tony Romo? Troy Aikman?" Afterwards he scans the room for any other entrances and exits making sure he is fully understands where trouble might come from.


Érebos completely ignores Az Rael's Whisper attempt. Definitely will need to talk with him about this later. Not much surer way to put strangers ill at ease than to talk in a foreign language in front of them - much less a great way to attract the wrong kind of attention if someone already knows the Whisper language or has a means of deciphering it!

He mutters out a single word to Az Rael in response (in Greek, NOT Whisper): "Later."

Vortigern wrote:Once he stands before the new arrivals Vortigern pauses briefly before giving a half-bow accented by splaying his hands before him. Stepping forward once this is complete his manner seems easy enough yet with something of a formality within it. "Gentlemen, welcome. I am Sir Vortigern Taerea, formerly of Iyancine. Whatever your business first I should say that given the unusual and dire nature of the circumstances the city has just endured be assured you that if you have any genuine privation or need, we here will be ready to aid you. Yet, for the same reason, I must insist on strict security while we come to terms regardless of how inhospitable it may seem. I am certain that you understand and that I can rely upon your forbearance. That aside, is there a particular reason for your visit today? Perhaps some refreshments would be both apt and welcome?"


Ahh... thinks Érebos to himself. Now here is someone who presents himself as 'one in charge' - or at least, 'one in charge of greeting strangers who show up unannounced'!

Érebos's anxiety melts as he sees someone who can hopefully make sense out of this mess they're in with the 14 foot Promethean, a nervous guard, 2 Naruni plasma machine guns trained on them, and two Sunaj who are armed to the teeth (though their weapons are in their bags).

He decides to take the bull by the horns and directly address the person who seems to be in charge.

"Well met, good sir," replies the Aerihman sorcerer, reaching out an empty hand in a show of good will and to diffuse any pending stressful encounters.

"As my companion mentioned so eloquently, your reputation precedes you and, to be quite frank, we decided to seek you out ourselves to see if we could be part of it." He pauses for a moment, and decides to shift gears: "We hear you fought off a demon horde and lived to tell the tale, but are down some heads... and thought we might stop by to see if we could offer our assistance and see if we are a mutually good fit."

Opening hands are dealt... let's see how this plays out he says, while giving Az Rael a sideways glance and hoping he gets the hint to follow the presented lead.

Contingencies:

If Vortigern and the others seem receptive
After a momentary pause to let that bit of information sink in, the Shadow Mage continues: "I am Nicodemus Obelius. My Greek - speaking friend Alex and I have not come entirely empty-handed to seek opportunities with you, either. I am a sorcerer of a rare and lost tradition of the mystical arts, a pilot of sorts, and fancy myself as a bit of a marksman-in-training, among assorted other various talents and skills." He looks over at Az Rael and remarks, "I will let Alex do the talking as to what he brings to the table."

He then turns back to Vortigern, Bryke, and whomever else is listening: "So, where does that leave us? Do you think your band of Galactic Rogues could use two healthy, strong, and capable recruits?" he says, and waits expectantly for an answer.

I think we should hold the True Atlantean card for later, once we see more of where these Rogues' loyalties lie and how they perceive us.


If Vortigern and the other seem hostile
The Sunaj takes a step back toward the door, and quickly says, "Our mistake, perhaps we miscalculated. If you change your mind, you may reach us at <insert local hotel name here>. Now, please excuse the interruption and have a pleasant day."

With that, he will turn and head toward the exit.


Rolls


Invoke Trust (appear trustworthy and non-threatening): 1d100 = 36 / 45% Success!
Charm (get on their good side): 1d100 = 73 / 20%
Last edited by Érebos on Sun Jan 13, 2019 4:31 pm, edited 1 time in total.
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Érebos
 
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Bryke » Fri Jan 11, 2019 1:37 pm

-----Rolls Held Over------

The perturbed promethean phases into the conversation with Vortigern and Alex, at Vortigerns left and in his peripheral, just before their handshake. He listens as they speak and inconspicuously surveys Alex and the surroundings. While Alex is introducing himself Bryke makes sure to have Vortigerns’ attention, and looking him in the eye he gestures toward his own temple with his left hand, getures toward Vortigern, and then back to his own temple- the promethean sign for wanting to speak telepathically for the first time. A first time mingling of minds is somewhat an intimate thing, and Bryke is deliberate always when doing so.

The Time Master stands briefly at the door of Vortigerns mind, a distinct intention lets the summoner know the scent of Bryke’s telepathic presence, while simultaneously giving Vortigern a sort of secret code;

'It is I, Bryke, your new comrade, this is the “feel” of my voice, you now perceive my voice, another does not “smell” like me, and is not me. I am come to speak of only things that are good, therefore “hear” me presently.' OOC: I am meaning for this telepathic transmission to be without words and more-so feeling(s) and images.


GM Note: This isn't in the ability of the power Telepathy. Empathic Transmission, and Advanced Telepathy (Maybe) are more the lines of this. If you want to read surface thoughts, or speak to them, then that's okay. ~Consumer

That transmitted, Bryke thinks toward Vortigern, while standing tall and continuing to silently survey the area, ‘I see you have this well under control, [images of Vortigern with shield and sword in hand roll by] therefore I will leave you to it, no more interruptions I hope.’

With that Bryke returns to his quarters to meditate in the same way that he came.

Phase Teleportation: 1d100 = 51 | 71%
Natural Abilities

Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 71%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.

PPE: 236/93
ISP: 125/29
SDC:634/534 (All damage from MD sources converted to SDC)
HP:155/147

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Bryke
 
Posts: 173
Joined: Sun Oct 20, 2013 6:53 am

Re: [GR] Skyline Landing Pad 0114-0115

Postby Az Rael » Sat Jan 12, 2019 11:23 am

*** Rolls Held ***

The sudden appearance of the 14ft Promethean as Az Rael offers his hand to Vortigen is somewhat unnerving. Az Rael watches closely to see what interaction the Promethean may add to the current situation. As the Promethean gestures to Vortigen Az Rael thinks he understands, This must be the boss, Tony Romo. Look at him tell the other guy he is watching him. This other guy must be new or something. The as quickly as he appeared the Promethean disappears. Az Rael is almost internally assured that he is correct. Must be the boss. Shows up quickly, adds little and bounces. He must have just wanted to let him know he was still here and watching.

Shroud adds more detail to Az's introduction and does a great job at making Az Rael feel like he is being sincere. This guy has to feel good about us now. Good points to add. Az Rael waits for the Sir guy's response before adding and description on his own specialties. Let's see what he says and go from there. The Sunaj thinks to himself as he nonchalantly looks back at the door they came in. Better make sure we have a clean exit in case the boss was telling him to kill us.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Az Rael
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Vortigern » Sat Jan 12, 2019 5:39 pm

[Rolls Held]

Vortigern shakes hands affably with the two men when the opportunity is granted. His reaction as things proceed remains somewhat reserved though not unfriendly, his hands settling onto his belt as he listens. When Bryke gestures back and forth between the two Vortigern's reaction is concealed within his helmet and then the Promethean disappears once again. Vortigern refocuses on the new arrivals, quickly and smoothly, once again. Shifting his weight from one foot to the other he makes no attempt to conceal his weighing of the offer.

I must have a word with Bryke later. As for these prospects ... They are remarkably well informed. We have been back in port less than a day and they know both that, the state of our crew, and that we will be seeking new men it seems. Yet having sources and being of malign intent are not the same thing. And yet how to know if they are to be trusted? Men have been asking themselves that a very long time. They seem well enough, yet seeming and being are very different things.

"An interesting proposal. And I won't deny that we are soon to be recruiting. You are, I don't think it untoward to say, well informed. We have hardly been in port a day. Yet one might also find value in men of wherewithal enough to 'be' well informed. Especially under such dire circumstances as we have all found ourselves in here." he says, seeming to consider his next words visibly before gesturing to the door behind him. "Would you gentlemen care to have a seat as we discuss business? Yes. Let us discuss." he says. Turning he shifts and opens the doors to the conference room adjoining the entry control point and proceeds to walk around to the head of the table. There he swings the shield off of his back, leaning it gently against the table on the left-hand side just ahead of his seat. Sliding into his seat he weaves the haft of his axe to the side to keep the chair and it from trying to be in the same space. "Before we begin I believe I should warn you. I shall speak directly. Please do not take offense. I mean no discourtesy or lack of friendliness yet we needs must seek common ground and mutual interest, and quickly. The shorthanded nature of my crew it seems is known to you. And this and much else I intend to rectify directly, as I am assuming the Captaincy. I therefore must proceed between us with what I normally would consider an unseemly haste and lack of form." he says, pausing then to fold his hands on the table before him. "Master Nicodemus, your skills seem quite complimentary and acceptable if all is as described. Master Alex I would be curious for your estimation of your own qualifications as well. That aside I would normally seek to confer with references and the like at the very least. Yet today, with the state of the city that would appear less than feasible. So. We must find trust and accord by other means. You understand that joining such a crew as this is not a thing to be undertaken lightly? That this is, to put it mildly, much more than a job?"
Vortigern
Vortigern Tracker
HP: 53/53
SDC: 57/57
PPE: 20/180


Enchanted Full Plate Armor
• M.D.C.: 101/410

Magic Dwarven Battle Axe
M.D.C.: 200/200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)


Magic Dwarven Shield
M.D.C.: Indestructible.
Damage: 2D4 M.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)


Summons Tracker
Carbunckle

[*]Cosmic Armor. 160.00 min. 546/800 MDC. Magical flight in atmo @ 1/2 Mach 1 (383 MPH). Magic and MD cold, heat/fire/plasma do 1/2 damage to Cosmic Armor. EBA with complete protection from negative effects of outer space (cold, radiation, lack of air, etc.) -5% to all Physical skills, -10% to highly technical skills that require a delicate touch.

MDC: 209/300
ISP: 230/230
PPE: 9/9
Forcefield1: 0/160
Forcefield2: 160/160


Varya

MDC/Body: 62/62
MDC/Shell: 116/116
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Vortigern
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Az Rael » Sun Jan 13, 2019 4:05 pm

Vortigern wrote:"An interesting proposal. And I won't deny that we are soon to be recruiting. You are, I don't think it untoward to say, well informed. We have hardly been in port a day. Yet one might also find value in men of wherewithal enough to 'be' well informed. Especially under such dire circumstances as we have all found ourselves in here." he says, seeming to consider his next words visibly before gesturing to the door behind him. "Would you gentlemen care to have a seat as we discuss business? Yes. Let us discuss." he says. Turning he shifts and opens the doors to the conference room adjoining the entry control point and proceeds to walk around to the head of the table. There he swings the shield off of his back, leaning it gently against the table on the left-hand side just ahead of his seat. Sliding into his seat he weaves the haft of his axe to the side to keep the chair and it from trying to be in the same space.


Az Rael follows the man into the conference room and has a seat at the table to his right. Discussion is good. Az Rael says as he sits down. I would much rather be speaking to the top guy but apparently we have to get through you first.

Vortigern wrote:"Before we begin I believe I should warn you. I shall speak directly. Please do not take offense. I mean no discourtesy or lack of friendliness yet we needs must seek common ground and mutual interest, and quickly. The shorthanded nature of my crew it seems is known to you. And this and much else I intend to rectify directly, as I am assuming the Captaincy. I therefore must proceed between us with what I normally would consider an unseemly haste and lack of form." he says, pausing then to fold his hands on the table before him. "Master Nicodemus, your skills seem quite complimentary and acceptable if all is as described. Master Alex I would be curious for your estimation of your own qualifications as well. That aside I would normally seek to confer with references and the like at the very least. Yet today, with the state of the city that would appear less than feasible. So. We must find trust and accord by other means. You understand that joining such a crew as this is not a thing to be undertaken lightly? That this is, to put it mildly, much more than a job?"


Wow, this guy sure does talk fancy. Did he say Captaincy? Maybe he is the second in charge. I don't feel so bad anymore, at least we arent talking to a lacky. Mr. Sir Vortigen, that is a very good question. We absolutely understand what we are getting ourselves into. Az Rael looks at Shroud and nods. My friend and I appreciate you candidness for sure. Straight talk is the best. In the interest of direct cander I must ask, wouldn't it be appropriate for the general to be in here as well? I appreciate you being a captain and all but I really dislike saying things twice. Az Rael feeling bold leans back in his chair.

As for my skills, you can say I am more of a utility player. I dabble in a bit of this and that. When it comes down to it I guess I am best at the sneaky stuff. The stuff you wouldnt want people to know you were involved in. I also like to make things go boom from time to time.

Hoping he didn't go to far in his attempt to impress Az Rael leans back foward. If we thought that this was just a job, we wouldn't have sought you out. Feeling satisfied he has answered the gentlemen's questions well, Az Rael looks around the room for doors, cameras and anything hidden that might be of danger to the Sunaj pair.

Surveillance 1d100 = 61 vs 50% - Looking for the items listed above.
Detect Ambush 1d100 = 75 vs 55% - Keeping aware of their surroundings.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Az Rael
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Consumer » Tue Jan 15, 2019 5:41 pm

Mini GM Update

The conference room is a simple affair, stark in its details, white and black with a long white table and several black chairs. A view screen along one of the long walls, and an electronic device in the center of the table.

As for refreshments, a simple black humanoid drone brings a tray of beverages, (Water, Wine, and Unidentifiable Juice) as well as a meat cheese and crackers.


Questions answered
Erebus, it is safe to say everyone is speaking in Trade 4 as it is the most prevalent language on Center.

Az Rael: You look and do not see any security cameras or hidden doors only the door you entered, which goes back into the foyer, and unless they have dimensional raiders hidden in null space, you're sure the room is free of ambushes.


Keep up the conversation, once some sort of consensus has been struck, I will move the group along to another time for shenanigans. ~Consumer.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: [GR] Skyline Landing Pad 0114-0115

Postby Az Rael » Wed Jan 16, 2019 11:37 am

Perception: 1d100 = 9
JIC: 1d20 = 6 and 1d100 = 42

Az Rael settles back a bit after he feels confident the only way in and out is the door they came in. Not very hard to keep an eye on one door.

Taking Vortigern's temporary silence as a sign that he is thinking over what Az Rael intejects, "Look, you have no reason to trust us. We have no reason to trust you. That is a given. So here we are at the perverbial crossroads." Heck, I wouldn't trust me at this point. Who could be expected to trust a complete stranger. Az Rael looks Sir Vortigern directly in the eyes at this point.

"Give us a chance, that's all we are asking. I don't expect the combo to your diary or anything like that. Keep an eye on us. Hell, given your reputation, if we get out of line you should have no problem kicking us to the curb. I dont believe you will ever feel the need to though." Az Rael extends his hand out to the gentlemen again. "This could be the begining of a beutiful friendship, you never know. What do you say?

Az Rael holds his hand out as an offering of peace and trust.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Az Rael
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Re: [GR] Skyline Landing Pad 0114-0115

Postby Érebos » Thu Jan 17, 2019 3:42 pm

Perception: 1d100 = 90
JIC d20: 1d20 = 20
JIC d100: 1d100 = 82

No change in gear/placement.

Az Rael wrote: Az Rael intejects, "Look, you have no reason to trust us. We have no reason to trust you. That is a given. So here we are at the perverbial crossroads." Az Rael looks Sir Vortigern directly in the eyes at this point.

"Give us a chance, that's all we are asking. I don't expect the combo to your diary or anything like that. Keep an eye on us. Hell, given your reputation, if we get out of line you should have no problem kicking us to the curb. I dont believe you will ever feel the need to though." Az Rael extends his hand out to the gentlemen again. "This could be the begining of a beutiful friendship, you never know. What do you say?

Az Rael holds his hand out as an offering of peace and trust.


Well well well ... color me impressed! the Umbral Sorcerer thinks to himself whilst suppressing a smile. Nice diplomatic effort, 'Alex'

Nicodemus :wink: mirrors Alex with a smile and says to Sir Vortigern, "These days, it's easy for a man to think, 'how do I know I can trust him?' Allow me to suggest this simple truth: You don't. That's what trust is..."

Invoke Trust: 1d100 = 92 (FML)
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Érebos
 
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