[GR] Janus Station: Prison Break

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Re: [GR] Janus Station: Prison Break

Postby Consumer » Thu Jul 11, 2019 6:18 am

Jail House Rock
Date and Time wrote:Time since arrival in system: 60 hours.
Time since landing on station: 52 minutes. 2 Minutes have passed since last GM Post.


Skills
Az Rael:
Radio: (Scan the open air passively for signals and or radio communication.): Gets some weak signals and chatter, but it is all scrambled.
Alvidan:
No Skills Used.
Bryke:
No Skills Used.
Érebos:
Skill Roll: Radio: Basic (pick up radio, CB, walkie talkie, etc. within 2 miles): Nothing comes over your comms.
Brackus:
No Skills Used.


The group ponders what the red lights could mean, but no real answers come to them other than they're sure they're emergency lights and not alarms. The group floats slowly up to the closed doorway, and Alvidan takes a few moments to mentally link up with the keypad. He discovers the following things, it is powered still, and he knows the passwords for it. It like the other keypad he's interacted with in the Airlock seems to be connected to some manner of system, but he is well outside of the range to access it from here. Typing in the password causes a small green light to blink on the keypad and the door opens by shifting into the door frame, leaving a spectacular view of a chamber.

This chamber is almost a mile in height, and a half mile or so in width. with rings of cells running from the lowest section where the group is at to the top. There are metal walkways on each level, best guess is to act as launching points for moving between the levels. In the distance the group can see several figures moving about, not erratically, but certainly with purpose. None seem to have noticed the open door coming from engineering.



Brackus' Cell

Brackus sits still and waits... and nothing happens.

What are your intentions?

Zero-G Environments: Unless one has a Zero-G movement skill, or a some manner of mobility device, the following penalties are in effect.
  • -10% to non-mental only skills.
  • Speed reduced by 50%
  • Combat bonuses reduced by 50%, plus an additional -3 to all rolls including melee damage. (This is not mitigated with a mobility device.)
  • Difficult physical maneuvers will require a P.P. check (d20 roll under PCs P.P. Attribute.)


Butcher Bill
All info is cumulative and will be kept up for the duration of the adventure.
Star Ghost: -1 phase charge.
Bryke: -33 P.P.E., -50 I.S.P.
Érebos: -62 P.P.E.
Az Rael:-12 P.P.E.
Alvidan:
"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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Consumer
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Location: Phase World GM (Galactic Rogues)

Re: [GR] Janus Station: Prison Break

Postby Az Rael » Fri Jul 12, 2019 6:07 am

Perception: 1d100 = 94
JIC: 1d20 = 11 and 1d100 = 8

Current Conditions
Shadow Skin: 58:00 min remaining, 18 MDC; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining;Ride the night wind: 8:00 min remaining;


As Az Rael passes through the opening and sees the expanse of the room he is caught slightly off guard, well damn, that make things a little difficult. Can't really go door to door can we? He takes a moment to digest their current situation while he looks calculates the sheer size of the prison. "Well that is one way to keep an aye on everyone all at once," he says out loud to the team as they make their way through the engineering door. Looking across the room he notices a group moving in the distance. He points and says, "We have company. Can anyone tell if they are guards?"

He does his best to try to make out who they might be and how many there might be. "I can't quite make it out. My best guess is there is a dozen or more. Thoughts? How do we identify the right cell in this hay stack?" Thinking quickly on his feet Az Rael looks around their immediate area to see if there are any computer consoles. "I am picking up scrambled chatter on coms. I don't think the guards would be scrambled in the prison. I don't know if I have the time to try to unscramble it. I can try."

Az Rael pulls up his mini computer and attempts to use it and the radio equipment in the suit as a quick and dirty attempt to unscramble the signal he is receiving on coms. "I may be able to jam the coms easier by broadcasting over it. Not sure if we want to do that yet. Seems we still have the element of surprise here."

"Shroud, Do you think you can get to the group without them knowing? Any tricks up your sleeve? We need to know who they are and probably better to know sooner than later."

"Vidan, That power of yours? To travel further into the network. How long would that take? Can you do it quickly?"

Az Real starts running through scenarios in his head. We can communicate separately now. Maybe I send Vidan back behind the door to do his thing and have Bryke watch him. That would leave Nico and me, we could wade through the shadows and see what we find.


Electronic Countermeasures 60% vs 1d100 = 46 - Quick attempt to unscramble the received coms signal
P.P.E.: 77 / 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
BA-26 EBA armor M.D.C: 90 / 90

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] Janus Station: Prison Break

Postby Érebos » Fri Jul 12, 2019 9:54 am

Perception: 1d100 = 46/59%
see perception modifiers here -->
+10% in darkness or shadow, and +5% when pertaining to hiding, escape, Shadow Magic, Shadow beings, vampires and the undead (recognizing clues to their presence, servants, victims, etc.).
+15% to recognize the arcane.
-10% to perception rolls while directly in bright artificial light (roughly >300 watts) or sunlight.
Perception has a base skill rating of 15%, adding 3% per level each additional level of experience beyond first level. Purchased +25% with EP
Perception does not replace the Detect Concealment or Detect Ambush skills, nor does it replace Read Sensory Equipment or Optics Systems for use with technological sensors to perceive.
Like Detect Ambush, Detect Concealment, and other skills, Perception is an opposed skill check.
As with all % skill checks, a natural roll of 96-00 is a critical fail and a natural roll of 01-05 is a critical success.

JIC (100): 1d100 = 71
JIC (20): 1d20 = 13

Conditions (at the end of this post): Shadow Skin: 58:00 min remaining; Fly as the Eagle: 8:00 min remaining; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining; Shadow Senses: 10 min remaining; Shadow Meld: 16:00 min remaining




Consumer wrote:This chamber is almost a mile in height, and a half mile or so in width. with rings of cells running from the lowest section where the group is at to the top. There are metal walkways on each level, best guess is to act as launching points for moving between the levels. In the distance the group can see several figures moving about, not erratically, but certainly with purpose. None seem to have noticed the open door coming from engineering.


Az Rael wrote:"We have company. Can anyone tell if they are guards?"

He does his best to try to make out who they might be and how many there might be. "I can't quite make it out. My best guess is there is a dozen or more. Thoughts? How do we identify the right cell in this hay stack?" Thinking quickly on his feet Az Rael looks around their immediate area to see if there are any computer consoles. "I am picking up scrambled chatter on coms. I don't think the guards would be scrambled in the prison. I don't know if I have the time to try to unscramble it. I can try."

Az Rael pulls up his mini computer and attempts to use it and the radio equipment in the suit as a quick and dirty attempt to unscramble the signal he is receiving on coms. "I may be able to jam the coms easier by broadcasting over it. Not sure if we want to do that yet. Seems we still have the element of surprise here."

"Shroud, Do you think you can get to the group without them knowing? Any tricks up your sleeve? We need to know who they are and probably better to know sooner than later."

"Vidan, That power of yours? To travel further into the network. How long would that take? Can you do it quickly?"


Érebos takes in the expansive chamber.

Bigger than expected.. lots of space. Lots of shadows too, though.

"I cannot see if they are guards or not - at least, not from here. One moment..." he says, and peers through his scope.

Scope stats
Wilk's Integrated Optics Gun-Sight
Image
  • M.D.C.: 5
  • Telescopic magnification: 3,000'
  • Passive night vision: 3,000'
  • FLIR Thermal-Imaging: 1,600'
  • Laser range-finder and aiming system: 5,000'
  • Weight: 2 lbs.
  • Modifiers: +2 to strike on aimed shots


Shroud will try to zoom in on several different targets with telesopic magnification to see if there is anything about them that he can notice, such as uniforms, armor, weapons, insignia, defining characteristics, etc, and will attempt to get ranges on them all as well), and report what he sees.

"Suggest we not hang around this door too long, boss. We seem to have the surprise advantage at this point, but it's a matter of time before someone spots it open. Also, in my professional opinion, attempting to jam frequencies could alert others to our presence - I recommend against it while we still have the surprise advantage," says the Shadow Mage in a low voice.

Whispered Voice to AzRael
"Shade, A few tricks up my sleeve - I can sneak close to them, and get a sense of what we're dealing with, while remaining hidden, if you think that will help."

"Shade, might be a good plan to spread out to the maximum range of this spell, which is 900'... we can relay information back and forth if need be, and from behind closed doors as well, as the spell does not require line of sight."


The Shadow Mage casts Shadow Meld (5 PPE, 16 minute duration) on himself in preparation for what lies ahead.

Shadow Meld
Range: Self.
Duration: Four minutes (16 melees) per level of experience (Shadow Mage).
Saving Throw: None.
P.P.E.: Five (Shadow Mage)
This unique magic enables the spellcaster to step into shadows, becoming totally invisible, even to a See the Invisible spell. The shadow must be at least five feet tall or long to become an effective hiding place. The shadow serves as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of the shadow, or from shadow to shadow. While in shadow/darkness, the character Prowls at a 60% efficiency (or at +15% to normal skill, whichever is higher).
Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light (no more than 10 torches or 300 watts) will only create more shadows.
While hidden in shadow, the character is still susceptible to magic, psionic, and physical attacks, although attackers are -5 to strike her (because they cannot see her). Area affect magic does not suffer any penalty. Infrared/thermo-optics are the only means to see this character in shadows.
Last edited by Érebos on Fri Jul 12, 2019 11:31 am, edited 1 time in total.
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 142/204

Current Conditions:Shadow Skin: 58:00 min remaining; Fly as the Eagle: 8:00 min remaining; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining; Shadow Senses: 10 min remaining; Shadow Meld: 16:00 min remaining

Weapons and Armor worn or carried
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.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Érebos
 
Posts: 102
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Fri Jul 12, 2019 10:22 am

Az Rael wrote:Perception: Original post: 1d100 = 94
JIC: Original post: 1d20 = 11 and Original post: 1d100 = 8


Current Conditions
Shadow Skin: 58:00 min remaining, 18 MDC; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining;Ride the night wind: 8:00 min remaining;


Érebos wrote:"I cannot see if they are guards or not - at least, not from here. One moment..." he says, and peers through his scope.

"Suggest we not hang around this door too long, boss. We seem to have the surprise advantage at this point, but it's a matter of time before someone spots it open. Also, in my professional opinion, attempting to jam frequencies could alert others to our presence - I recommend against it while we still have the surprise advantage," says the Shadow Mage in a low voice.

"Shade, A few tricks up my sleeve - I can sneak close to them, and get a sense of what we're dealing with, while remaining hidden, if you think that will help."

"Shade, might be a good plan to spread out to the maximum range of this spell, which is 900'... we can relay information back and forth if need be, and from behind closed doors as well, as the spell does not require line of sight."


"Shroud, if you can get next to them, do it! Find out who they are and get back." Az Rael responds to Erebos.

Seeing Erebos break out his scope reminds Az Rael of some of the suits features as well. Az Rael keys into the mini computer and brings up the laser targeting system and verifies the distance between the other people and his group. He then switches on the telescopic vision in his optics system to see if he can make out any good information on the people as well.

When Erebos suggest the group split up Az Rael considers, Don't want to get too thin. But he is right, the door may become a noticeable feature. Most everyone is a good distance and in this light I doubt they can see very far without optics. Hmm. But where do you hide in a huge open room.

"Shroud, I agree. This is not an ideal location. We need to find a place to hide but this place is wide open for a reason. Thoughts?"

Az Rael looks around for a decent place to hide. Someplace that might offer more cover or more shadows.
P.P.E.: 77 / 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
BA-26 EBA armor M.D.C: 90 / 90

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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Posts: 102
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Re: [GR] Janus Station: Prison Break

Postby Érebos » Fri Jul 12, 2019 12:25 pm

**rolls held**

Az Rael wrote:"Shroud, if you can get next to them, do it! Find out who they are and get back." Az Rael responds to Erebos.


Az Rael wrote:"Shroud, I agree. This is not an ideal location. We need to find a place to hide but this place is wide open for a reason. Thoughts?"


Whispered Voice to Az Rael
"Shade, roger that, on my way... regarding places to hide, the whole area is full of shadows, shouldn't be hard to find some to hide in - or, in your case, you could just create some and meld if you wish... watch my back, brother!"


The Umbral Sorcerer then begins to move in the direction of the closest individuals, being careful to stay within the shadows to maintain his relative invisibility, and if needed, casting Lengthen Shadows(2PPE) to "stretch" any existing shadows to allow for creating a "bridge" between them so he can travel undetected.

Lengthen Shadows
Range: Self or object that casts a long shadow, or lengthens an existing shadow 10 feet per level of experience.
Duration: Eight minutes per level of experience (Shadow Mage)
Saving Throw: None
P.P.E.: Two (Shadow Mage)
The spellcaster can cause any person or object, including herself, to cast a long, dark shadow in any direction she desires, regardless of other existing light sources. This unnatural shadow can be used for dramatic effect to intimidate or startle others, but is more often created to assist Sunaj operatives. The creation of a long shadow can create a bridge from one shadow to another or give assassins and Shadow Mages a path to travel unseen, or a dark place within which to hide, vanish, or become Ethereal, and similar uses.

As he does so, he keeps his enhanced senses tuned to listen for any conversations he can overhear (can hear a whispered conversation at up to 300') while moving silently in the shadows.

Prowl (already invisible in shadow, but to avoid making sounds while approaching others) --> 1d100 = 9 / 92%
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 142/204

Current Conditions:Shadow Skin: 58:00 min remaining; Fly as the Eagle: 8:00 min remaining; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining; Shadow Senses: 10 min remaining; Shadow Meld: 16:00 min remaining

Weapons and Armor worn or carried
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.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Posts: 102
Joined: Sat Oct 13, 2018 9:27 pm

Re: [GR] Janus Station: Prison Break

Postby Alvidan » Sat Jul 13, 2019 7:42 am

Perception: 1d100 = 4 of 26%
Initiative: 1d20+2 = 11
JIC: 1d20 = 19
JIC%: 1d100 = 88

Alvidan replies, "How long it takes depends upon system architecture. It is much like exploring an office building, the more rooms you have to look in and the more things in those rooms, the longer it takes. It can be seconds if what I am looking for is easy to find, to possibly hours of I get lost in a complex system."

He thinks, That is a totally honest answer. While travel in virtual space is fast and searching is quick...there can be a lot of files to search.

He adds, "On the average, it is faster than doing the same search using standard computer skills. It is, however, impossible to give an estimate until I try."

If given the go-ahead, he will look for a hidden spot and use Machine Ghost to enter the system (12 ISP).

OOC Comments
Do not have the Concealment skill, so I will use some of my other skills to try to locate a good place and be unseen:
Prowl: 1d100 = 13 (Currently at 60%, to not be seen)
Disguise: 1d100 = 77 of 60% (To find a way to blend in)
Intelligence: 1d100 = 89 of 60% (To figure out where they will be least likely to search)
Tracking: 1d100 = 65 of 60% (for counter-tracking)
Alvidan
P.P.E.: 129/129
I.S.P.: 103/103
M.D.C.: 80/80

Armor: Psionic Crystal Armor (currently removed)
Visible Weapons: Phase Sword

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
Sixth Sense
Telemechanics

Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Sat Jul 13, 2019 9:06 am

Az Rael wrote:Perception: Original post: 1d100 = 94
JIC: Original post: 1d20 = 11 and Original post: 1d100 = 8


Current Conditions
Shadow Skin: 58:00 min remaining, 18 MDC; Aura of Darkness: 18:00 min remaining; Whispered Voice (Communication) 58:00 min remaining;Ride the night wind: 8:00 min remaining;Shadow Meld: 8:00 min remaining;


Alvidan wrote:Alvidan replies, "How long it takes depends upon system architecture. It is much like exploring an office building, the more rooms you have to look in and the more things in those rooms, the longer it takes. It can be seconds if what I am looking for is easy to find, to possibly hours of I get lost in a complex system."

He adds, "On the average, it is faster than doing the same search using standard computer skills. It is, however, impossible to give an estimate until I try."


Az Rael thinks about the psi-tech's reply. Looking around the expanse of the room, How long will it take us to find a proper terminal? Hell, what might happen in the mean time? After as few moments of deep consideration he looks at Vidan. "Do it! Get back through the door and find the main system through the access key pad. Make sure you give Bryke the passcode before you go under." Az Rael turns to Bryke, "You will need to go back through and protect him while he is under. He will have no way to protect himself, you understand? Make sure you get the door code so if something happens you can open it again."

Az Rael looks back toward Erebos then turns back to Vidan and Bryke, "I will stay here and cover Shroud. If we need you we will call through the shadows. Vidan, work as quick as you can. We want the mark's cell assignment fore most. After that if it is easy to access the defense system and shut it down, do it. Time is of the essence gentlemen."

Once the two are back through the door and it is close Az Rael will cast shadow meld on himself and duck in a shadow near the door while watching the other group.

Shadow Meld (10)
  • Range: Self
  • Duration: 8 min
  • Damage: None
  • Saving throw: None
  • PPE: 10
  • Notes: Allows user to step into a shadow and become totally invisible
P.P.E.: 77 / 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
BA-26 EBA armor M.D.C: 90 / 90

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] Janus Station: Prison Break

Postby Alvidan » Sat Jul 13, 2019 9:26 am

(Rolls carried over)
Being back past one or more doors at least should put them out of sight of those in the large area, so the suggestion seems reasonable. Alvidan heads back to the last keypad and gives the code to Bryke, then seats himself and raises a hand to touch the access panel. He exerts the required mental effort and finds himself in the digital space that corresponds to the security on the door. He heads down the "corridor" which is the connection to the next system. Hopefully this is not too complex...and connected to what he needs.

(Add Condition: Machine Merge, 9 minutes remaining. Note: Telepathy can contact the character while they are merged)
Alvidan
P.P.E.: 129/129
I.S.P.: 103/103
M.D.C.: 80/80

Armor: Psionic Crystal Armor (currently removed)
Visible Weapons: Phase Sword

Constant Abilities:
Telemechanics
Impervious to Shape Shifting
HF/AF 12 if recognized as a True Atlantean
Sense Vampires within 1000'
Sense Ley Lines within 5 miles, Nexus points within 10 miles, and open rifts within 20 miles

Other Specials:
Sixth Sense
Telemechanics

Names & Nicknames: Alvidan, Vidan, Sutnalel (as Sunaj)
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Alvidan
 
Posts: 65
Joined: Sun Jan 27, 2019 9:42 am

Re: [GR] Janus Station: Prison Break

Postby Bryke » Wed Jul 17, 2019 6:04 am

Perception: 35% | 1d100 = 60
JiC d20/d100: 1d20 = 13 / 1d100 = 19

'We have the element of surprise we should keep it, plus we now can communicate separately thanks to this nifty spell.'

Bryke immediately speaks in a hushed tone,

We should spread out and find cover quietly.” Thinking that obvious and rhetorical, the Time Master then casts Chameleon [6 ppe, 4.5 min/lvl @27 min, self or others by touch] and moves away from the doorway (so there is no silhouette) to a place where it is easier to see the group above them, but also attempting to have a tactical advantage.

Being the “last man down,” the promethean closes the door gingerly behind them then looks closely at the people moving outside the cells and attempts to glean all that can be. i.e. what/who they are looking for, how they are checking for what they are trying to find (list on a computer, a piece of paper, if the cells are numbered are they looking at the number on the cell without checking something else, what they are wearing, what type of weapons do they have, do they appear to be guards or someone else so what uniforms, etc.) Bryke will attempt to be in a place where the tall promethean can keep an eye on the team (especially Alvidan like Az Rael said) as well as see the "enemies" entirely.

When Az Rael decides to split up the group, it does not sit well at first with the Time Master, but Bryke understands the vulnerability that comes along with using some psychic abilities.

Bryke still counts how many there are, and gleans all that can be gleaned in this space before following Vidan through (especially curious how many will be left when Vidan is through and they return). Without taking eyes off the beings in the room, teammates included, Bryke closes the door slowly and gingerly yet again. Then goes to the task of securing the space that Vidan and it are in.
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| 75%
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: 236/180
ISP: 125/75
SDC:634/634 (All damage from MD sources converted to SDC)
HP:155/155

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:
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Bryke
Diamond Level Patron
Diamond Level Patron
 
Posts: 205
Joined: Sun Oct 20, 2013 6:53 am

Re: [GR] Janus Station: Prison Break

Postby Consumer » Fri Jul 19, 2019 7:58 am

Jail House Rock
Date and Time wrote:Time since arrival in system: 60 hours.
Time since landing on station: 56 minutes. 4 Minutes have passed since last GM Post.


Skills
Az Rael:
Electronic Countermeasures (Quick attempt to unscramble the received coms signal): No good, signal still scrambled.
Alvidan:
Prowl (to not be seen): Seems pretty hidden by the door, which is the easiest place for Alvidan to link up without possibly getting lost in the engineering section. What will happen while he's diving, no one knows.
Bryke:
No Skills Used.
Érebos:
Prowl (already invisible in shadow, but to avoid making sounds while approaching others): Seems pretty quiet.
With the scope, you count 25, but are not sure, because they're all wearing identical armor and the keep moving in and out of view from different locations.
Brackus:
No Skills Used.


In the Real World
Everyone, but Alvidan

The group makes some tactical plans and quietly gets to it. Bryke and Az Rael stay near the bottom, hidden in their own ways, while Érebos makes his brief preparations and moves into the chamber using all available shadows as a place to hide. It's slow going, but Érebos manages to make the 250 foot trip towards the people. He makes a few notes about them. They are wearing, medium armor with some manner of harness that has both a contra gravitic pack and emmiters (either Force Fields or Phase Fields). The armor is a matte gray with no adornment and the visors are darkened. They seem to be heavily armed, with Shotguns, Sidearms, and Stun Prods. A few seem to pass by Érebos' location without noticing him, their attention seems to be on the cells themselves at the moment.

Bryke see's much the same thing only with less detail, as if the lights are designed to mess with long ranged vision.

Cyber-Land
Remaining Time for Power: 00:08:30.
Alvidan

Alvidan dives into the system, using the Keypad as an access point. He is greeted by the sight of the digital construct. It is very orderly and is reminiscent of a prison itself. From his access point Alvidan only has one direction to go and that is straight forward. Which he does, until he comes to his first decision, a pair of hallways that form a T-Intersection. Both lead to short halls with several doors.

Due to the nature of this power, you are now out of sinc with the rest of the group. When you return to the normal world, you'll sinc up because I'm not goofing around with the temporal aspect this causes.
"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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