[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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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.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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.: 172/204

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: 114
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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.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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 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.: 172/204

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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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.: 69/129
I.S.P.: 77/103
M.D.C.: 80/80

Armor: NE-BA 26 Special Body Armor: Main Body 90 Physical 20 Virtual/90
Visible Weapons: Phase Sword
NE-80 Slim-Line Lever Action Plasma Rifle
Shockwave TW Grenade Launcher (Patron Item)

Gear: Grav Pack

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.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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 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 Ghost, 9 minutes remaining. Note: Telepathy can contact the character while they are merged)
Last edited by Alvidan on Sun Jul 21, 2019 11:24 am, edited 1 time in total.
Alvidan
P.P.E.: 69/129
I.S.P.: 77/103
M.D.C.: 80/80

Armor: NE-BA 26 Special Body Armor: Main Body 90 Physical 20 Virtual/90
Visible Weapons: Phase Sword
NE-80 Slim-Line Lever Action Plasma Rifle
Shockwave TW Grenade Launcher (Patron Item)

Gear: Grav Pack

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)
User avatar
Alvidan
 
Posts: 80
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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: 236/140
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:

Call Names/Nicknames:
Bryke, Wraith
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Bryke
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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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Re: [GR] Janus Station: Prison Break

Postby Alvidan » Sat Jul 20, 2019 7:13 am

Perception: 1d100 = 71 of 26%
Initiative: 1d20+2 = 7
JIC: 1d20 = 19
JIC%: 1d100 = 9

Conditions (at the start of this post): Shadow Skin: 54:00 min remaining; Fly as the Eagle: 4:00 min remaining; Aura of Darkness: 14:00 min remaining; Whispered Voice (Communication) 54:00 min remaining, Machine Ghost: 5:00 min remaining

Alvidan finds himself in virtual space, he knows that much of what he is seeing is symbolic. The hall he walks down is the IO line from the interface he entered. The place he is now is a processor of some kind, probably a sub-processor monitoring the system for alarms. Likely most of the doors he is seeing are other input devices that can send alarms to the same device. Only one is likely to be leading to the main processor.

Computer Programming: 1d100 = 66 of 55% for Knowledge of virtual space layout

He considers the standard system architecture and decides which way to go, It is probably the door at the end of the hall on the left.

He heads down the hall, counting junctions so that he can find his way back.

Alvidan is looking for information:
1) If he finds himself in an information store, he will search it.
a) Should he find the information he is seeking, he will learn what is in the file.
b) If he finds out where the file is (but does not find the file), he will log that information and go seek it
c) if he finds a system map or other important system information, he will memorize that
d) if he finds nothing useful, he moves on.
2) If he finds himself in another input device:
a) if it is a camera, he will see what it is looking at
b) if it is another keypad, he will try to learn the passcode
c) unless he happens to see our target or something similarly useful, he moves on.
3) If he finds a main processor, he will utilize its functions to locate the proper data files and head there as quickly as feasible.

OOC Comments
If you assume that each door is a password lock, the question is what of my abilities can I use and how? Can I use Telemechanics to open them (possibly visualized as having a skeleton key)? Do I need to use Computer Programming? Physically attacking the door to break it down would likely set off alarms, so I want to be as subtle as I can, but I am totally unclear what would work. The best option seems to be to use Telemechanical Mental Operation (ISP cost 12 for 6 melee rounds).


In the virtual World, Alvidan pulls out his ring of skeleton keys...utilizing his Telemechanical Remote Operation power for 12 ISP to quietly operate the computer without setting off alarms like breaking through the doors might.

Add Condition: Telemechanical Remote Operation for 6 Melees
Last edited by Alvidan on Mon Jul 22, 2019 3:35 pm, edited 1 time in total.
Alvidan
P.P.E.: 69/129
I.S.P.: 77/103
M.D.C.: 80/80

Armor: NE-BA 26 Special Body Armor: Main Body 90 Physical 20 Virtual/90
Visible Weapons: Phase Sword
NE-80 Slim-Line Lever Action Plasma Rifle
Shockwave TW Grenade Launcher (Patron Item)

Gear: Grav Pack

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: 80
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Re: [GR] Janus Station: Prison Break

Postby Érebos » Sun Jul 21, 2019 7:09 pm

Perception: 1d100 = 13/59%
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 = 84
JIC (20): 1d20 = 8

Conditions (at the end of this post): Shadow Skin: 54:00 min remaining; Fly as the Eagle: 4:00 min remaining; Aura of Darkness: 14:00 min remaining; Whispered Voice (Communication) 54:00 min remaining; Shadow Senses: 6 min remaining; Shadow Meld: 12:00 min remaining




The Shadow Mage keeps to the shadows as he observes the figures from a closer vantage point.

Whispered Voice to Az Rael
Shade, Shroud here... I see approximately 25 individuals wearing matte grey medium armor with some manner of harness that has both a contra gravitic pack and emmiters - likely Force Fields or Phase Fields... armor has no adornment and visors are darkened... figures appear to be armed with Shotguns, Sidearms, and Stun Prods, and their attention seems to be on the cells, over.


Then, a thought crosses his mind...

Whispered Voice to Az Rael
Shade, Shroud here... had a thought; what if we were able to lure one of these guys away and take him down quietly and quickly for interrogation purposes... could get their uniform for easier access, get info from the guard... will have to figure out a way to make it happen; please advise, over.


I hope Alvidan is having good luck and is moving quickly... these spells won't last forever... he thinks as he stealthily crouches and awaits a reply.

Skill Roll --> Prowl (remain unheard and undetected while invisible in the shadows) --> 1d100 = 67/92%

In the meantime, he tries to ascertain what the purpose of the group is and if he can glean some information about their training by observing the way they move and interact with each other.

Skill Roll --> Intelligence (ascertain what the purpose of the group is and if he can glean some information about their training by observing the way they move and interact with each other) --> 1d100 = 19/65%
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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: 114
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Mon Jul 22, 2019 9:16 am

Perception: 1d100 = 42 vs 49% +15% in darkness
JIC: 1d20 = 11 and 1d100 = 82

Current Conditions
Shadow Skin: 54:00 min remaining, 18 MDC; Aura of Darkness: 14:00 min remaining; Whispered Voice (Communication) 54:00 min remaining;Ride the night wind: 4:00 min remaining;Shadow Meld: 4:00 min remaining;


Az Real sits in his shadow watching he figures from a distance, time is moving so slowly, he thinks to himself. Az Rael brings his rifle up to train his site the best he can on one of the figures in the distance. He sites it in the best he can, places his finger on the trigger then whispers to himself "Boom." He resets his figure to the side of the trigger guard and looks around to see if Erebos is visible. No doubt he is sitting right behind one of these suckers itching to slit his throat. Looking back tot he door Az Rael sees that Bryke is still in the big room. Why didn't he go back to engineering with Vidan? Who is watching Vidan? Az Rael's thoughts turn somewhat dark as he churns through all the possible outcomes that may wait the psi-tech alone on the other side of the door in a self inflicted coma like state.
Whispered Voice to Bryke
Bryke, if you are in here with us, who is watching Vidan?


Almost as soon as he whispers to Bryke he hears Erebos in the shadows.
Érebos wrote:
Whispered Voice to Az Rael
Shade, Shroud here... I see approximately 25 individuals wearing matte grey medium armor with some manner of harness that has both a contra gravitic pack and emmiters - likely Force Fields or Phase Fields... armor has no adornment and visors are darkened... figures appear to be armed with Shotguns, Sidearms, and Stun Prods, and their attention seems to be on the cells, over.


Hmm, what are they looking for? Almost sounds like riot gear. I wish we knew where the damn mark was already.
Whispered Voice to Erebos
Erebos, Can you hear anything? Are they talking? I am considering spiking their comms channel briefly to see if we get a rise out of them. Nothing debilitating. Just enough to shake them up a bit. This place is huge, if we don't get good intel from Vidan this is going to be a challenge.


Érebos wrote:
Whispered Voice to Az Rael
Shade, Shroud here... had a thought; what if we were able to lure one of these guys away and take him down quietly and quickly for interrogation purposes... could get their uniform for easier access, get info from the guard... will have to figure out a way to make it happen; please advise, over.



Whispered Voice to Erebos
Erebos, Can you do it without being caught? Maybe single one out. They are using radio comms though. If we are not able to incapacitate them immediately they will warn the others. It might be time for a distraction of sorts. Maybe we should get the prisoners going a little?


Az Rael considers the options, We can just sit back watch and wait for Vidan. No body is seeing us. That is a viable option. 25 guards might be a bit much to drop quickly with just 3 of us. That's probably not the way to go either. If Erebos doesn't get the guard before he can speak into his comms we are for sure gonna be outed. Safe or risky. Hell we have enough risk right now with Vidan floating alone.

Whispered Voice to Erebos
Erebos, Lets hold off on grabbing anybody just yet. I'm gonna send Bryke back into engineering o make sure Vidan is safe. Let look around in here for alternate entrances. Maybe start checking cells as you go by. Shit, we may just get lucky.


Whispered Voice to Bryke
bryke, We need to make sure Vidan is ok. Head back to engineering to check on him. Report back what you find.


Az Rael starts to look around for other entrances into the expanse that is the prisoner housing. He watches the guards to see if there is any pattern in their searching or if they seem to be in a single area or spread out throughout the cells.
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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 Bryke » Tue Jul 23, 2019 11:15 am

Perception: 35% | 1d100 = 90
JiC d20/d100: 1d20 = 5 / 1d100 = 93

Conditions (at the end of this post): Shadow Skin: 54:00 min remaining; Aura of Darkness: 14:00 min remaining; Whispered Voice (Communication) 54:00 min remaining; Chameleon: 23min remaining

........................................................

Bryke phases [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:| 79% | 1d100 = 59 ] into the room after Vidan goes, one moment Bryke is there in the outside room and the next Bryke is not, keeping eyes on the outside and closing the door quietly in front of itself. The Promethean Watches Alvidan do his thing then begins walking the area to secure it.

Whispers to Az Rael: " Az Rael. I AM watching over the deadfis- I mean Alvidan's body. Don't stress yourself out worrying about us."

What a slow cooking beklovian pickle we find ourselves in Bryke. Everyone is outside where all the fun is happening, but you are in the ‘rear with the gear’, and deadfish over there.” The promethean thinks while moving its awareness toward Alvidan’s unconscious frame.

This won’t do… what if this one needs to move away from here in a hurry…

[ooc: I do not know what position/pose/gesture Alvidan left his frame in, so I am going to “Scarecrow” him up a bit. Not stepping on toes or being weird. If I missed where Alvidan already took care of this I apologize.]

The promethean looks around the space they are in even more. Especially where Alvidan left his body. Taking note of Alvidan’s proximity to the peripheral he machine-ghosted into. The Promethean finds a way to prop the body in a seated, preferably knees up, feet on the floor position. Bryke searches Alvidan’s body and gear looking for a one handed firearm if he has it. If not the Promethean will improvise (i.e. use one of his Phase Beamers). The Time Master props the body in such a way that it is holding the weapon with the muzzle pointing away from anything of Alvidan’s. Making sure that alvidan’s trigger finger is straight and off the trigger.

Shoot… is he left handed or right handed? Have I noticed which hand this human uses most?” Bryke thinks as it surfs its memories for the answer. “We will go with right hand.”

After that is done, Bryke casts: Chameleon [6 ppe, 4.5 min/lvl @27 min, self or others by touch] on Alvidan and all his gear.

Bryke walks and checks the area they are in more closely.

I wonder how they are doing.” Bryke absent mindedly speaks with a force that’s less than a whisper.

The Promethean then stands scanning the area yet again, and waiting under cover of its own Chameleon spell.
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: 236/140
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:

Call Names/Nicknames:
Bryke, Wraith
User avatar
Bryke
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Re: [GR] Janus Station: Prison Break

Postby Érebos » Wed Jul 24, 2019 11:56 am

**rolls held**

Conditions (at the end of this post): Shadow Skin: 54:00 min remaining; Fly as the Eagle: 4:00 min remaining; Aura of Darkness: 14:00 min remaining; Whispered Voice (Communication) 54:00 min remaining; Shadow Senses: 6 min remaining; Shadow Meld: 12:00 min remaining





Az Rael wrote:
Whispered Voice to Erebos
Erebos, Lets hold off on grabbing anybody just yet. I'm gonna send Bryke back into engineering o make sure Vidan is safe. Let look around in here for alternate entrances. Maybe start checking cells as you go by. Shit, we may just get lucky.


Whispered Voice to Az Rael
Shade, Shroud here. Roger that, will hold off... I can temporarily disrupt his comms, and likely take him out quickly, but unsure if I could draw him away from the rest of the group... will keep eyes peeled... over.


Érebos scans the cells from where he is... A bunch of plain metal doors with some small windows...not much to go on... but it's interesting that the guards.. if that's what they are... are keeping an eye on them. Something's going down...but what? An internal conflict? Start of a riot? Mechanical issue? Secondary group? Fire drill?

The Shadow Mage shifts uncomfortably in the darkness, unsure of what to do next.
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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: 114
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Re: [GR] Janus Station: Prison Break

Postby Brackus Monellio » Thu Jul 25, 2019 4:58 am

Perception: 24% | 1d100 = 37
JiC d20/d100: 1d20 = 15 / 1d100 = 83
Initiative: 1d20+12 = 28


Brackus sighs and lets himself float. ”What the frak is going on? “ He uses his tentacles to move across to the door. Letting the nymph do its thing, Brackus calms down his thoughts and his heart rate. ”Shhh,, Brackus… that's it. Calm, calm, calm. 1.. 2….3...and … we are good.” with a final exhale, Brackus puts his ear to it and tries to listen. ”Okay, gang… Let's find out what's going on.” He will let his “friends” do their thing while he uses his senses to try to figure out if anyone or anything is on the other side. ”I got no skills to help here. Just me and the gang. I fight… wait.. That’s it!!” He will put himself back against the wall opposite the door. Once in position, he will use his tentaclesto rap on the door. ’Maybe they will come check this out. When they do, i strike.” with a wave of contentment and even some excitement, brackus feels”the gang” agrees.
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Thu Jul 25, 2019 7:16 am

Az Rael wrote:Perception: Original post: 1d100 = 42 vs 49% +15% in darkness
JIC: Original post: 1d20 = 11 and Original post: 1d100 = 82


Current Conditions
Shadow Skin: 54:00 min remaining, 18 MDC; Aura of Darkness: 14:00 min remaining; Whispered Voice (Communication) 54:00 min remaining;Ride the night wind: 4:00 min remaining;Shadow Meld: 4:00 min remaining;


Bryke wrote:Whispers to Az Rael: " Az Rael. I AM watching over the dead fish- I mean Alvidan's body. Don't stress yourself out worrying about us."


Well, that is good news! With Bryke watching Vidan he should be safe. But what are we to do? Sitting and waiting are not my thing. The dark assassin's patience begin to wear thin. If only it were as simple as checking each cell. So many though. Holly hell, and the guards. Maybe guards? Who knows. So little information, but we have gotten here all the same. But where is here. Have we even made it on time. Now we sit. Do we have time to sit? Action, I need action.

Finally Az Rael's thoughts get the better of him, Just a little investigation. Not far. Not much. Staying to the shadows Az Rael moves to the closest cells to investigate what is inside. He will move cll to cell, briefly looking in. If by chance he sees the mark, What are the chances I find him like this? he will immediately let Erebos know. If by chance he sees anything of interest he stop to investigate a little further. Should he find another entrance/exit to the large room he will let the team know one by one using the "Whisper" Spell.

Along his wanderings he thinks, Have we thought about the marks reactions to us snatching him? Will he come peaceably? Once we get him out we need to make sure he doesn't try to run, or worse yet take our ship. When the time is right I need to make the right calls about how we "transport" him. We don't even know who wants him. Hell, even if they are friendly. They want him alive but that doesn't mean anything. This may not get really complicated till the end. The sunaj's paranoia seems to be full tilt as he progresses through all of the possible scenarios the group may be heading head first into.

Whispered voice to Shroud
Shroud, Have you thought about if the mark doesn't want to go with us?
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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 » Thu Jul 25, 2019 10:34 am

**rolls held**

Conditions (at the end of this post): Shadow Skin: 54:00 min remaining; Fly as the Eagle: 4:00 min remaining; Aura of Darkness: 14:00 min remaining; Whispered Voice (Communication) 54:00 min remaining; Shadow Senses: 6 min remaining; Shadow Meld: 12:00 min remaining





Az Rael wrote:
Whispered voice to Shroud
Shroud, Have you thought about if the mark doesn't want to go with us?


Érebos pauses for a moment.

Whispered Voice to Az Rael
Shade, I have considered the possibility.... my thinking is that, often pirates and prisoners would want to get out of prison... even if not under desirable circumstances, because they figure they can always escape later if need be, once on the outside... though, if worse comes to works, I'm confident I can exert some manner of magical control over the mark, if need be... over


The Shadow Mage tries to see if the "guards" :?: are looking at a specific set of doors or just generally monitoring all of them.

Whispered Voice to Az Rael
Shade, trying to ascertain what these individuals are up to... are you noticing any unusual activity from your vantage point? Glad you've got my back, brother...over


The paranoid Umbral Sorcerer knows that some of his "buff" spells are wearing off soon, and is anxious.

My magical resources are limited, and we are spending a lot of time waiting and watching... he thinks.

Whispered Voice to Bryke
Wraith, Shroud here... how is everything in your end? Is our friend making progress? Over
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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
User avatar
Érebos
 
Posts: 114
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Tue Jul 30, 2019 11:03 am

Az Rael wrote:Perception: Original post: 1d100 = 42 vs 49% +15% in darkness
JIC: Original post: 1d20 = 11 and Original post: 1d100 = 82


Current Conditions
Shadow Skin: 54:00 min remaining, 18 MDC; Aura of Darkness: 14:00 min remaining; Whispered Voice (Communication) 54:00 min remaining;Ride the night wind: 4:00 min remaining;Shadow Meld: 4:00 min remaining;


Érebos wrote:
Whispered Voice to Az Rael
Shade, I have considered the possibility.... my thinking is that, often pirates and prisoners would want to get out of prison... even if not under desirable circumstances, because they figure they can always escape later if need be, once on the outside... though, if worse comes to works, I'm confident I can exert some manner of magical control over the mark, if need be... over

The Shadow Mage tries to see if the "guards" :?: are looking at a specific set of doors or just generally monitoring all of them.

Whispered Voice to Az Rael
Shade, trying to ascertain what these individuals are up to... are you noticing any unusual activity from your vantage point? Glad you've got my back, brother...over


Whispered Voice to Erebos
Shroud, I haven't Noticed anything new. I'm going to start looking cell to cell down here. We are kind of stuck until Ken can pull the info for us.
Or was it Barbie? What did he say to call him? Vivi? Luke? Hidden? Damn it man, we need to figure this code name stuff out. How many names do we need? Maybe I'll just call him #2.

Az Rael chuckles as his mind wonders a bit, That's one way to beat the stress I guess

Whispered Voice to Erebos
Shroud, Once number 2 is done we should all feel a lot better. If we had the cell number we would be walking out of here right now. Wraith is watching number 2. So he should be good. Last thing we need is to lose number 2 before we are finished.


Too much, nah. Maybe enough to throw off the shadow beasts listening. If only we had a way to get the info before we left. Too late now, hind site is always 20/20. Az Rael continues his internal struggle as he walks from cell to cell looking for anything interesting .
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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
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Group Leader
 
Posts: 124
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Re: [GR] Janus Station: Prison Break

Postby Érebos » Tue Jul 30, 2019 3:32 pm

**ROLLS HELD**

Conditions (at the end of this post): Shadow Skin: 54:00 min remaining; Fly as the Eagle: 4:00 min remaining; Aura of Darkness: 14:00 min remaining; Whispered Voice (Communication) 54:00 min remaining; Shadow Senses: 6 min remaining; Shadow Meld: 12:00 min remaining


Az Rael wrote:
Whispered Voice to Erebos
Shroud, I haven't Noticed anything new. I'm going to start looking cell to cell down here. We are kind of stuck until Ken can pull the info for us.


The Shadow Mage's brow furrows.

Ken...?

But, before he formulates a reply:

Az Rael wrote:
Whispered Voice to Erebos
Shroud, Once number 2 is done we should all feel a lot better. If we had the cell number we would be walking out of here right now. Wraith is watching number 2. So he should be good. Last thing we need is to lose number 2 before we are finished.


Now the Umbral Sorcerer is completely baffled.

Why is he talking about body functions... what the...?

Then, he catches on and shakes his head.

I don't know if he's kidding around, or....

Whispered Voice to Shade
Shade, understood... when number 2 is finished, I'm sure we will breathe a sigh of relief. Let's try to remain undetected... wouldn't want anyone to notice us and raise a stink. I hope Wraith pays attention, we can't afford to have number 2 slip away if things get hairy. Also, if number 2 takes too long, it could get pretty uncomfortable... but gotta come out sooner or later...
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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: 114
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Re: [GR] Janus Station: Prison Break

Postby Bryke » Wed Jul 31, 2019 12:55 pm

Rolls Held Over

Whispered Voice, "Shroud, not much this one can say on that. His frame is lifeless and hidden behind my chameleon spell. Any progress is for him alone to know. I will let you know when his body stirs however."
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: 236/140
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:

Call Names/Nicknames:
Bryke, Wraith
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Bryke
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Re: [GR] Janus Station: Prison Break

Postby Consumer » Wed Jul 31, 2019 1:49 pm

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 61 minutes. 5 Minutes have passed since last GM Post.


Skills
Az Rael:
No skills Used.
Alvidan:
Covered in your update.
Bryke:
No skills Used.
Érebos:
Prowl (remain unheard and undetected while invisible in the shadows): Seems like you're hidden.
Intelligence (ascertain what the purpose of the group is and if he can glean some information about their training by observing the way they move and interact with each other): They seem t be Prison Guards, they seem well coordinated as they check the various cells.
Brackus:
No skills Used.


In the Real World
Everyone, but Alvidan & Brackus

A lot of talking goes on between the trio of non-cyberdiving Rogues. Érebos and Az Rael watch the guards continue their rounds, it seems that it's all business for them. Bryke phase shifts from the main chamber back into engineering and plays with the life-sized doll that is Alvidan, in his hope of not disturbing him too much, Bryke watches as his hand falls away from the keypad. Bryke in a hurry puts it back and hope he hasn't messed anything up.

Az Rael gets anxious and decides to look in one of the cells near him on the bottom layer. The cells seem to be devoid of prisoners, at least on the layer he's near. They're are likely more up higher on the levels. After a while he determines there is no exit/entrance on the layer of cells he's currently investigating, save the maintenance door at the bottom of the chamber.

Érebos also lets curiosity get the better of him, looking into cells. He spys a petite large headed humanoid in what he assumes is prison garb. The creature has a mechanical contraption afixed to his bulbous head. The creature seems to be oblivious to Érebos. Much the same with the other cells, various alien creatures, all with some manner of restraint, whether it is on their head or elsewhere seems to depend on possible physical/mental advantages, none of them are the target. After a while he determines there is no exit/entrance on the layer of cells he's currently investigating.

In a Small Windowless Cell
Brackus

Brackus finds moving about the cell very easy as it is barely big enough to hold him. His initial attempt to listen at the door nest him no information as it seems to be awfully quiet on the other side. Not having any other plan, Brackus tries the knock and see who comes to look.

In the Real World
Everyone, but Alvidan & Brackus

A rapping of something on metal can be heard echoing through the chamber. The guards seem to react to it as a pair of them peels off from their normal patrol route to investigate it's source high up in the chamber. Then things get downright strange. The lights go out once more for approximately fifteen seconds, before coming back on to the soft vision obscuring red. This is followed by a loud squeal in everone's radio ear pieces, which is quickly replaced by likely the most awful orchestral music ever played. The guards slow their patrols and begin looking about.

Cyber-Land
Remaining Time for Power: 00:06:30.
Alvidan

Alvidan makes his way down the left hall, not having any good reason not to. As he nears the first door, he activates his natural ability to manipulate technology at a distance and looks at the door. A wealth of information is visible. It is marked digital library, which seems promising, but Alvidan decides to check the other doors before picking one. Luckily for him the next one down happens to be Prisoner Records. A quick manipulation of data grants him access to the room. Inside are rows of file cabinets, thousands of files available for reading. Alvidan quickly makes a query for the name Nisk-Ur Seldarrius. A light appears over a file cabinet, marking the files location. Alvidan is making his way towards the cabinet, when the door opens and a tentacled cyborg-like being enters the room. A look of recognition can be sussed out by it's reaction.

Alvidan, Combat Post!


For everyone else: What are your Intentions?
"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] Janus Station: Prison Break

Postby Alvidan » Thu Aug 01, 2019 3:28 am

Perception: 1d100 = 85 of 26%
Initiative: 1d20+2 = 5
JIC: 1d20 = 5
JIC%: 1d100 = 9

Alvidan is not sure if this is a program, or someone else jacking into the system. It does not matter really, either way, it is something he will have to get past to get the file. He leaps into the fray, he has supernatural physical abilities, and those are tied directly into his spirit by his tattoos so they carry over even into virtual space. He has a fair chance to beat this thing bare-handed...though he also has his tattoos to count on if needed.

He pauses in his thoughts, Wait...I do not have to fight this thing...I just need to get the file and escape...though presumably, that will set off a system alert that will hopefully not matter much.

He can not reach his tattoos through his armors, but he has advanced tattoo training, he can still activate the tattoos, it simply takes a moment longer. He activates his "Closed Eye" tattoo, he is not sure his psychic invisibility would work on this thing but his magic invisibility works against things that are mindless. He then grabs for the file he wants, tries to fliy past the creature using his gravity pack, and drops a grenade behind to sew confusion.

Actions: 6
Action 1-2: Activate "Closed Eye" Tattoo, Parry if needed 1d20+4 = 18
Action 3: Grab File (if needed, strike roll 1d20+5 = 17)
Action 4: Fly away (if needed, Pilot Contragravity Pack: 1d100 = 36 of 52%)
Action 5: Drop TW Shockwave Blast Grenade 1d4*10 = 20 MD If he succeeds in flying away, he will be out of range when it goes off
Action 6: Dodge 1d20+4 = 23

Assuming the creature successfully attacks him while he is activating his magic, he leaps into the fray with all his combat skills, attacking the cyborg with flailing fists...

Combat data: Actions 6, Strike +5, Parry +4, Dodge +4, Damage (normal punch) 2d6 MDC (correct me if I have that wrong, I am informed the +9 is only for SDC attacks)
Action 1: Attack Punch 1d20+6 = 16, Damage 2d6 = 8, Parry 1d20+4 = 19
Action 2: Attack Punch 1d20+6 = 9, Damage 2d6 = 6, Parry 1d20+4 = 9
Action 3: Attack Punch 1d20+6 = 24, Damage 2d6 = 6, Parry 1d20+4 = 7
Action 4: Attack Punch 1d20+6 = 21, Damage 2d6 = 7, Parry 1d20+4 = 10
Action 5: Attack Punch 1d20+6 = 12, Damage 2d6 = 10, Parry 1d20+4 = 7
Action 6: Attack Punch 1d20+6 = 11, Damage 2d6 = 7, Parry 1d20+4 = 12

OOC Comments
Assuming it comes to a melee fight, then given this virtual construct is in the form of a cyborg, It occurred to me I might learn something about it from my telemechanics...which has a chance of working because I should have some virtual equivalent of the power. If I learn any weaknesses I can hopefully exploit them in future rounds.
Last edited by Alvidan on Fri Aug 02, 2019 9:44 am, edited 5 times in total.
Alvidan
P.P.E.: 69/129
I.S.P.: 77/103
M.D.C.: 80/80

Armor: NE-BA 26 Special Body Armor: Main Body 90 Physical 20 Virtual/90
Visible Weapons: Phase Sword
NE-80 Slim-Line Lever Action Plasma Rifle
Shockwave TW Grenade Launcher (Patron Item)

Gear: Grav Pack

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)
User avatar
Alvidan
 
Posts: 80
Joined: Sun Jan 27, 2019 9:42 am

Re: [GR] Janus Station: Prison Break

Postby Az Rael » Thu Aug 01, 2019 6:23 am

Perception: 52% vs 1d100 = 96 +15% in darkness or shadow, +5% for ambush
JIC: 1d20 = 3 and 1d100 = 32

Current Conditions
Shadow Skin: 49:00 min remaining, 18 MDC; Aura of Darkness: 9:00 min remaining; Whispered Voice (Communication) 49:00 min remaining


Consumer wrote:In the Real World
Everyone, but Alvidan & Brackus

Az Rael gets anxious and decides to look in one of the cells near him on the bottom layer. The cells seem to be devoid of prisoners, at least on the layer he's near. They're are likely more up higher on the levels. After a while he determines there is no exit/entrance on the layer of cells he's currently investigating, save the maintenance door at the bottom of the chamber.

A rapping of something on metal can be heard echoing through the chamber. The guards seem to react to it as a pair of them peels off from their normal patrol route to investigate it's source high up in the chamber. Then things get downright strange. The lights go out once more for approximately fifteen seconds, before coming back on to the soft vision obscuring red. This is followed by a loud squeal in everone's radio ear pieces, which is quickly replaced by likely the most awful orchestral music ever played. The guards slow their patrols and begin looking about.


Az Rael is taken by surprise whent he lights go out again, What the hell is going on in here. Maybe the systems are shutting down. When the red emergency lights come back up followed by the audible assault he quickly falls back to a dark shadow. He sees the guards break from their pattern and starts looking around as he comes to a conclusion, Don't think they were expecting that either.

Sensing that his shadow meld has expired he does his best to find a dark spot and hide. pretty sure if our optics are limited due to the lighting, so are theirs. He switches his helmets visual optics to thermo-imager and clicks the radar on. Need to figure out what the hell is going on. Someone is definitely working to kill coms in here. Az Rael shuts his radio off, This thing is useless. I guess time for jokes is over.

Whispered Voice to Erebos
Shroud, Check in. No prisoners on my level that I can tell. I don't see any other way in or out on this level either. Shadow meld is out for me. I'm tucked in a shadow for now. Any news on your end. What the hell is that knocking? Oh and that's Chopan on the radio, someone is jamming coms locally. I guess they beet us to it. That knocking sound seems to be coming from the upper levels.


Whispered Voice to Bryke
Wriath, Check in. Strange stuff happening up here. Lost power or lights again. Keep an eye out down there. I don't have a good feeling.


Using the thermo imaging and radar Az Rael assesses the level he is on before he makes any moves. He looks to make sure there are no "unfriendlies" that might make out his position. Once/if he is positive he is clear he makes his way out just enough to see what the guards are doing. Twenty-five piss ant guards wouldn't be a problem. Not knowing if that is all. That is the problem. Now we need to figure out what is going on in the background. Maybe time for some mind games on our part. Hell, the guards might be trying to jam our coms. Maybe they know we are here. No point dwelling on maybes, just wish we had more to go on that was solid.

Whispered Voice to Erebos
Shroud, You know I run low on patience. Still don't want to rush into to this blind. Just saying, I'm starting to feel uneasy about this one.


Skills
Mini-Radar/Sonar System, Can track up to 12 targets, Range: 2 miles
Prowl 62% vs 1d100 = 11
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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
Group Leader
 
Posts: 124
Joined: Tue Nov 06, 2018 7:34 pm

Re: [GR] Janus Station: Prison Break

Postby Brackus Monellio » Sun Aug 04, 2019 4:38 am

Perception: 24% | 1d100 = 72
JiC d20/d100: 1d20 = 7 / 1d100 = 90
Initiative: 1d20+12 = 17
Conditions -

”This is Frakking stupid. Time to go gang!!” With that in mind, Brackus launches himself off the wall towards the door. Using his lightning breath as he moves, followed by his blizzard breathe, ”that should weaken it a little ...or this could hurt.” As he slams both knees and knuckle blades as well as a headbutt to the door. As he lands he hits the door with his tentacles…

Door Assault -
Number of Attacks: 5 +1 from tentacles +1 dragon breathe
Lightning Breath: Damage 2d6 = 6 M.D.
Blizzard Breath: Effects are identical to the Northwind spell. (drops temp to -10 below freezing)
Knee Spikes - Strike 1d20+13 = 26 / damage: 6d6 = 21 MD x2 as both knees at once?
Full Strength Punch + Retractable Knuckle Blade: Strike 1d20+13 = 16 / 6d6+2 = 30 MD damage / x2 as both hands at once?
Headbutt - as Full Strength Punch - Strike 1d20+13 = 23 / 5d6 = 15 MD damage
Free 1) Dragon breathe - 4d6 = 18
Free 2) Tentacles - Full Strength Punch - Strike 1d20+13 = 27 / 5d6 = 15 MD damage
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Brackus Monellio
 
Posts: 17
Joined: Thu Jun 06, 2019 9:46 am

Re: [GR] Janus Station: Prison Break

Postby Érebos » Sun Aug 04, 2019 12:17 pm

Perception: 1d100 = 10/59%
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 = 38
JIC (20): 1d20 = 13

Conditions (at the end of this post): Shadow Skin: 49:00 min remaining; Aura of Darkness: 9:00 min remaining; Whispered Voice (Communication) 49:00 min remaining; Shadow Senses: 1 min remaining; Shadow Meld: 7:00 min remaining




Érebos looks up sharply at the sound, and then peers around as the lightshow and audio tricks play out.

Something is going down... and that sound might have something to do with it... he thinks.

Az Rael wrote:
Whispered Voice to Erebos
Shroud, Check in. No prisoners on my level that I can tell. I don't see any other way in or out on this level either. Shadow meld is out for me. I'm tucked in a shadow for now. Any news on your end. What the hell is that knocking? Oh and that's Chopan on the radio, someone is jamming coms locally. I guess they beet us to it. That knocking sound seems to be coming from the upper levels.


What the hell is a Chopan?

Whispered Voice to Az Rael
Shade, Shroud here. I see a bulbous headed humanoid with some sort of mechanical device on its head in a cell - perhaps some sort of restraining device? Not seeing the source of the sound, but it's definitely coming from above. Looks like some of the guards are on their way up to check it out. I wonder if it has something to do with the light show? Something is definitely going on... over


Az Rael wrote:
Whispered Voice to Erebos
Shroud, You know I run low on patience. Still don't want to rush into to this blind. Just saying, I'm starting to feel uneasy about this one.


Whispered Voice to Az Rael
Shade, Shroud here. Copy that, considering tailing the guards to see what the commotion is about, or approaching humanoid in the cell. Please advise, over.


I don't like this. I don't know what's going on with Alvidan, and there is clearly something else going on here.

The Shadow Mage considers his options.

I can cast Fly as the Eagle again to fly up the side, or... Shadow Shift my way up at 200' per cast...decisions, decisions...
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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
User avatar
Érebos
 
Posts: 114
Joined: Sat Oct 13, 2018 9:27 pm

Re: [GR] Janus Station: Prison Break

Postby Bryke » Mon Aug 05, 2019 9:51 am

Perception: 35% | 1d100 = 4
JiC d20/d100: 1d20 = 12 / 1d100 = 44

Conditions (at the end of this post): Shadow Skin: 49:00 min remaining; Whispered Voice (Communication) 49:00 min remaining; Chameleon: 18 min remaining.

The little giant slowly scans the area again keeping watch on where Alvidan’s body is resting. Moving slowly so as not to disrupt the chameleon properties of its magic as much as possible.

This meatbag. I wonder if it knows how vulnerable its body is in this state? It should have prepared some sort of defense for these jaunts into the virtual world. Wait, Bryke.. of course it has heard of the dangers, but I wonder if he has seen its own form laying lifeless, through a peripheral or something when ghosting into a machine? The first time seeing, just like astral traveling, can be… enigmatic. Maybe this one can give it some ideas, because depending on another “Teammate” is not good practice- it had better be getting some good intel.”

While berating Alvidan internally, and working out the minor frustration of what Bryke has dubbed a few things, “babysitting corpses” being the current, it occurs to the Promethean, that the men in the main room have what they all will need for a more expedient departure.

Whispered voice to Az Rael, “Shade, this one is thinking we should tag and grab five of the humanoids with harnesses. Use their harnesses to move around and leave this place more expeditiously when the time comes? What do you think?

With that the Promethean goes back to internally berating Alvidan while keeping watch over his body, “Rassuhfrassuh…” all in good humor to pass the time.
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: 236/140
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:

Call Names/Nicknames:
Bryke, Wraith
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Bryke
Diamond Level Patron
Diamond Level Patron
 
Posts: 220
Joined: Sun Oct 20, 2013 6:53 am

Re: [GR] Janus Station: Prison Break

Postby Az Rael » Tue Aug 06, 2019 10:59 am

Az Rael wrote:Perception: 52% vs Original post: 1d100 = 96 +15% in darkness or shadow, +5% for ambush
JIC: Original post: 1d20 = 3 and Original post: 1d100 = 32


Current Conditions
Shadow Skin: 49:00 min remaining, 18 MDC; Aura of Darkness: 9:00 min remaining; Whispered Voice (Communication) 49:00 min remaining


Érebos wrote:
Whispered Voice to Az Rael
Shade, Shroud here. Copy that, considering tailing the guards to see what the commotion is about, or approaching humanoid in the cell. Please advise, over.


Whispered Voice to Erebos
Shroud, Tail the guards. Need to see what the heck is going on. I am a bit shocked that only two seem to be breaking off with the recent issues with light and the radio transmission. Find out what you can, stay hidden, be safe.


Bryke wrote:Whispered voice to Az Rael, “Shade, this one is thinking we should tag and grab five of the humanoids with harnesses. Use their harnesses to move around and leave this place more expeditiously when the time comes? What do you think?


Whispered Voice to Bryke
Wraith, That might work. I want to stay hidden for now. They still don't know we are here. If we play our cards right we might be able to get out without them know we were ever here.


Az Rael sits. Watching. We're stuck dammit. Was there any other way to get more info before we left? Could we have done it differently? Could I have? Should I be leading this effort? Az Rael sighs deeply. Patience, no point in second guessing yourself now. Move forward.
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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
Group Leader
 
Posts: 124
Joined: Tue Nov 06, 2018 7:34 pm

Re: [GR] Janus Station: Prison Break

Postby Érebos » Tue Aug 06, 2019 11:55 am

**rolls held**

Conditions (at the end of this post): Shadow Skin: 49:00 min remaining; Aura of Darkness: 9:00 min remaining; Whispered Voice (Communication) 49:00 min remaining; Shadow Senses: 1 min remaining; Shadow Meld: 7:00 min remaining; Fly as the Eagle: 80 minutes remaining

Skill Roll: Prowl --> 1d100 = 72 /92%
Skill Roll: Intelligence (estimate what could be likely going on with the lights/sounds) --> 1d100 = 30/65%





Az Rael wrote:
Whispered Voice to Erebos
Shroud, Tail the guards. Need to see what the heck is going on. I am a bit shocked that only two seem to be breaking off with the recent issues with light and the radio transmission. Find out what you can, stay hidden, be safe.


Whispered Voice to Az Rael
Shade, Shroud. Copy that. Recall maximum transmission range of this spell is 900 feet. If I exceed this range, I won't be able to relay anything back to you. You may wish to place yourself between me and Wraith to mitigate this concern. Moving out, wish me luck brother.


The Shadow Mage then decides upon a course of action: he stealthily makes his way to an area out of earshot and whispers the arcane language of Fly as the Eagle (25 P.P.E.) once again. Once so enchanted, the Umbral Sorcerer flies up after the guards who broke off from the others, tailing them at a distance and being careful to stay to the shadows where he is still effectively invisible thanks to his Shadow Meld state. If possible, he will move in such a way that keeps him in the darkest and most remote areas possible while still able to see and follow what the investigating guards are doing, and keeps his senses peeled for anything out of the ordinary or alarming, such as sudden movement or noises.

(Skill Roll:Prowl listed above)

Now, what's going on here? he thinks to himself while carefully tailing the guards and running through possibilities in his head.

(Skill Roll: Intelligence listed above)

As the Umbral Sorcerer floats up, he whispers to Az Rael:

Whispered Voice to Az Rael
Shade, Shroud here. Suggest you take a closer look at the individual in the cell I spotted earlier - may be of some use to us. Worth a closer look, if nothing else, over.


If nothing else, that might partially ease his growing impatience...

Fly as the Eagle
Range: Self or two others by touch, or cast upon one up to 100 feet away.
Duration: 20 minutes per level of the spell caster.
Saving Throw: None.
P.P.E.: Twenty-Five
The power of flight is bestowed upon the spell caster or person(s) it is cast upon. It is especially effective outdoors, and in large, open areas. Maximum Speed : 50 mph. Bonuses: + 1 to parry, +2 to dodge and +2 to damage on a diving attack. Bonuses apply only when in flight.
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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: 114
Joined: Sat Oct 13, 2018 9:27 pm

Re: [GR] Janus Station: Prison Break

Postby Az Rael » Wed Aug 07, 2019 7:22 am

Az Rael wrote:Perception: 52% vs Original post: 1d100 = 96 +15% in darkness or shadow, +5% for ambush
JIC: Original post: 1d20 = 3 and Original post: 1d100 = 32


Current Conditions
Shadow Skin: 49:00 min remaining, 18 MDC; Aura of Darkness: 9:00 min remaining; Whispered Voice (Communication) 49:00 min remaining;Ride the night wind 60:00 min remaining


Érebos wrote:Shade, Shroud. Copy that. Recall maximum transmission range of this spell is 900 feet. If I exceed this range, I won't be able to relay anything back to you. You may wish to place yourself between me and Wraith to mitigate this concern. Moving out, wish me luck brother.

Shade, Shroud here. Suggest you take a closer look at the individual in the cell I spotted earlier - may be of some use to us. Worth a closer look, if nothing else, over.


Whispered Voice to Erebos
Shroud, Might be worth a look. Hell, I'm not doing anything here but watching anyway. Heading that way!


Az Rael Casts "Ride the night wind" on himself. Guess I need a way to get around in Zero G still. Once he feels the power of spell again he moves to the cell Erebos found the creature in. He moves carefully, staying in the shadows for cover as well as to maintain flight. While he moves he watches the radar tracking to make sure the closest target aren't moving toward him.

Once he makes it to the cell he looks in to see the creature. He address the creature in a whispered voice, "Hey, you awake? You got a name? It ain't Nâgh is it?" Az Rael listens closely for a reply from the alien. See if this thing even knows him. Az Rael wonders. Making sure not to get caught prowling, Az Rael keeps his head on a swivel.


Ride the Night Wind (12)
  • Range: Self only, or Self and one other by touch.
  • Duration: 60 min
  • Damage: N/A
  • Saving throw: None
  • PPE: 12
  • Notes: Allows user to levitate, hover or fly in the darkness


Az Rael wrote:Skills
Mini-Radar/Sonar System, Can track up to 12 targets, Range: 2 miles
Prowl 62% vs Original post: 1d100 = 11
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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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Group Leader
 
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Re: [GR] Janus Station: Prison Break

Postby Consumer » Fri Aug 09, 2019 5:48 pm

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 64 minutes. 3 Minutes have passed since last GM Post.


In the Real World
Everyone, but Alvidan & Brackus

The group considers what is going on, and what they could do. In the end a couple of spells and a few actions put the group in slightly different locations, with Érebos nearly two-thirds of the way up the chamber and Az Rael at the quarter point. Az Rael tries to talk to the inmate, who peers out into the gloom outside his cell. "You don't look like a guard, and unless you're here to rescue me, I don't think I have any information for you. " It's voice high and nasally.

In a Small Windowless Cell
Brackus
Brackus rages against the door, pounding mighty blows and cold and heat into the plain metal door. While the door is still standing, it does look a whole lot worse for wear, and will unlikely stand another assault.

In the Real World
Everyone, but Alvidan & Brackus

The chamber echos with thunderous booming and screeching of steel. More of the guards shift from their current position and begin moving towards the source of the sound leaving the bottom half empty of guards.

As the guards move forward, a shout can be heard and this is followed by bursts of heavy and light automatic fire. Only Érebos can see that five heavily armed individuals have made their way down from the upper portions of the station and have begun firing on the guards.

ImageImageImageImageImage

Cyber-Land
Remaining Time for Power: 00:06:15.
Alvidan

"Interesting, third party is involved." Says the cyborg as he stands there. Alvidan begins activating his tattoo, when the Cyborg speaks again. "File Acquired, will attempt to exterminate their hacker." Alvidan feels the magic of his tattoo activate just in time to dive out of the way of a burst of what appears to be a heavy rail gun, though instead of firing shells it seems be firing anomalous computer code. Alvidan doesn't get another moment to think as he is riddled with scrap code, tearing through his digitized flesh. Keeping the mission in mind, Alvidan grabs the file, as the cyborg lights him up, causing a great deal of damage to Alvidan's digital form. Alvidan activates his Contra-Grav pack and zips away from the Cyborg, before limply dropping a grenade. (No attack roll posted so I used your Just in Case D20 roll.) The grenade detonates far from it's intended target.

Alvidan, Combat Post!

Butcher's Bill
Alvidan: Digital Armor (Main Body): -70 M.D.C.
Brackus' Cell Door: 117 M.D.C.



For everyone else: What are your Intentions?
"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] Janus Station: Prison Break

Postby Alvidan » Sat Aug 10, 2019 11:55 am

Perception: 1d100 = 21 of 26%
Initiative: 1d20+2 = 10
JIC: 1d20 = 20
JIC%: 1d100 = 28

The Intent of dropping the grenade was to cause a lockdown of the files in the area of the room (burning them as it were), whether or not that worked Alvidan does not know.

What he does know is that he is momentarily clear of the enemy and that it is best that he heads back to his own body if possible.

He notes, From the way that borg reacted, he is not a local guard and was likely trying the same thing I was...looking for information. If we are after the same target, it is important I get this information back and we grab our target fast. Especially if my lockdown attempt failed.

He heads back towards where he entered, retracing his route. He did take care to count the doors along the way, it should not be difficult.

Rolls to find way out (Hopefully gets a bonus): 1d100 = 41, 1d100 = 80, 1d100 = 51, 1d100 = 22

Dodge rolls if needed: 1d20+5 = 16, 1d20+5 = 13, 1d20+5 = 14, 1d20+5 = 7, 1d20+5 = 19

To be on the safe sides he invokes his Psionic Invisibility: If the cyborg is a living mind it should work on him (assuming that the creature can detect him despite his tattoo...or that the tattoo failed). -10 ISP

If he locates the way out...he will attempt to exit as soon as possible.
Last edited by Alvidan on Tue Aug 13, 2019 2:53 pm, edited 2 times in total.
Alvidan
P.P.E.: 69/129
I.S.P.: 77/103
M.D.C.: 80/80

Armor: NE-BA 26 Special Body Armor: Main Body 90 Physical 20 Virtual/90
Visible Weapons: Phase Sword
NE-80 Slim-Line Lever Action Plasma Rifle
Shockwave TW Grenade Launcher (Patron Item)

Gear: Grav Pack

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: 80
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Re: [GR] Janus Station: Prison Break

Postby Érebos » Sat Aug 10, 2019 2:21 pm

Perception: 1d100 = 23/59%
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 = 32
JIC (20): 1d20 = 14

Skill Roll: Intelligence (who are they and what are they doing here? what 'roles' does each play? any signs of affiliation or recognizable equipment or tactics?) ---> 1d100 = 5/65% CRITICAL SUCCESS
Skill Roll: Lore: Demons & Monsters (identify any of the 5 strangers, if applicable) --> 1d100 = 85/77%
Skill Roll: Lore: Galactic Aliens (identify any of the 5 strangers, if applicable--> 1d100 = 32/67%
Skill Roll: Prowl (remain hidden) --> 1d100 = 52/92%

Conditions (at the end of this post): Shadow Skin: 46:00 min remaining; Aura of Darkness: 6:00 min remaining; Whispered Voice (Communication) 46:00 min remaining; Shadow Meld: 4:00 min remaining; Fly as the Eagle: 77 minutes remaining




Érebos freezes momentarily as he sees the ensuing firefight.

Ah... an interesting development...but who are they , and why are they here? he thinks as he tries to discern information and intelligence about the observed group (intelligence/Lore rolls above).

Whispered Voice to Az Rael
Shade, Shroud here. The shots you hear are 5 targets who have made their way down to about 2/3 of the way to the top of the chamber; all 5 seem heavily armed and are engaging guards with ballistic weapons. My position does not appear to be currently compromised. Moving slowly toward the source of the metallic banging noise, please advise, over...


The Shadow Mage tries to zero in on the source of the metallic banging and screeching noises, and if able to do so, will slowly drift closer toward it, always training a wary eye on the firefight and his surroundings and keeping to the shadows to ensure his non-detection (Prowl roll above).
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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
 
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Re: [GR] Janus Station: Prison Break

Postby Brackus Monellio » Sat Aug 10, 2019 3:53 pm

Perception: 24% | 1d100 = 98
JiC d20/d100: 1d20 = 15 / 1d100 = 63
Initiative: 1d20+12 = 17
Conditions - n/a

As he braces for another flurry on the door, Brackus hears noises. ”What the frak is going on? Is that gunfire? “ He pauses for a moment to concentrate on the sounds. ((Amplified hearing)) ’Okay boys. This is it. One way or another we are out of here. Based on what we hear, we are fighting our way out. Ready/” With a flow of excitement as well as some anticipation, Brackus goes all out on the door.

Door Assault -
Number of Attacks: 5 +1 from tentacles +1 dragon breathe
1) Blizzard Breath: Effects are identical to the Northwind spell.
2)& 3) Power Punch - strike 1d20+13 = 26 / damage - 1d6*10 = 40 MD counts as 2 attacks
40 & 5) Power Punch - strike 1d20+13 = 23 / damage - 1d6*10 = 50 MD counts as 2 attacks
Free 1) Tentacles - Full Strength Punch - Strike 1d20+13 = 19 / 5d6 = 17 MD damage
Free 2) Dragon breathe - 4d6 = 15
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Mon Aug 12, 2019 5:29 am

Perception: 52% +15% in darkness vs 1d100 = 47
JIC: 1d20 = 20 and 1d100 = 90

Current Conditions
Shadow Skin: 46:00 min remaining, 18 MDC; Aura of Darkness: 6:00 min remaining; Whispered Voice (Communication) 46:00 min remaining;Ride the night wind 57:00 min remaining

Consumer wrote:In the Real World
The group considers what is going on, and what they could do. In the end a couple of spells and a few actions put the group in slightly different locations, with Érebos nearly two-thirds of the way up the chamber and Az Rael at the quarter point. Az Rael tries to talk to the inmate, who peers out into the gloom outside his cell. "You don't look like a guard, and unless you're here to rescue me, I don't think I have any information for you. " It's voice high and nasally.

The chamber echos with thunderous booming and screeching of steel. More of the guards shift from their current position and begin moving towards the source of the sound leaving the bottom half empty of guards.

As the guards move forward, a shout can be heard and this is followed by bursts of heavy and light automatic fire.


Az Rael looks at the creature in the cell and thinks, Damn, he knows I am not a guard and no excitement. No thoughts of getting out. Just a full belief he will be here forever. This prison must have broke him. He considers his options for a moment before replying to the creature, "I'm not staying here any longer than I have to. For the right information you can come along. Your choice. I'm looking for Nâgh and if you can direct me to him, it might be worth your while. What do you have to lose? What the hell, maybe he knows something.

Right as Az Rael is wondering if Erebos is ok the chamber fills with the sound of breaking steel followed closely behind by gunfire. Shit! What the hell is going on? This is getting crazy now.

Érebos wrote:
Whispered Voice to Az Rael
Shade, Shroud here. The shots you hear are 5 targets who have made their way down to about 2/3 of the way to the top of the chamber; all 5 seem heavily armed and are engaging guards with ballistic weapons. My position does not appear to be currently compromised. Moving slowly toward the source of the metallic banging noise, please advise, over...


Thank the gods!

Whispered Voice to Erebos
Shroud, I was wondering. Thought you got antsy and took some out. Glad to here your not compromised. Stay hidden, don't engage unless absolutely. If it goes sideways, end it quick. At this distance I have limited options to help. Don't hold back. See if you can find out who they are here for. If it is our mark we need to think about this. If it is a different mark, maybe we can work together. Can you hear them?

Az Rael turns to look in the direct Erebos described. He runs through the helmets optical enhancements to see if any allow him to see the new players. He looks to see what identification he make, looks for distance to target. He runs through the laser targeting and radar option in the suit as well to see if any will give him a confirmed distance and or target lock. Once he figures out which targeting system will work he switches to it primarily. While working on figuring out a usable targeting system he wonders, Who the hell can they be? A secondary team. Maybe. How long have they been here? Shit, did they find the wrong ship? Or the ghost? How bad is our situation? Or maybe, maybe those gun ship are theirs. Maybe they landed first and came in the front door. I can cut them loose. With the final thought Az Rael crack a small smile.

Whispered Voice to Bryke
Wraith, Shroud has identified new players. They are engaging the guards directly. Keep you eyes open. The prison guards all know someone is here. Any changes with the dolly?


Skills
Intelligence 65% vs 1d100 = 86 - Identify optimal tracking/targeting system to overcome lighting issue in chamber
Prowl 62% +20% from conditions above (shade Skin and Aura of darkness)1d100 = 58 - Stay Hidden


Optics Enhancements, laser and Radar stats
  • Passive Night Vision: 3,000'
  • Telescopic Vision (up to 20x Magnification): 1 mile
  • Macro-Lens (6x Magnification)
  • Thermo-Imager: 2,000'
  • Light Polarization
  • Laser Distancer & Targeting, +1 to Strike with Hand Held Ranged Weapons, Range 2,000'
  • Mini-Radar/Sonar System, Can track up to 12 targets, Range: 2 miles
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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
Group Leader
 
Posts: 124
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Re: [GR] Janus Station: Prison Break

Postby Érebos » Tue Aug 13, 2019 8:52 am

**rolls held**

Conditions (at the end of this post): Shadow Skin: 46:00 min remaining; Aura of Darkness: 40:00 min remaining; Whispered Voice (Communication) 46:00 min remaining; Shadow Meld: 16:00 min remaining; Shadowsight: 16:00 min remaining; Shadow Senses: 32:00 min remaining; Fly as the Eagle: 77:00 min remaining




Az Rael wrote:
Whispered Voice to Erebos
Shroud, I was wondering. Thought you got antsy and took some out. Glad to here your not compromised. Stay hidden, don't engage unless absolutely. If it goes sideways, end it quick. At this distance I have limited options to help. Don't hold back. See if you can find out who they are here for. If it is our mark we need to think about this. If it is a different mark, maybe we can work together. Can you hear them?


Whispered Voice to Az Rael
Shade, Shroud here. Negative with the ballistic firefight going on, I can't hear anything useful. Maybe when the noise dies down. Moving in to observe at close range; will check in periodically. Keep me appraised of any significant changes please, over.


Come on, Alvidan... we need some intel...

The Shadow Mage positions himself so that he is still keeping to shadowy and dark areas, but formulates a plan of action.

He first casts a series of spells to enhance his odds:

A refresh of Shadow Senses (8 PPE), to sharpen his senses again and locate suitable shadows within 200'
A refresh of Shadow Meld (5 PPE), to stay invisible and hidden in the shadows.
A refresh of Aura of Darkness (3 PPE), to enhance his stealth profile.
Shadowsight (7 PPE), to give him the ability to shift his senses to any shadow within 100'.

He then stealthily moves toward the group, putting himself within 200' of a suitable shadow (as detected by Shadow Senses above) to support his next spell.

Finally, Érebos will Shadow Shift (8 PPE) to a shadowy area very close to the team of 5 intruders, within a few feet of them, and remain hidden/invisible to their presence, while observing (listening and watching) their every move from the safety of the shadows.

Let's see what these fools are up to...

Aura of Darkness
Range: Self or one other by touch. Creates an aura of darkness that radiates 2 feet around the affected individual.
Duration: Ten minutes per level of experience (Shadow Mage)
Saving Throw: None.
P.P.E.: Three (Shadow Mage)
This cloaking spell is ideal in darkness for hiding, escape, and setting up an ambush (+10% to Prowl). This magic cloaks the spellcaster in a form-fitting aura or field of darkness that follows her everywhere, making her a hazy black silhouette. The mage can see perfectly from within the haze of darkness, but those outside the radius of magic cannot see into it. At night, it renders the cloaked individual virtually invisible, although she can still be detected by infrared, thermal, motion detectors, and similar sensor systems. Furthermore, the Aura of Darkness may noticeably obscure a particular part of the background or area around her, making it obvious to visual detection in especially well-lit areas, or when bathed in light – the magic darkness cannot be dispelled by the ordinary light, but stands out like a sore thumb.
In combat, opponents who attack a character cloaked in darkness from any distance are -2 to strike due to the fact that they cannot see exactly where her head, face, heart, etc. is located unless guided by thermal-optics or similar heat-based optic systems, and even then, they are -1 to strike. Likewise, skills like Pick Pockets and Palming (trying to plant something on the obscured character) are performed against the black blur at half proficiency because their target is obscured in the equivalent of a black cloud.


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.


Shadowsight
Range: Self; 100 foot radius.
Duration: Four minutes per level of experience (Shadow Mage)
Saving Throw: None.
P.P.E.: Seven (Shadow Mage)
When under the effect of this spell, every shadow within range becomes the spell caster’s eyes and ears. Wherever there is a shadow within range, the mage can spy effortlessly and without any chance of detection, as if he were actually standing, concealed, in the shadow itself. Indoors and underground, this spell gives the mage virtually complete surveillance capabilities over a large area. As the spell caster moves, so does the area of effect. However, the mage must direct his attention to a particular shadow and the sights and sounds around it, not all shadows at once. Shadowsight cannot see through walls, but if there is a shadow around the corner or on the other side of a wall, and within range of the spell, then the spell caster can still view and hear what is happening.


Shadow Senses
Range: Self or one other by touch.
Duration: Eight minutes per level of the spellcaster (Shadow Mage).
Saving Throw: None.
P.P.E.: Eight (Shadow Mage)
This enchantment works only in darkness and shadow, imparting the recipient(s) with special senses:
1) Shadow Vision: The mage is able to see in total darkness as if he had the See in Magic Darkness spell and Nightvision; range: 1,000 feet.
2) Hear Night Sounds: Applicable only when in a dark environment or a connecting shadow. Hearing is enhanced and amplified, enabling the spell recipient to hear and locate sounds at three times the normal level of hearing. She can hear and follow footsteps or the sound of the wind, rushing water, a running motor, voices, a muffled gunshot, etc., to help her navigate in darkness or to eavesdrop on people in the dead of night or from shadows. Ambushing a character using Shadow Senses is difficult because she can hear sounds as slight as a whisper up to 300 feet away. Anyone trying to sneak up on somebody using Shadow Senses while she is in darkness is -20% to Prowl and does NOT get a critical strike from any attack from behind. The Shadow Senses alert her to the incoming attack and enable her to move just enough to avoid the Critical Strike (does normal damage instead).
3) Perception Bonuses: +2 on Perception Rolls related to detecting likely ambush locations, noticing a person hiding in shadow, all things Shadow Magic, finding shadows/darkness, making shadows, and noticing the presence of Shadow Beasts and other denizens of the Shadow Realm.
4) Sense Shadows: This magic helps the character sense and locate the presence of shadows and dark places within a 200 foot radius. It also enables the enchanted individual to sense the presence of Shadow creatures such as Shadow Beasts and other denizens of the Shadow Realm within that radius. She cannot tell what the creature is nor pinpoint its exact location with this sense, but she knows if there is one, a few, or many, and if it/they are near or farther away within the sensing radius. Shadow Mages and Shadow Assassins do NOT register.
Penalty: With Shadow Senses activated, the recipient is vulnerable to bright lights and is -3 to save vs. light spells such as Blinding Flash and Globe of Daylight, both of which are painful and cause temporary blindness (-10 to strike, parry and dodge). Moreover, daylight and artificial light brighter than 60 watts reduces the character to seeing through squinted eyes with a range of merely 15 feet. The duration of blindness caused by Blinding Flash. flash grenades, or any sudden exposure to bright light is doubled. Retreating back into comforting darkness or a shadow reduces the duration of light blindness by half.


Shadow Shift
Range: Self, or self and as many as one other by touch. The “shift” can be made up to 50 feet away per level of the spellcaster. Line of sight and shadows required.
Duration: Instant and counts as one melee attack/action.
Saving Throw: None.
P.P.E.: Eight (Shadow Mage)
Note: Each “relocation” counts as one spell and one melee attack.
This spell is great as a fast escape or an instant, nearby relocation. It enables the spellcaster to enter one shadow and appear at another up to 50 feet away per level of experience. The shadows do not need to be connected, but do have to be large enough to cover a man, and the distant shadow must be visible from wherever the spellcaster is standing. The spell has less to do with teleportation than it does a form of dimensional shifting from one shadow location to another one within the same reality. The shadow must be no smaller than five feet squared, or in diameter.
Whenever the spellcaster enters a massive shadow that is 20 feet to hundreds of feet, he may disappear and reappear anywhere within that same shadow, provided the “relocation” does not exceed the 50 foot range per level. If the shadow reaches a rooftop, bridge, or ledge, then its location is accessible via Shadow Shift. Trying to shift onto a moving vehicle that passes under or through a shadowy location is possible, but risky: 50% chance of success. Staying on top of a fast-moving vehicle is likely to to require additional effort and skill or combat rolls. Also remember that each Shadow Shift requires casting of the spell and uses up one melee action.
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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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Re: [GR] Janus Station: Prison Break

Postby Bryke » Wed Aug 14, 2019 10:57 am

Perception: 35% | 1d100 = 58
JiC d20/d100: 1d20 = 9 / 1d100 = 15

Conditions (at the end of this post): Shadow Skin: 46:00 min remaining; Whispered Voice (Communication) 46:00 min remaining; Chameleon: 15:00 min remaining

The Promethean is not expecting the message when Shade's whisper comes through, but does not flinch. Hundreds, maybe thousands, of years of surviving hostile environments, and fending for one’s self has had the residual effect on the Time Master of an “almost-always-on” awareness. Hearing the whisper and receiving the message the promethean turns toward Alvidan’s position, its eyes dart to and fro around the spot Bryke placed Alvidan’s body in, looking for movement of any kind. Anything that would indicate progress, or a change.

Whisper to Az Rael, “Shade, his body has not moved of its own will, this one does not know what that could mean exactly but from what you just said we should assume for now that all has not gone easily and will not go… easily. There are no cake pieces being served.” The alien to human custom(s) whispers.

The Promethean smiles under cover of the Chameleon Spell, while petting its new Vulcan Mini-Gun as if it were a love child.

You may get to sing for papa today… yes you may.” The Promethean coo's while ogling its readied, new, favorite, weapon. Then abruptly, as if the Time Master were caught doing something inappropriate, Bryke goes back to keeping watch on the area, and Alvidan.

"Who are these new folks? What is their goal?"
Last edited by Bryke on Fri Aug 16, 2019 3:11 pm, 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| 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: 236/140
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:

Call Names/Nicknames:
Bryke, Wraith
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Thu Aug 15, 2019 11:51 am

Az Rael wrote:Perception: 52% +15% in darkness vs Original post: 1d100 = 47
JIC: Original post: 1d20 = 20 and Original post: 1d100 = 90


Current Conditions
Shadow Skin: 46:00 min remaining, 18 MDC; Aura of Darkness: 6:00 min remaining; Whispered Voice (Communication) 46:00 min remaining;Ride the night wind 57:00 min remaining


Bryke wrote:Whisper to Az Rael, “Shade, his body has not moved of its own will, this one does not know what that could mean exactly but from what you just said we should assume for now that all has not gone easily and will not go… easily. There are no cake pieces being served.”


Az Rael hears the promthean and his shoulders drop, Damn it, What the hell is going on in there? If these folks are out here. Could they have someone in there like him? What are the possibilities?

Whispered Voice to Bryke
Wraith, If you encounter anyone, take care of the problem quickly and silently. Please, make sure when he wakes up we get the cell information immediately.


Az Rael scans the chamber, We know they are here, how long before they figure out we are here. We need to utilize our best advantage before we lose it. We need that cell number. Focus. Keep the team on point.

Optics Enhancements, laser and Radar stats
  • Passive Night Vision: 3,000'
  • Telescopic Vision (up to 20x Magnification): 1 mile
  • Macro-Lens (6x Magnification)
  • Thermo-Imager: 2,000'
  • Light Polarization
  • Laser Distancer & Targeting, +1 to Strike with Hand Held Ranged Weapons, Range 2,000'
  • Mini-Radar/Sonar System, Can track up to 12 targets, Range: 2 miles
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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 Bryke » Thu Aug 15, 2019 3:01 pm

-Rolls Held-

Conditions (at the end of this post): Shadow Skin: 46:00 min remaining; Whispered Voice (Communication) 46:00 min remaining; Chameleon: 15:00 min remaining

Whisper to Az Rael, "Shade, Consider that done." The Time Master whispers back blankly.

"Looks like you won't be singing for papa any time soon..."" Bryke thinks, a tad sullen at the idea of having to use punch knives instead of its newly appointed "Spear."

"Those be the breaks though, this one guesses." The Promethean speaks under its breath while slowly placing its Vulcan back to the "shotgun slung" position, and equally as methodical grabbing its punch knives in both hands and waiting, keeping guard.
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: 236/140
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:

Call Names/Nicknames:
Bryke, Wraith
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Re: [GR] Janus Station: Prison Break

Postby Consumer » Thu Aug 22, 2019 6:11 am

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 64:15 minutes. 15 seconds have passed since last GM Post.


skills
Érebos:
Intelligence (who are they and what are they doing here? Érebos is unsure of who they are, likely mercenaries of some sort. What they're doing here, he hasn't the foggiest.
what 'roles' does each play? They're mercenaries that seem to be more than capable of evolving to whatever role is needed at the current moment. Though he can tell that the ones armed with heavy rail guns are likely heavy weapons support. You don't have enough time to observe them working.
any signs of affiliation or recognizable equipment or tactics? None is immediately noticeable.
Lore: Demons & Monsters (identify any of the 5 strangers, if applicable): They could be monsters or Demons.
Skill Roll: Lore: Galactic Aliens (identify any of the 5 strangers, if applicable): One Larmac, One True Atlantean, the rest are humanoids.
Skill Roll: Prowl (remain hidden): Seems to work.
Az Rael:
Intelligence (Identify optimal tracking/targeting system to overcome lighting issue in chamber): Some manner of light filter.
Prowl (Stay Hidden): Seems to work.


Cyber-Land
Alvidan

Alvidan is apparently in quite a pickle as he can't seem to fathom that he may be in trouble. More flashes of scrap code fly by his flying form. Alvidan tries to use psionic invisibility to hide from his pursuer, but seems unsuccessful, or the cyborg can see him even with it up. The borg fires another burst at Alvidan destroying his digital armor. Alvidan begins to try and flee, but the Cyborg seems to be right on his tail, firing more bursts of raw, corrupted code at the Sunaj Assassin, Striking him with two more bursts, before Alvidan manages to come free from the digital world. Alvidan finds himself breathing heavy to the point of hyperventilation, knowing how close he just came to having his brain fried in the digital world.


In the Real World
While Brackus rages at his door, the motley crew of mercenaries move to more defensive positions and start picking off the guards. Well save for the Tattooed Atlantean, he moves right into the fray and begins to fight with a flaming claymore. Another of the mercenaries (the one wrapped in rags) begins to scream, and one of the guards, despite his best efforts is repeatedly smashed into the side of the wall.

Brackus' rage finally comes to fruition as the door buckles and flies from it's mountings leaving him to see the interior of the enormous chamber.

Bryke hears Alvidan inhale a deep breath and then begin to hyperventilate.

Due to only 15 seconds passing, nearly all of your communication didn't happen, likely only the first things said by your characters. ~Consumer


Butcher's Bill
Alvidan:



Combat Posts!
"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] Janus Station: Prison Break

Postby Érebos » Thu Aug 22, 2019 7:10 am

Perception: 1d100 = 53/59%
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 = 65
JIC (20): 1d20 = 19

Conditions (at the end of this post): Shadow Skin: 45:45 min remaining; Aura of Darkness: 5:45 min remaining; Whispered Voice (Communication) 45:45 min remaining; Shadow Meld: 3:45 min remaining; Fly as the Eagle: 76:45 minutes remaining; Shadowsight: 16:00 min remaining

Skill Roll: Prowl (remain hidden while maneuvering) --> 1d100 = 21/92%

Initiative roll: 1d20+2 = 20
Number of Attacks: 6
Actions 1-3: long Whispered Voice to Az Rael
Action 4: Cast Shadowsight spell and attempt to observe what's inside said cell
Action 5: reserved for dodge, if needed
Action 6: reserved for dodge, if needed

Contingent dodge rolls:
1d20+10 = 13
1d20+10 = 15





Consumer wrote:In the Real World
While Brackus rages at his door, the motley crew of mercenaries move to more defensive positions and start picking off the guards. Well save for the Tattooed Atlantean, he moves right into the fray and begins to fight with a flaming claymore. Another of the mercenaries (the one wrapped in rags) begins to scream, and one of the guards, despite his best efforts is repeatedly smashed into the side of the wall.

Brackus' rage finally comes to fruition as the door buckles and flies from it's mountings leaving him to see the interior of the enormous chamber.


Érebos looks up as the door flies off the hinges.

Someone... or something... isn't happy! he thinks. Whatever the hell caused that appears to be very strong; I'd better steer clear of it...

Whispered Voice to Az Rael
Shade, Shroud here. All hell is breaking loose up here... perhaps literally, given a reinforced cell door just blew off it's hinges... I think we now where the banging noise was coming from, and whatever caused it isn't happy. I'm trying to get a better look now. Our 'visitors' are taking out the guards...looks like a Larmac pigman, True Atlantean T-man with a flaming claymore, some sort of metaphysical type humanoid dressed in rags - first guess would be some sort of psychic as he's using invisible forces to throw a guard around, a smaller humanoid female and another humanoid dressed in black... over


The Shadow Mage keeps his eyes peeled on the conflict between the guards, trying to gauge the combat skill of the group of mercs and switching back and forth between the combat going on, and the place where the cell door blew off the hinges in anticipation of what could be inside that caused the ruckus.

The smartest move at this point may be to observe and gather information about what exactly it is that we're dealing with... he thinks.

He casts the Shadowsight (7 PPE) spell, to give him the ability to shift his senses to any shadow within 100', and proceeds to shift his senses to a shadow near the now-doorless cell some 40-50 feet away so he can get a good look at what is inside.

Shadowsight
Range: Self; 100 foot radius.
Duration: Four minutes per level of experience (Shadow Mage)
Saving Throw: None.
P.P.E.: Seven (Shadow Mage)
When under the effect of this spell, every shadow within range becomes the spell caster’s eyes and ears. Wherever there is a shadow within range, the mage can spy effortlessly and without any chance of detection, as if he were actually standing, concealed, in the shadow itself. Indoors and underground, this spell gives the mage virtually complete surveillance capabilities over a large area. As the spell caster moves, so does the area of effect. However, the mage must direct his attention to a particular shadow and the sights and sounds around it, not all shadows at once. Shadowsight cannot see through walls, but if there is a shadow around the corner or on the other side of a wall, and within range of the spell, then the spell caster can still view and hear what is happening.
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Thu Aug 22, 2019 9:50 am

Perception: 1d100 = 77 vs 52% +15% in darkness
JIC: 1d20 = 9 and 1d100 = 41

Current Conditions
Shadow Skin: 46:00 min remaining, 18 MDC; Aura of Darkness: 6:00 min remaining; Whispered Voice (Communication) 46:00 min remaining;Ride the night wind 57:00 min remaining


Great, now it is hitting the fan! This is exactly what I was worried about. We have these idiots to worry about, we engage and the guards know we are here. We don't, then maybe we lose the mark. We need to let the guards take as much of a toll as possible.

Érebos wrote:
Whispered Voice to Az Rael
Shade, Shroud here. All hell is breaking loose up here... perhaps literally, given a reinforced cell door just blew off it's hinges... I think we now where the banging noise was coming from, and whatever caused it isn't happy. I'm trying to get a better look now. Our 'visitors' are taking out the guards...looks like a Larmac pigman, True Atlantean T-man with a flaming claymore, some sort of metaphysical type humanoid dressed in rags - first guess would be some sort of psychic as he's using invisible forces to throw a guard around, a smaller humanoid female and another humanoid dressed in black... over


A Claymore, What clan uses the claymore? Bitch quitters. We need to kill that one at minimum.

Whispered Voice to Erebos
Shroud, I am moving to you. Slowly, stay hidden. I must prepare first.We need to find out if they are here for our mark. I don't believe in coincidence. I think they were the reason we needed to hurry.


Az Rael remains in his position attempting to stay hidden. Knowing battle could be imminent Az Rael concentrates hard to activate Intuitive Combat power.

Skills

Prowl 62% +20% from conditions above (shade Skin and Aura of darkness) vs 1d100 = 28 - remain hidden in his current location

Intuitive Combat (10)
Duration: 8 melee rounds, Range: Self, Bonuses: +3 initiative, +1 to strike, +1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm, Can not be caught by surprise, even by attacks from behind or from long range.


Actions

Initiative roll: 1d20+6 = 12
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Actions 1-6: Activate Intuitive Combat

*Should someone attack, Az Rael will auto dodge. Autododge +3, P.P. Bonus +3
1 - 1d20+6 = 8 , 2 - 1d20+6 = 20 , 3 - 1d20+6 = 17 , 4 -1d20+6 = 22 , 5 -1d20+6 = 7 , 6 - 1d20+6 = 15
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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 Alvidan » Thu Aug 22, 2019 4:07 pm

Perception: 1d100 = 2 of 26%
Initiative: 1d20+2 = 12
JIC: 1d20 = 4
JIC%: 1d100 = 92

That was close, Alvidan checks the contents of the file first thing, to make sure he still has it and find out where our target is. Things can be difficult when you are taken by surprise, but he made it out alive. Hopefully, with the data we need. Following this routine should help calm him down and shop his hyperventilating.

OOC Comments
I am not certain what I need to do here. Do I need to roll Computer Programming? Telemechanics? Do I use Total Recall for ISP?
Computer Programming 1d100 = 24 of 55%
Computer Operation 1d100 = 73 of 50%
Telemechanics [dice]1d100 of 87%[/dice]
If Total Recall is needed, spend 2 ISP


GM Note: Telemechanics would be needed to move the data to a media to be read. ~Consumer

He brings out his pocket computer and transfers the file to that so he can read the information.

If he has the information, he will whisper, "Shade: Data recovered. Our target is..." and then tell the other Sunaj where to find the cell.

If he somehow failed to recover the data, he will proceed to take in the situation and will whisper, "Shade, the other team hacker nearly killed me, I suggest we follow them, likely they are headed for the same target."

He will pass the information on to the others after.

Actions: 6
Action 1) Attempt to review data
Action 2) Speaks to Shade and the others.
Action 3) Evaluates situation: Intelligence 1d100 = 7 of 60%
Actions 4-6 currently reserved for dodge if needed: 1d20+5 = 14, 1d20+5 = 14, 1d20+5 = 8

(If still under Chameleon spell, remain still until given further instructions.)
Last edited by Alvidan on Tue Aug 27, 2019 3:27 pm, edited 1 time in total.
Alvidan
P.P.E.: 69/129
I.S.P.: 77/103
M.D.C.: 80/80

Armor: NE-BA 26 Special Body Armor: Main Body 90 Physical 20 Virtual/90
Visible Weapons: Phase Sword
NE-80 Slim-Line Lever Action Plasma Rifle
Shockwave TW Grenade Launcher (Patron Item)

Gear: Grav Pack

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 Brackus Monellio » Sun Aug 25, 2019 3:07 pm

Perception: 24% | 1d100 = 8
JiC d20/d100: 1d20 = 5 / 1d100 = 24
Initiative: 1d20+12 = 20
Conditions - n/a
Reconstruction: Amplified Hearing

Parasite: Free Breather
[list]Can exert himself for twice as long as normal and suffers only half the normal penalties from fatigue.
Can recognize known scents at 80% - 1d100 = 29
track by smell at 55% - 1d100 = 48
recognize poisons and toxic gases by smell at 80% - 1d100 = 88

Symbiote: Chest Amalgamate
-Hyper-Reactions: +1 on initiative, + 1 to strike and dodge, doubles speed, adds one melee attack and can leap an additional four feet
-Warn of danger (growls and moves); will wake up its host body if sleeping.

Parasite: The Psychic Vapor
Psychic Body Field (30 / dur: 5 min)

Enhanced Reflexes (10 / dur: 6 mins)
+1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance

Symbiote: Storm Breather
Blizzard Breath: Effects are identical to the Northwind spell. Can be used as often as once per melee. Range is 200' with a 45' cone of influence.

With A roar, Brackus watches the door fly. ”Yes!!” He uses his tentacles to pull himself towards the doorway. With his antennae and other senses , he checks the chamber. As he does, his “friends” start sending signals. First his chest thing growls and sends some “juice”, adding to Brackus’ already impressive abilities. Then, his life node sends a wave of suspicion ’Yes, i agree. Something is not right here. Best be on guard.” With a feeling of contentment, Brackus grips the doorway, and prepares to jump out. "At least i can trust the gang. okay guys, warn me if trouble gets close."

He sticks his face partially thru the doorway, and lets loose with his blizzard breathe. Taking a couple shots side to side, First left, then right.’That should cover my exit!” He decides to add his escape. With a grunt and a long blink, Brackus activates his Enhanced Reflexes and Resist Damage abilities. He sets his feet, extending claws for grip, and then using his massive strength, launches himself out of his cell.

IF he hits something he cand grab, he will grab on and look around….
IF he keeps floating, he will aim for something to grab onto, using wind rush to move him as needed.


Door Assault -
Number of Attacks: 5 +1 from tentacles +1 dragon breathe
1) Blizzard Breath - aim left
2) Blizzard Breath - aim right
3) Activate Enhanced Reflexes
4) Activate Resist Damage
5) Launch from cell

Free 1) Grab object/wall with Tentacles - Full Strength Punch - Strike 1d20+13 = 33 / 5d6 = 16 MD damage
Free 2) Dragon breathe - 4d6 = 19
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Re: [GR] Janus Station: Prison Break

Postby Érebos » Tue Aug 27, 2019 12:06 pm

**rolls held**

Az Rael wrote:
Whispered Voice to Erebos
Shroud, I am moving to you. Slowly, stay hidden. I must prepare first.We need to find out if they are here for our mark. I don't believe in coincidence. I think they were the reason we needed to hurry.


The Shadow Mage receives the message from his Sunaj friend, and is a bout to reply, when he sees Brackus and the attendant actions Brackus takes. Erebos shifts his senses back to himself, and replies to Az Rael:

Whispered Voice to Az Rael
Shade, Shroud here. Roger that, will keep an eye out for you. Something... some kind of odd brutish monstrosity has emerged from the cell now, and has strange powers... I'm not quite sure what to make of it, it almost looks like a bio-borg of some kind. Any word from our brother or his guardian?


He looks back at the battle between the guards and the newcomers to gauge how it is proceeding.

Hopefully the guards can soften them up and we can clean up the mess left behind... once we discover what they're doing here... he thinks.

He will continually shift his senses between himself and the shadows close to Brackus to get an idea of what Brackus is doing and keep an eye on the fight in front of him as much as possible.
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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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Re: [GR] Janus Station: Prison Break

Postby Bryke » Thu Aug 29, 2019 2:47 pm

Perception: 32% | 1d100 = 60
JiC d20/d100: 1d20 = 1 / 1d100 = 71
Initiative: (1d20)+2 = 2

Bryke observes the situation briefly, as Alvidan returns, before whispering to Shade.[/b]
"Shade, "Hidden" has stirred. Is hyperventilating. This one will continue to observe. We will move to support asap."

I hope he understands my broken message... the Promethean thinks after purposefully attempting to be cryptic.

With the message delivered, Bryke turns its attention once again to Alvidan, as well as keeping an eye on their surroundings. The Time Master does this by talking quietly to the space where Alvidan was, without looking, but keeping its awareness on everything around them.

Whisper to Alvidan: "Hidden, glad you are back. This one has covered you with a chameleon spell to keep your frame in case this one needed to leave you briefly before you returned. In your right hand this one has loaned you a phase beamer, placed there again, in case this one needed to leave briefly. With your safe return," Bryke pauses speaking to leave room for any rebuttal, "we can now offer the others our support."

The Promethean, weapon ready still, waits for any return messages.
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: 236/140
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:

Call Names/Nicknames:
Bryke, Wraith
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Diamond Level Patron
 
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Re: [GR] Janus Station: Prison Break

Postby Consumer » Fri Aug 30, 2019 3:12 pm

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 01:04:30 hours. 15 seconds have passed since last GM Post.


Skill Rolls
Érebos: Prowl: Successful.
Az Rael: Prowl: Successful.
Brackus: None used.
Alvidan: Intelligence: See post.
Bryke: None used.


General Location of things: (Total height of chamber 5,200')
Mercenaries and Guards are at 5,200'-5,050'.
Brackus is at 5,050'
Érebos is at 3,500'
Az Rael is at 2,600' (Mid-point)
Bryke and Alvidan are outside of the chamber as of current)



Near the Action:
Érebos, Az Rael, and Brackus.

Erebos begins a rather lengthy conversation with Az Rael who is on the edge of the spells range.

Érebos wrote:"Shade, Shroud here. All hell is breaking loose up here... perhaps literally, given a reinforced cell door just blew off it's hinges... I think we now where the banging noise was coming from, and whatever caused it isn't happy. I'm trying to get a better look now. Our 'visitors' are taking out the guards...looks like a Larmac pigman, True Atlantean T-man with a flaming claymore, some sort of metaphysical type humanoid dressed in rags - first guess would be some sort of psychic as he's using invisible forces to throw a guard around, a smaller humanoid female and another humanoid dressed in black... over"


Brackus breathes a burst of icy cold air from his cell. (Only one round of action can be used for this as per the spell combined with your Symbiote description. ~Consumer) And the guards in the immediate area seem unaffected due to their environmentally sealed body armor. The female invader takes a short burst from her rifle and scores a serious hit on one of the guards. This is followed by another burst from the masked male invader, the shots rip through another of the guards likely killing him instantly. The man wrapped in rags screams once more as blood streams from the corners of his eyes, and a guard continues to be dashed against one of the railings. The obese alien seems to chuckle as he lets loose a violent burst of rail gun fire, annihilating a guard in the process. Az Rael for his point looks inwards and begins channeling a power. The guards tired of being used for target practice begin moving for cover under the various platform ridges while returning fire with their riot shotguns. Some of the shots hit, but don't seem to phase the invaders much. A trio of Guards fire on Brackus (No Dodges posted. ~Consumer) The Atlantean charges one of the guards near the top of the chamber and hacks at him with his flaming claymore, carving a decent chunk out of the man in the process.

Érebos continues to talk to Az Rael, while Brackus begins channeling some of his many powers. The invaders continue to fire on the guards, finishing off two more, while the one being slammed into the grates goes limp and is tossed aside like trash. The Obese alien continues firing bursts of rail gun fire at the guards and manages to wound one by shredding his cover. The guards try to fight back but it's very obvious they are outgunned by these mercenaries. They score a few hits, but all seems to be minor damage as the trio continue to fire on Brackus, who in their eyes is a monster to be feared, their shotgun slugs tearing gouges into his augmented flesh. The Atlantean with the sword continues to try and carve up the guard.

Érebos finishes up his conversation with Az Rael. While the invaders continue to do horrible things to the guards killing another three. The guards try valiantly to fight back, but the only person really getting hurt is Brackus, who is shot three more times, while he channels yet another of his powers. About this point a Cyborg with mechanical tentacles emerges from the upper entryway and slides towards the obese alien.

Érebos risks casting another spell hoping that the ensuing fight will cover up the sounds he may be making.Brackus comes flying out of the cell and grabs one of the guards firing on him, dealing some damage as he speeds towards the other side of the chamber, while the Woman, the masked man, the rag man, and the obese alien work over four more guards. Two of the guards fire on Brackus, dealing him more wounds, while the Cyborg readies a rail gun much like the obese alien.

Still in Engineering:
Alvidan and Bryke

Alvidan with shaky hands mentally writes the data he's acquired from the station's files to his portable computer. A brief glance gives him the following info.

Stolen file wrote:The Dread Pirate Nâgh
Skaa/Male
Real Name: Nisk-Ur Seldarrius
Cell: MSNPP-6986


Brike tries to whisper to Az Rael, but the connection isn't made as he's too far away. Alvidan tries to converse with Az Rael as well and finds that he cannot make the connection. Bryke uses the spell to comical effect with Alvidan, who hears it as a kind of stereo effect.

Bryke wrote:Whisper to Alvidan: "Hidden, glad you are back. This one has covered you with a chameleon spell to keep your frame in case this one needed to leave you briefly before you returned. In your right hand this one has loaned you a phase beamer, placed there again, in case this one needed to leave briefly. With your safe return," Bryke pauses speaking to leave room for any rebuttal, "we can now offer the others our support."


Alvidan takes a few moments to consider the situation and comes up with nothing other than he is now armed with a bunch of weapons from Bryke.

Butcher's Bill
Brackus: Psychic Body Field: Destroyed, Main Body: -210 M.D.C.



(Note: Érebos, you're second post was well outside the time frame of 15 seconds. ~Consumer)

Combat Posts!
"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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Location: Phase World GM (Galactic Rogues)

Re: [GR] Janus Station: Prison Break

Postby Alvidan » Sun Sep 01, 2019 3:30 am

Perception: 1d100 = 100 of 29%
Initiative: 1d20+2 = 11
JIC: 1d20 = 11
JIC%: 1d100 = 58

OOC Comments
Active Conditions (some of the following, but I am not sure which or for how much longer): Chameleon, Psychic Invisibility,Conditions (at the end of this post): Shadow Skin: 45:30 min remaining; Aura of Darkness: 5:30 min remaining; Whispered Voice (Communication) 45:30 min remaining


Alvidan says to himself, The good news is we know which cell our target is in. The bad news is I have not found a map to tell me where that cell is yet, I think.

To Bryke, he whispers, "Wraith, I have the cell number of our target, but I do not think I have the deck plan...unless someone else has that. I can try to locate that, I would think it would be in local storage. Alternately, if we can get in touch with the others, we can try to figure out the coding by getting cell numbers from different locations."

He will look around for a local terminal that is more than a simple security device. If he finds one he will attempt to use Telemechanics to get information from it. He does not want to go back virtual, as the other hacker may still be in the system.

Actions 6
Action 1) Speak to Bryke
Action 2) Look Around for a terminal or, lacking that, for the numbers of the nearest cells. Intelligence 1d100 = 88 of 60% to gather information
Action 3) Move to the terminal, or to the next cell. Prowl 1d100 = 9 of 50% (not sure what bonuses I am getting, so not including those).
Action 4) Move Further if needed: Pilot (Contragravity Pack) 1d100 = 55 of 42% (assumes Fly as Eagle spell has expired)
Action 5) Reserved for Dodge 1d20+4 = 13
Action 6) Reserved for Dodge 1d20+4 = 21

Contingency, if I find a terminal, Telemechanics (if needed) 1d100 = 97 of 87%
Contingency: Depending on how good chameleon spell is, I may decide I need to use my Closed Eye Tattoo.
Last edited by Alvidan on Sun Sep 08, 2019 4:08 am, edited 4 times in total.
Alvidan
P.P.E.: 69/129
I.S.P.: 77/103
M.D.C.: 80/80

Armor: NE-BA 26 Special Body Armor: Main Body 90 Physical 20 Virtual/90
Visible Weapons: Phase Sword
NE-80 Slim-Line Lever Action Plasma Rifle
Shockwave TW Grenade Launcher (Patron Item)

Gear: Grav Pack

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: 80
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Tue Sep 03, 2019 6:08 am

Perception: 1d100 = 14 vs 52% +15% in darkness
JIC: 1d20 = 8 and 1d100 = 43

Current Conditions
Shadow Skin: 46:00 min remaining, 18 MDC; Aura of Darkness: 6:00 min remaining; Whispered Voice (Communication) 46:00 min remaining;Ride the night wind 57:00 min remaining; Intuitive Combat 8 melee rounds remaining


Az Rael opens his eyes to the mayhem and breaths deeply, I am quickly losing control of this situation. Panic starts to set in on him as his mind flashes back to the night with his mom, Not again, Not again. Get it together! Lock it up! Looking around the massive area he angrily wonders, Was there another way? We just needed to know which cell he is in. Just which friggin cell. It didn't have to be like this. What do we do? Engage? Wait? Leave? With the pressure mounting on the young leader and history greatly expanding on the inner fear of failure and the consequences that come with it, Az Rael take another deep breath. Safety first, we need to re-group. Then figure out our movements as a team. We need to be sneaky. No need to go into this head first.

Az Rael hears Alvidan report the Prison cell number and his eyes light up! A bit of good luck, he thinks to himself. I need to let Erebos know.

Whispered Voice to Erebos
Shroud, The mark is in cell MSNPP-6986.


Az Rael looks around to get his bearing and see if he can make sense of the cell configuration and the scheme for the numbers and figure out which way to go for the mark.

Whispered Voice to Bryke
Wraith, Join us. Stay concealed.


Az Rael turns to the bulbous headed alien, "I'm not the second chance kind of guy, I'm leaving, don't care who comes. I need to know where cell MSNPP-6986 is. Your choice"


Skills

Prowl 62% +20% from conditions above (shade Skin and Aura of darkness) vs 1d100 = 45 - remain hidden as he moves back closer to the door to engineering.
Intelligence 65% vs 1d100 = 36 - Figure out cell numbering scheme

Intuitive Combat (10)
Duration: 8 melee rounds, Range: Self, Bonuses: +3 initiative, +1 to strike, +1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm, Can not be caught by surprise, even by attacks from behind or from long range.


Actions

Initiative roll: 1d20 = 13 +9 (+6 and +3 from IC)
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Actions 1-2: Talk to Shroud and Wraith
Actions 3-4: Figure out Cell numbering scheme
Actions 5-6: Talk to alien


*Should someone attack, Az Rael will auto dodge. Autododge +3, P.P. Bonus +3
1 - 1d20 = 1 , 2 - 1d20 = 6 , 3 - 1d20 = 10 , 4 -1d20 = 14 , 5 -1d20 = 20 , 6 - 1d20 = 9
Last edited by Az Rael on Fri Sep 06, 2019 2:44 am, edited 1 time in total.
P.P.E.: 65 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 52%
+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 15 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 » Wed Sep 04, 2019 7:45 am

Perception: 1d100 = 71/69%, or 74% when pertaining to Shadow Magic
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 = 91
JIC (20): 1d20 = 8

Conditions (at the end of this post): Shadow Skin: 45:30 min remaining; Aura of Darkness: 5:30 min remaining; Whispered Voice (Communication) 45:30 min remaining; Shadow Meld: 3:30 min remaining; Fly as the Eagle: 76:30 minutes remaining; Shadowsight: 15:45 min remaining

Skill Roll: Prowl (remain hidden) --> 1d100 = 13/92%
Skill Roll: Intelligence (figure out the numbering scheme on the cells in order to figure out where the mark will be relative to his position) --> 1d100 = 94/65%
Skill Roll: Intelligence (figure out the numbering scheme on the cells in order to figure out where the mark will be relative to his position) --> 1d100 = 94/65%


Initiative roll: 1d20+2 = 16
Number of Attacks: 6
Action 1: Whispered Voice to Az Rael
Action 2: Look at cells {Intel roll}
Action 3: Look at cells {Intel roll}
Action 4: Reserved for dodge if needed
Action 5: Reserved for dodge if needed
Action 6: Reserved for dodge if needed




Consumer wrote:Near the Action:
Érebos, Az Rael, and Brackus.

Brackus breathes a burst of icy cold air from his cell. (Only one round of action can be used for this as per the spell combined with your Symbiote description. ~Consumer) And the guards in the immediate area seem unaffected due to their environmentally sealed body armor. The female invader takes a short burst from her rifle and scores a serious hit on one of the guards. This is followed by another burst from the masked male invader, the shots rip through another of the guards likely killing him instantly. The man wrapped in rags screams once more as blood streams from the corners of his eyes, and a guard continues to be dashed against one of the railings. The obese alien seems to chuckle as he lets loose a violent burst of rail gun fire, annihilating a guard in the process. The guards tired of being used for target practice begin moving for cover under the various platform ridges while returning fire with their riot shotguns. Some of the shots hit, but don't seem to phase the invaders much. A trio of Guards fire on Brackus. The Atlantean charges one of the guards near the top of the chamber and hacks at him with his flaming claymore, carving a decent chunk out of the man in the process.

Brackus begins channeling some of his many powers. The invaders continue to fire on the guards, finishing off two more, while the one being slammed into the grates goes limp and is tossed aside like trash. The Obese alien continues firing bursts of rail gun fire at the guards and manages to wound one by shredding his cover. The guards try to fight back but it's very obvious they are outgunned by these mercenaries. They score a few hits, but all seems to be minor damage as the trio continue to fire on Brackus, who in their eyes is a monster to be feared, their shotgun slugs tearing gouges into his augmented flesh. The Atlantean with the sword continues to try and carve up the guard.

The invaders continue to do horrible things to the guards killing another three. The guards try valiantly to fight back, but the only person really getting hurt is Brackus, who is shot three more times, while he channels yet another of his powers. About this point a Cyborg with mechanical tentacles emerges from the upper entryway and slides towards the obese alien.

Brackus comes flying out of the cell and grabs one of the guards firing on him, dealing some damage as he speeds towards the other side of the chamber, while the Woman, the masked man, the rag man, and the obese alien work over four more guards. Two of the guards fire on Brackus, dealing him more wounds, while the Cyborg readies a rail gun much like the obese alien.


What is THAT? thinks the Shadow Mage as he sees Brackus' monstrous form flying across the chamber and being shot at by the guards. Looks kind of like a bio-borg?!? It's hard to tell from this distance, but, having been educated on (and meeting) all sorts of Splugorth minions as part of the Sunaj, he knows enough about bio-borgs to recognize certain telltale signs. He also knows that if one is imprisoned, it's not in the Splugorth's good graces. Hmm...

Az Rael's message comes through:

Az Rael wrote:
Whispered Voice to Erebos
Shroud, The mark is in cell MSNPP-6986.


Good, now we have the location of the mark. Now what... do we get involved in this mess, or try to find the mark?

The enemy of my enemy... he thinks as he looks back and forth at Brackus being attacked by the guards, and then at the mercs.

The Shadow Mage is too far to get in on the action while remaining in range of Az Rael. He frowns, unsure of what the best course of action is.

Whispered Voice to Az Rael
Shade- Roger. Bio-borg emerged from cell, drawing guard fire. Mercs shredding guards. I'm too far from this fight to engage and still remain in range for shadow comms Please advise, over."


But these mercs... they're competition, not friends he decides. That bio-borg might come in handy, in that case...

Érebos shakes his head. Stay focused, Érebos. The mission. Find the cell, retrieve the mark.

Érebos looks around at the cells - using his rifle scope if need be to zoom in and get a clear reading. He's looking for any kind of pattern to indicate how the cell layout is arranged. If it's really this big, there must be some sort of system organizing it.

His first attempt fails, so he tries again.

Apparently, he's too fucking stupid to figure it out. So, he sits and waits.

In the off chance he needs parries or dodges:

Parry 1d20+9 = 22
Parry 1d20+9 = 21
Parry 1d20+9 = 21
Parry 1d20+9 = 11

Dodge (if needed) 1d20+10 = 22
Dodge (if needed) 1d20+10 = 25
Dodge (if needed) 1d20+10 = 16
Last edited by Érebos on Tue Sep 10, 2019 7:45 am, edited 6 times in total.
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 172/204

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
 
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