[GR] Janus Station: Prison Break

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Re: [GR] Janus Station: Prison Break

Postby Bryke » Sun Sep 08, 2019 10:59 pm

Perception: 32% | 1d100 = 36
JiC d20/d100: 1d20 = 10 / 1d100 = 65
Broken dice tag - DISREGARD
Initiative: (1d20)+2 = 2

Initiative: 1d20+2 = 10

Conditions (at the end of this post): Shadow Skin: 45:30 min remaining; Whispered Voice (Communication) 45:30 min remaining; Chameleon: 14:30 min remaining

The wily promethean is not always the first to respond, "but when he does," --the most interesting man in the world few are ready.

[OOC: I believe our whispering should have a received response. i.e. Wraith this is Shroud, yadda yadda, Shroud this is Wraith, re-yadda yadda. From the sound of our last GM post Az Raels Whisper was not received by Bryke, but I am going to have him do something about that.]

The Time Master grows antsy and restless waiting with Alvidan. Curiosity overtakes it and it decides to do something other than stand around and watch a barren static space- save the two speaking, one of the two speaking in “stereo.”

Im stepping out.” The Promethean says in a hushed tone to Alvidan. This one is not a nanny. It is time for action.

ACTION 1&2: Bryke recalls the image of the bottom level to mind, concentrates, and phase shifts to outside the doorway but at a distance along the wall.
Phased Teleportation: Chance of Success: 1d100 = 20| 79%

ACTION 3: Scan the area, and assess the situation.

ACTION 4&5: Move to another position where he can flank the other group but will observe only unless an extreme advantage presents itself.
Phased Teleportation: Chance of Success: 1d100 = 8| 79%

ACTION 6: Reserved for dodge

Broken dice tags - DISREGARD
DODGE: (1d20)+6 = 6, (1d20)+6 = 6, (1d20)+6 = 6, (1d20)+6 = 6, (1d20)+6 = 6, (1d20)+6 = 6
PARRY: (1d20)+6 = 6, (1d20)+6 = 6, (1d20)+6 = 6, (1d20)+6 = 6, (1d20)+6 = 6, (1d20)+6 = 6


DODGE: 1d20+6 = 24, 1d20+6 = 23, 1d20+6 = 9, 1d20+6 = 19, 1d20+6 = 20, 1d20+6 = 9
PARRY: 1d20+6 = 22, 1d20+6 = 8, 1d20+6 = 23, 1d20+6 = 25, 1d20+6 = 22, 1d20+6 = 18

[OOC: Apologies on the extra dice roll(s), I didnt know the parentheses did that to the dice code, I was thinking mathematically]
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 Brackus Monellio » Fri Sep 13, 2019 6:14 am

Perception: 24% | 1d100 = 47
JiC d20/d100: 1d20 = 5 / 1d100 = 13
Initiative: 1d20+15 = 20
Isp:

Conditions:
Resist Damage - isp: 25 / dur: 15 mins / takes half damage from any fall, impact, punch, bullet, or energy attack, even if the damage is magic or psionic / the field absorbs the first 5 S.D.C. or Hit Points of damage from each attack.

Enhance Reflexes - isp: 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) / +15% to all Physical skills that rely on coordination or balance.

Telekinetic Leap - isp: 8 / dur: 1 leap / At 3rd = +6 ft up / +9 ft across)


Post -
Brackus takes a moment to analyse the situation he has found himself in. ”WTF?? People attacking the guards…. AND ME?!” With a grunt, Brackus activated his body field, then seeing that his cold breath didn't work as intended, he tries something else. ”Lets try lightning.” As his chest thing uses it’s tentacle to grab the guard from brackus, reeling him in headfirst, and chomping on him, Brackus lets loose a lightning bolt from his mouth aimed towards one of the two guards shooting at him. All the while moving in an erratic fashion ((DODGING)).

As he moves, he will use his tentacles to grab at the 2nd guard. ”Alright Gang, it time to fight. No Mercy.” With a Tk boost, Brackus propels himself at the 2nd guard. As he moves he activates his psi shield. Using all his strength he leaps in an attempt to tackle guard, while his tentacles reach out to grab his target. Once his has a hold of his prey, Brackus lets loose a torrent of flame with a belch.

Assault -
Number of Attacks: 5 +1 from tentacles +1 dragon breathe
Hold guard for chest thing to grab / use as shield
Lightning Breath at 2st guard - Strike 1d20+16 = 27 / 2d6 = 11 MD damage
Activate TK Leap -
And 5) Leap attack (tackle) at 2nd guard - Strike 1d20+16 = 29 / 5d6 = 22 MD damage
Free - Activate Psi Shield -
Dodges: 1d20+15 = 29:
14

Free 1) Tentacles - Full Strength Punch - Strike 1d20+16 = 28 / 5d6 = 20 MD damage
Free 2) Dragon breathe - 4d6 = 12

Symbiote: Chest Amalgamate
A1) Tentacle bite - Called shot: Head/ neck - strike: 1d20 = 10 Damage: 1d4 = 2 MD grab and reel in to mouth
A2) Chest Mouth Bite - Called shot: Head/ neck - strike: 1d20 = 12 Damage: 1d6 = 1 MD
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Re: [GR] Janus Station: Prison Break

Postby Consumer » Fri Sep 13, 2019 4:31 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.


General Location of things: (Total height of chamber 5,200')
Mercenaries and Guards are at 5,200'-4,800'.
Brackus is at 5,000'
Scythe: is at 2,800'
Érebos is at 3,500'
Az Rael is at 2,600' (Mid-point)
Bryke is at 10'
Alvidan is outside of the chamber as of current.
Nearest Guard Corpse is at 3,000' and moving down.


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

Initiative order:
Widogast: 23
Brackus: 20 (Please follow the template more closely, I hate looking for numbers or trying to guess what action is what.)
Gabe: 20
Érebos: 16
Az Rael: 13
Caesar: 13
Alvidan: 11 (Please follow the template more closely, I hate looking for numbers)
Bryke: 10 (Please follow the template more closely, I hate looking for numbers)
Toll Road: 8
Spectre: 6
Guards: 4
Gunther: 1


The bandaged individual screams once more and another guard begins rocketing towards a grating to be bludgeoned to death. Brackus concentrates to activate Psychic Body Field. as he careens towards the far side of the chamber from his cell. The Chest Amalgamate attempts to bite the face off of the guard, but misses. The human male mercenary fires his rifle at one of the guards with good effect. Érebos talks with Az Rael.

Érebos wrote: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."


Az Rael responds to Érebos.

Az Rael wrote:"Shroud, The mark is in cell MSNPP-6986."


The heavy Set alien fires another burst from his rail gun, tearing up one of the guards hiding behind the grating. The Atlantean continues to try and eviscerate the guard he's been fighting in close combat. The female Mercenary makes a move down the chamber using the various levels as cover. The guards fire back at the Mercenaries and Brackus, while the one Brackus is holding switches weapons. Brackus is hit twice by their shotguns shattering his psychic body field once more. The tentacled cyborg fires his rail gun at a guard near the top, nearly tearing the man out of his armor.

The guard caught in the grip of the bandaged man's mental onslaught slams into the grating of one of the platform rings. Brackus fires a gout of lightning towards one of the guards pursuing him, dealing some damage, while the Chest Amalgamate bites at the Guard, but is denied by some wriggling. The male mercenary follows suit of the female mercenary and begins moving down the way using the platforms as cover. Érebos begins looking for cell numbers and doesn't see any. The Obese mercenary finishes off the guard he was shooting at with another burst of rail gun fire. The Atlantean finishes off the guard he's been dueling with for the past half minute. The female mercenary nears one of the Guard corpses, and begins to pull off his helmet. The guards fire back, scoring some hits on the mercenaries, and nailing Brackus twice more with shotguns, while the one in his grasp jabs at him with a baton like object, and while the damage is non-existent the searing pain shooting through his body tells him he's been stunned. The tentacled Cyborg moves down a few levels and takes up a new postion.

The poor helpless guard continues to slam against the platform as if held by some giant invisible infant. Brackus activates TK Leap and seeing as he has nothing else to leap from he uses the guard in his hand as a spring board, and even with his muscles spasming still manages to hit the guard, but not keep a grasp of him, before careening off into a new direction. The mercenaries continue moving down the chamber while having what could be called a running battle with the few remaining guards, while Érebos and Az Rael try to figure out the cell numbering system. Az Rael figures out the most important thing, and that is the fact that the cells don't have visible numbers, he's certain that the guards HUDs have a AR overlay that show them info from the cells.

Az Rael tries to get the info from the Bulbous headed alien, but he gets a shrug in return. "No clue mate, we're kept in the dark and don't get to leave our cells very often. My guess is the guards have some kind of scanner for that stuff." The alien says, likely sure he's stuck there.

About this time Bryke pops back into reality from his 4th dimensional jaunt and is now can see the lower half of the mile high chamber. (Phase Teleportation is a full round action. ~Consumer) It is also around this time when a new player enters the impromptu arena, as Scythe rifts into a large empty chamber a few feet from a platform. To his perspective he's just misshapped into a zero gravity warzone in some immensly large chamber. (Welcome to the fun. ~Consumer)

Still in Engineering:
Alvidan

Bryke begins concentrating, while Alvidan speaks.

Alvidan wrote:"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."


Alvidan begins to look around for another terminal, one that possibly would have system access. He vaguely remembers maybe seeing one deeper in engineering as he hasn't left engineering at all yet. Alvidan begins moving back deeper into engineering cruising along at a pretty good speed with his Contra-Gravitic pack making what he believes are the correct turns to take him back the way they came, but very suddenly he realizes he missed a turn or made a wrong turn and now he is very lost with no terminal in sight.

Failed Perception check and no sort of navigation roll. Bad combo, need to work out some manner of good perception check or navigation roll to find your way to places known. ~Consumer

Butcher's Bill
Brackus: Psychic Body Field: Destroyed, Main Body: -210 M.D.C. Stunned: -6 to strike/parry/dodge, reduce speed and attacks per melee by half.


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.)


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 Az Rael » Sat Sep 14, 2019 8:30 am

Perception: 1d100 = 65 vs 49% +15% in darkness (64%)
JIC: 1d20 = 2 and 1d100 = 6

Current Conditions
Shadow Skin: 45:00 min remaining, 18 MDC; Aura of Darkness: 5:00 min remaining; Whispered Voice (Communication) 45:00 min remaining;Ride the night wind 56:00 min remaining; Intuitive Combat 7 melee rounds remaining


Az Rael looks at the bulbous alien frustrated. This worthless creature has given up. Given an opportunity to leave he doesn't even try. He turns back to the chaos. Looking up he can see a lifeless guard floating toward him. Maybe in the helmets? Maybe something on his arm. Damn it, I need that corpse. In the same moment a new threat appears somewhere between him and the corpse. Now what? We don't need any more of this.

Feeling desperate and realizing time is starting to run out Az Rael's impatience starts to shine through. Well, here we go, he thinks. The assassin jumps toward the falling guard using his magic flight and grabs the corpse. "Got you!"he exclaims. Please don't attack. Please don't attack. With the guard in tow he jets back to the side of the room to find a new hiding spot and prepare to search the guard. Once Az Rael is back on the cat walk he pulls off his helmet, puts the guards on and looks around to see if there are any new markings.

flying speed
Ride the night wind - 30 mph. This is .125 miles a melee round or 660ft. 6 attacks per melee, Az Rael can fly 110 ft per action


Skills

Prowl 62% +20% from conditions above (shade Skin and Aura of darkness) vs 1d100 = 8

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 = 18 +9 (+6 and +3 from IC)
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Actions 1-3: Jump and fly toward the guard
Actions 4-5: Fly toward the catwalk and find a shadow to hide in
Action 6: Put guard helmet on and look at cells

*Should someone attack, Az Rael will auto dodge. Autododge +3, P.P. Bonus +3
1 - 1d20 = 20 , 2 - 1d20 = 11 , 3 - 1d20 = 5 , 4 -1d20 = 1 , 5 -1d20 = 5 , 6 - 1d20 = 13
Last edited by Az Rael on Mon Sep 16, 2019 10:05 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 Alvidan » Sat Sep 14, 2019 11:50 am

Perception: 1d100 = 87 of 26%
Initiative: 1d20+2 = 22
JIC: 1d20 = 7
JIC%: 1d100 = 19

What am I doing here? Thinks Alvidan.

He remembers looking for a terminal and not seeing one, then starting back just a bit on his gravity pack...

Oh yeah, hit the impeller switch too hard and went zooming off, bouncing off the walls and finally managing to stop, but no idea where he stopped, he recalls.

Well, the first thing to do is to activate his Invisibility so that he can go back without being spotted. After that, he will have to see about finding his way back. Fortunately, he has Psionic Total Recall that will (hopefully) let him remember exactly the path he followed.

6 Actions
Action 1 & 2 = Activate "Closed Eye" Tattoo (30 PPE)
Action 3: Activate Total Recall (2 ISP)
Action 4 - 6 Attempt to return

Skills:
Intelligence: 1d100 = 79 of 60% (to figure out location)
Tracking (humanoid): 1d100 = 46 of 60% (to look for signs of his passing)
Navigation (Space): 1d100 = 47 of 40% (only navigation skill he has)
Pilot (Contragravity Pack): 1d100 = 4 of 42% (to travel)
Prowl: 1d100 = 45 of 50% (to get back without drawing attention)
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 Scythe » Sun Sep 15, 2019 7:04 am

JiC: 1d100 = 80 / 1d20 = 3
Perception [33%]: 1d100 = 29

Prowl [43%]: 1d100 = 43 (Super stealthy invisibly fly by)
Intelligence [53%]: 1d100 = 16 (Who's side should I take.)
Pilot, Power Armor [59%]: 1d100 = 58 (Piloting the W-F1 WCA)
Detect Ambush [53%]: 1d100 = 12 (Has anyone looked at me with intent, and can see through my invisibility)
Lore, Galactic and Alien [53%]: 1d100 = 17 (Where am I, do the contours of the walls and building remind me of a known place, species or threats)
Navigation [67%]: 1d100 = 26 (Where to go and how to get there)

Current Conditions: Sense Magic in Use (300ft), Invisibility Simple: 9 minutes, Sixth Sense (Auto)

Character Intent
When Scythe steps through the rift and finds himself in a warzone with no gravity he scowls. This isn't Phase World Center, and even if it is, this definitely isn't the second level. Is this another test, you mysterious stranger? Scythe finds himself thinking as he evelops himself with a simple invisibility spell. Then he triggers his contra-grav flight system of his W-F1 and it's installed Armor of Ithan shield, then immediately moves to one of the walls with any form of cover he can find so he can have his back to it, looking to identify the major players and what side he should take. They don't seem to know I am here yet, let's see if I can use that to my advantage.

Scythe will keep as low a profile as he can while unsheathing his blade. Might be time for your first workout. He thinks passively. Okay, Spot check. What do we see.

Combat Section
APM: 6
Dodge Actions: 1d20+3 = 15, 1d20+3 = 17

Action 1: Invisibility, Simple (-6)
Action 2-3: Trigger contra-grav Flight system, suit's Armor of Ithan and fly to nearest wall with uninhabited cover that he can spot.
Action 4: Drawing the Altess Eviscerator from it's back sheath.
Actions 5-6: Back against the wall, watching. (Dodging as needed)
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
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Re: [GR] Janus Station: Prison Break

Postby Bryke » Mon Sep 16, 2019 1:06 pm

Perception: 32% | 1d100 = 9
JiC d20/d100: 1d20 = 18 / 1d100 = 63
Initiative: 1d20+2 = 21

Conditions (at the end of this post): Shadow Skin: 45:15 min remaining; Whispered Voice (Communication) 45:15 min remaining; Chameleon: 14:15 min remaining

This one needs to get closer the Time Master thinks.

Action 1: Cast Cosmic Armor [Qlu'Bar [4th lvl], 40min, 200mdc, hover or fly at mach one, ½ damage taken from MD cold/heat/fire/plasma]
Action 2: Hover/fly to a higher/better position where he can see. Attempting to not be seen. Prowl: 35% | 1d100 = 12
Action 3: Hover/fly to a higher/better position where he can see. Attempting to not be seen. Prowl: 35% | 1d100 = 90
Action 4: Hover/fly to a higher/better position where he can see. Attempting to not be seen. Prowl: 35% | 1d100 = 3
Action 5: Reserved for Dodge
Action 6: Reserved for Dodge


DODGE: 1d20+6 = 7, 1d20+6 = 12, 1d20+6 = 8, 1d20+6 = 24, 1d20+6 = 16, 1d20+6 = 21
PARRY: 1d20+6 = 11, 1d20+6 = 25, 1d20+6 = 18, 1d20+6 = 25, 1d20+6 = 16, 1d20+6 = 24

Contingencies:
Bryke is trying to remain hidden, and will not attack unless there is an overwhelmingly clear advantage to doing so, because the element of surprise will be lost directly after.
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 Sep 20, 2019 9:03 am

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.


General Location of things: (Total height of chamber 5,200')
Mercenaries and Guards are at 5,200'-4,600'.
Brackus is at 5,000'
Scythe: is at 2,800'
Érebos is at 3,500'
Az Rael is at 3,000' (Mid-point)
Bryke is at 3,200'
Alvidan is outside of the chamber as of current.
Nearest Guard Corpse is at 3,000' and moving down.


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

While the Rogues begin moving and maneuvering for better positions, some of the Mercenaries break off from attacking the guards to make their way down, while the more heavy weapons oriented ones keep up the fusillade against them. Bryke moves forward and for several brief moments is very visible. Az Rael makes a slow methodical dash for one of the dead guards and manages to snag a helmet, before diving back into the cover of darkness to put on the new helmet. Almost everyone sees Scythes initial appearance, and very quickly he vanishes to normal vision. (Sensors and Tech based sight can still see him. ~Consumer)

To Scythe it seems he has been deposited inside a hollowed out asteroid, likely being used as a prison given the uniformity of the thousands of doors he sees. Though his vision is obscured by the red light in the room. (Radio is also Jammed, if he checks.) It seems at the moment one group is fighting another, and that's it, save for a brief moment that he sees a... Was that a Promethean? Before it vanishes in the shadows once more.

Az Rael is pleasantly surprised when he gets the helmet on. A wealth of information begins to appear in the helmet's HUD, including an Artificial Reality Overlay, showing info on each of the cell doors. (Not much time to perceive things, next round you'll be able to theoretically suss out the cell numbering scheme.)

Still in Engineering:
Alvidan

Several long seconds of activating various abilities of his, brings Alvidan to considering how to get back. (This almost seems out of the purview of the power Total Recall, which is mostly for written stuff, but I'll allow it. Next note is that you failed to make a percentile roll for the power, JiC used in place of it. ~Consumer) Alvidan begins to make his way back, or at the very least he hopes he is.

Butcher's Bill
Brackus: Psychic Body Field: Destroyed, Main Body: -210 M.D.C. Stunned: -6 to strike/parry/dodge, reduce speed and attacks per melee by half.
Bryke: -1 use of Cosmic Armor.
Scythe: -6 P.P.E.
Alvidan: -30 P.P.E., -2 I.S.P.


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.)


Combat Posts!

Here and Here are how I want to see posts in general. I have these set up this way after over a decade of game play, these are a collaboration of several GMs. Please do not make me go to more extreme methods of trying to get you guys to follow a template.
"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 Sep 21, 2019 11:18 am

Perception: (26%) 1d100 = 72
Initiative: 1d20+6 = 12
JIC: 1d20 = 6
JIC%: 1d100 = 47
Conditions (at the end of this post): Shadow Skin: 45:00 min remaining; Whispered Voice (Communication) 45:00 min remaining; Chameleon: 14:00 min remaining;[color=#800080], Invisibility (Superior): 29:30

Alvidan is confident he is invisible, and is pretty sure he remembers the route he followed, but is moving more cautiously than he was when he bounced off the walls. He makes his way back the best he can, hoping he did not miss anything...the trip was a bit bumpy.

He does not try to communicate with the others, but does keep his eyes open in case there is a terminal he missed.

He thinks, I want to get out of here on my own, so I do not look incompetent.

Intelligence (60%): 1d100 = 27 (to figure out location)
Tracking, Humanoid (60%): 1d100 = 16 (to look for signs of his passing)
Navigation, Space (40%): 1d100 = 80 (only navigation skill he has)
Pilot, Contragravity Pack (42%): 1d100 = 24 (to travel)
Prowl (50%): 1d100 = 77 (to get back without drawing attention)
Last edited by Alvidan on Sat Sep 28, 2019 11:41 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)
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Re: [GR] Janus Station: Prison Break

Postby Brackus Monellio » Sun Sep 22, 2019 1:02 pm

Perception: 1d100 = 36 = /24%
Just in Case: 1d20 = 11 = 6/1d100 = 95 = 32
Conditions:
HF: 14 (at start of post / 18 at end) Resist Damage (Duration: 15 mins; 1/2 damage from fall, impact, punch, bullet, or energy attack, even magic or psionic; the field absorbs the first 5 S.D.C. /Hit Points of damage from each attack.) Enhance Reflexes (Duration: 6 mins; +1 attack, +3 initiative, +1 to strike, +2 to parry/dodge, +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher) / +15% to all Physical skills that rely on coordination or balance.)
Amplified Hearing, Heat Detection (60' range), Superior Sense of Smell (See Symbiote: Free Breather), Impervious to mind control and empathic transmission (Symbiote: Absurr Life Node), Symbiote: Musical Nymph (Magic/Psionics that instill strong emotions have 1/2 Effect.), Microbe: Transfortifiers (Impervious to Cold & Heat (Magical as well.), Polarized Infra-red Eyes (Infrared and ultraviolet light. 20/20 vision.), Zero G Combat (Basic) (only -3 penalty to combat rolls).



Initiative: 1d20+15 = 21
Attacks per Melee: Brackus: 3 +1 Tentacle Attack, +1 Dragon Breath Attack. Chest Amalgamate: 4

Action One: Lightning breathe at guard 1d20+14 = 24
Chest Amalgamate Action One: Hyper-Reactions: +1 on initiative, + 1 to strike and dodge, doubles speed, adds one melee attack and can leap an additional four feet
Action Two: look behind self and use wind breath
Chest Amalgamate Action Two: Increased healing: Twice as quick as normal.
Action Three: swimmers flip (dodge)
Ches Amalgamate Action Three: deaden pain
Chest Amalgamate Action Four: use tentacle to grab if anything gets in 5 ft 1d20+14 = 31
Free Additional Tentacle Attack: grab guard if close enough 1d20+5 = 13 Damage 5d6 = 14 MD
Free Dragon's Breath Attack: breath at guard 1d20+5 = 20 Damage 4d6 = 18 MD


Contingency: If Tentacle strike fail to grab Guard, slash him

Parries with Psi-Shield if applicable: 1d20+5 = 13, 1d20+5 = 11, 1d20+5 = 13, 1d20+5 = 17, 1d20+5 = 19,
Dodges if Health reduced to 50% (or other reason you would dodge): 1d20+5 = 20, 1d20+5 = 19, 1d20+5 = 25, 1d20+5 = 8, 1d20+5 = 10,


”Damn.” The only thing that he thinks as he tries to grab guard. Looking back, he fires a breath of lightning as he goes. As soon as that is done, Brackus looks back to the direction he was heading. ”I need to get closer. Maybe…?” Feeling silly, Brackus takes a breath in and then releases his wind breath, hoping it will push him back towards the guard. As the breath ends, Brackus curls up and “flips’ so his head is pointing at the guard he went by. While Brackus gets himself right side up, his “addons” do their thing. As he moves, his body is flooded with chemicals and hormones. ((See chest thing actions)) ”Thank the old ones for my “friends”.

Using the breath as a propellent, he aims at the guard. As he closes the distance, Brackus fires off his fire breath attack as his tentacles try to grab as soon as he is close enough.
1d100 = 97
1d20 = 4
1d100 = 65
1d20+15 = 31
1d20+14 = 34
1d20+14 = 18
1d20+14 = 16
5d6 = 17
1d20+14 = 15
4d6 = 7
1d20+14 = 21
1d20+14 = 32
1d20+14 = 18
1d20+14 = 17
1d20+14 = 23
1d20+11 = 26
1d20+11 = 25
1d20+11 = 23
1d20+11 = 30
1d20+11 = 26
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Tue Sep 24, 2019 11:16 am

Perception: 1d100 = 25 vs 52% +15% in darkness or while in a shadow
JIC: 1d20 = 8

Current Conditions
Shadow Skin: 44:00 min remaining, 18 MDC; Aura of Darkness: 4:00 min remaining; Whispered Voice (Communication) 44:00 min remaining;Ride the night wind 55:00 min remaining; Intuitive Combat 6 melee rounds remaining


When the hud lights up and the AR overlay starts showing the cell info a grin shines on Az Rael's face from ear to ear. Tides are turning. Thank the gods.

Az Rael take a moment to look around at the cells and info the helmet provides, Ok, what's the pattern? He works out in his mind based on what he has found where the marks cell might be, Gotta be it, only one way to know for sure.

Looking out, keenly aware of the existing threats all around the chamber Az Rael uses his magic flight, pushes off the platform and heads towards the pirate's cell. I need to let the others know. If they can even hear me. Az Rael tries to stick to the shadows the best he can in an attempt to stay unnoticed. While in flight he reaches out to Bryke to let him know where the cell is and that he is in route.

Whispered Voice to Bryke
Bryke, heading to the cell. It's (GM to add 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.


Skills

Intelligence 65% vs 1d100 = 33 - Identify cell numbering scheme
Land Navigation 64% - 1d100 = 67 - figure out which way to go to get to the cell
Prowl 62% +20% from conditions above (shade Skin and Aura of darkness) vs 1d100 = 12 - try to stay hidden during flight

Actions

Initiative roll: 1d20 = 4 +9 (+6 and +3 from IC)
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Actions 1-3: Look around, figure out cell numbering scheme
Actions 4-6: Fly to the pirates cell and whisper to Bryke on the way

Contingency - Should Az Rael make it to the cell and have an action left he will look in the cell and address the pirate. "We are here to break you out."

*Should someone attack, Az Rael will auto dodge. Autododge +3, P.P. Bonus +3
1 - 1d20 = 11, 2 - 1d20 = 4, 3 - 1d20 = 16, 4 - 1d20 = 8, 5 - 1d20 = 19, 6 - 1d20 = 7

*Should combat become close range hand to hand and the situation require it, Az Rael will Parry as appropriate. Parry Bonus: +8 (+2 attack when in shadow or darkness)
1 - 1d20 = 15, 2 - 1d20 = 3, 3 - 1d20 = 8, 4 - 1d20 = 1, 5 - 1d20 = 14, 6 - 1d20 = 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 Scythe » Wed Sep 25, 2019 7:32 am

JiC: 1d100 = 100 / 1d20 = 10
Perception [33%]: 1d100 = 83

[Towards the Promethean to remember what he can about them; psi/magic/phase abilities, etc]
Lore, Magic [58%]: 1d100 = 84
Lore, Galactic and Alien [58%]: 1d100 = 31
Lore, Creatures of Magic [48%]: 1d100 = 31
Lore, Psionics and Psychics [38%]: 1d100 = 17
Invoke Trust [63%]: 1d100 = 14

[Other, general mental senses to help him identify threats vs non-threats]
Sense Ley Line [33%; Range: 30 Miles]: 1d100 = 7
Dimension Sense [Combat Sense, Dimensional Magic, Shadow Magic, Etc ;; 48%]: 1d100 = 31
Intelligence [53%]: 1d100 = 41

Current Conditions: Sense Magic in Use [Auto; 300 ft] | Sense Rift [Auto; 600 miles] | H.F.: 10 | Fire/Cold Res (1/2 DMG) | W-F1 See the Invisible [15:00 minutes] | Invisibility: Simple [8:45 min:sec] | W-F1 AoI: 100/100 M.D.C. [9:45 min:sec]

[Combat Dialogue]
APM: 5
Initiative: 1d20+3 = 4
Parries [With Eviscerator]: 1d20+4 = 20 | 1d20+4 = 18 | 1d20+4 = 12 | 1d20+4 = 23 | 1d20+4 = 7
Dodges: 1d20+3 = 12 | 1d20+3 = 12 | 1d20+3 = 10

Action 1: Mental Thoughts, Activate W-F1's See the Invisible
Action 2: Mental Thoughts, Searching for Promethean
Action 3: Attempt to use Telepathy to communicate [ISP: 4] (if possible)
Actions 4-5: Dodge/Communication/Shadowing of Bryke

[Character Intentions]
Scythe takes a moment to collect himself and his surroundings. Hollowed out asteroid or moon, seems to be used as a prison. Scythe will cycle through a few open frequencies of his radio and scowl. All communication seems jammed, and there is no doubt any technological tracking still has an eye on me, though no one has noticed and so far, it looks like two groups are going at it. Scythe mentally processes the situation until he spots the Promethean. Another one of Zeran's people... Seems a decent bet to make contact with... Scythe mulls on and arcs his fingers across his eyes to allow him to see the unseen, hoping to spot the Promethean while thinking on everything he has learned on them.

If he spots the Promethean (Bryke) he will attempt to open a telepathic dialogue, sending the following message. Promethean, I am not a threat. I am known as Scythe, and am a practiced mage. I was dropped in the middle of whatever is going on by mistake, or on purpose. Can you hear me? If he is unable to get through, he will attempt to determine as much and then shadow the Promethean to determine who's side it is on and then act accordingly.

He will try to stay out of line of sight of any camera's or technology sensors, and will not openly fly through the asteroid, keeping to a wall. He'll maintain his contra-grav flight via is W-F1, but keep low and have the Altess at a ready position.
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
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Re: [GR] Janus Station: Prison Break

Postby Bryke » Thu Sep 26, 2019 1:35 pm

Perception: 32% | 1d100 = 81
JiC d20/d100: 1d20 = 19 / 1d100 = 34

Conditions (at the end of this post): Shadow Skin: 45:00 min remaining; Whispered Voice (Communication) 45:00 min remaining; Chameleon: 14:00 min remaining, Cosmic Armor: 39:45 min, 200mdc, hover or fly at mach one, ½ damage taken from MD cold/heat/fire/plasma [2 Qlu'Bar left].


Initiative: 1d20+2 = 3
Attacks/Actions per melee: 6

Action 1: CAST: TimeSlip [20ppe, half a melee / 7sec.]
Action 2: Fly as fast as the armor will move [mach 1] to where Az Rael relayed the information. NE-700 at the ready position.
Action 3: CAST: TimeSlip [20ppe, half a melee / 7sec.]
Action 4: Fly to a good position. Not too close, where the objective can be seen and covered and/or the drop on the heavy gunner or the “banshee” (the one that is screaming) can be had.
Action 5: Remain still and observe Prowl: 35% | 1d100 = 82 Whisper to Az Rael, “Shade, this one is in position at your [insert GM] give the word.
Action 6: Remain still and observe Prowl: 35% | 1d100 = 79

DODGE: 1d20+6 = 25, 1d20+6 = 14, 1d20+6 = 7, 1d20+6 = 12, 1d20+6 = 8, 1d20+6 = 26
PARRY: 1d20+6 = 16, 1d20+6 = 24, 1d20+6 = 11, 1d20+6 = 12, 1d20+6 = 15, 1d20+6 = 14

Contingencies:
Bryke will only dodge if someone (like the heavy gunner) is shooting at it directly so as not to lose Chameleon.

If a dodge is ABSOLUTELY necessary Bryke will use TimeSlip to move to another position and try to reset not being seen under the chameleon spell.

Will try to remain stealthy the entire time, not breaking cover until Az Rael says go OR the objective is about to be compromised. (Do not know their intentions so would not wait to see. Would shoot first ask questions after.)
6 round Burst Shot: STRIKE 1d20+1 = 13 | DAMAGE 4d6*10 = 70

Will parry as necessary.

If Bryke gets to the objective before anyone else, Bryke will make sure the area is secure and any exits or entries to the level are covered (able to be fired upon), and will also relay what is seen via a whisper.



We are in a tight spot without eyes on the objective. As soon as we do this one is sure Shroud will call it as he sees it then.
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 » Fri Sep 27, 2019 6:37 am

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 01:05:00 hours. 15 seconds have passed since last GM Post.


General Location of things: (Total height of chamber 5,200')
Mercenaries and Guards are at 5,200'-4,600'.
Gabriel: 3,600'
Spectre: 4,000'
Brackus is at 5,000'
Scythe: is at 2,800'
Érebos is at 3,500'
Az Rael is at 2,900' ish
Bryke is at 3,000'
Alvidan 0'


Near the Action:
Az Rael, Bryke, Scythe, and Brackus.

Az Rael thinks for a quick second and concludes that the cell is downwards from his current position. Brackus breathes lightning at a guard, and even in his woozy state manages to not only hit, but deal a little damage. A few of the mercenaries continue moving down using the platforms as cover, while the heavy weapons guys and the psychic continue to wreck the guards. The guards weakly return fire, the tide obviously turned from anything resembling their favor. Scythe activates his see the invisible, and doesn't immediately see anything amiss. Bryke casts Timeslip and the world stops for several seconds.

Bryke flies quickly to a position nearer to Az Rael, or at least he thinks he is. (The message hadn't been relayed yet. Timing is important. ~Consumer) Before casting Timeslip once more, keeping time held hostage. Then Bryke stays where he's at as he doesn't know where the objective is, but has a pretty good line of sight on the heavy gunners and the psychic. Bryke finishes this up with a whisper to Az Rael, “Shade, this one is in position at your "down left" give the word.”

Az Rael shakes his head as he receives a message, but feels like time moved on without him. Knowing generally where he has to go, Az Rael makes his way there. (You're 40 feet from the cell.) While the two mercenaries continue moving down and the fat heavy gunner removes another guard from the equation. Bryke sits still and watches his handy work.

The male mercenary makes his way further down almost nearing Az Rael, while Alvidan makes it into the chamber.

Butcher's Bill
Brackus: Psychic Body Field: Destroyed, Main Body: -210 M.D.C. Stunned: -6 to strike/parry/dodge, reduce speed and attacks per melee by half.
Bryke: -40 P.P.E., -1 use of Cosmic Armor.
Scythe: -6 P.P.E.
Alvidan: -30 P.P.E., -2 I.S.P.


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.)


Combat Posts!

Here and Here are how I want to see posts in general. I have these set up this way after over a decade of game play, these are a collaboration of several GMs. Please do not make me go to more extreme methods of trying to get you guys to follow a template.
"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 Az Rael » Fri Sep 27, 2019 10:33 am

Perception: 1d100 = 6
JIC:1d20 = 13

Current Conditions
*Can not be caught by surprise, even by attacks from behind or from long range. Shadow Skin: 44:00 min remaining, 18 MDC; Aura of Darkness: 4:00 min remaining; Whispered Voice (Communication) 44:00 min remaining;Ride the night wind 55:00 min remaining; Intuitive Combat 5 melee rounds remaining


Az Rael shakes off the feeling of lost time, Damn, I meant to talk to Bryke, didn't I? As the strangeness wears off he whispers to Bryke,
Whispered Voice to Bryke
Bryke, heading to the cell. It's below me. Look for me. Watch my back.


Focused on getting to the cell he pushes on not waiting for a reply. Once there he calls into the cell, "We are here to break you out! Stand back so I can open the door." Az Rael steps back lifts his laser rifle toward the door and opens fire on it. Time is of the essence on this one. Those freaks are getting close. With the rifle set to three round burst he pulls the trigger 4 times hoping it is enough to obliterate the door.


Skills

Prowl 62% +20% from conditions above (shade Skin and Aura of darkness) vs 1d100 = 60 - try to stay hidden during flight

Actions

Initiative roll: 1d20 = 1 +9 (+6 and +3 from IC)
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Actions 1: Finish flight to cell 40 ft and whisper to bryke in route.
Action 2: Tell mark to stand back
Action 3: Fire Rifle at door, Strike: 1d20 = 3 +12, Damage: 2d4 = 3 x10 +10 - 40MD
Action 4: Fire Rifle at door, Strike: 1d20 = 16 +12, Damage: 2d4 = 4 x10 +10 - 50MD
Action 5: Fire Rifle at door, Strike: 1d20 = 8 +12, Damage: 2d4 = 7 x10 +10 - 80MD
Action 6: Fire Rifle at door, Strike: 1d20 = 20 +12, Damage: 2d4 = 5 x10 +10 - 60MD x 2 - 120MD (natural 20)

Contingency

If during Actions 3-6 the door is destroyed or falls off Az Rael will stop firing on it and enter the cell speaking on his way in, "We have an EBA suit waiting for you. Come with me if you want to live."

*Should someone attack, Az Rael will auto dodge. Autododge +3, P.P. Bonus +3
1 - 1d20 = 19, 2 - 1d20 = 7, 3 - 1d20 = 4, 4 - 1d20 = 10, 5 - 1d20 = 20, 6 - 1d20 = 3

*Should combat become close range hand to hand and the situation require it, Az Rael will Parry as appropriate. Parry Bonus: +9 (+2 attack when in shadow or darkness)
1 - 1d20 = 2, 2 - 1d20 = 7, 3 - 1d20 = 17, 4 - 1d20 = 19, 5 - 1d20 = 10, 6 - 1d20 = 20

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.


Bonus to strike with Energy Rifle, +7 (+2 attack when in shadow or darkness), W.P. Energy Rifles +2 to strike and +1 to strike from intuitive combat for a total of +12
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 Scythe » Sun Sep 29, 2019 4:20 pm

JiC: 1d100 = 57 / 1d20 = 1
Perception [33%]: 1d100 = 21

[Determine who the mercs are, if he recognizes the mark. Pilot. Smarts. Deductive Reasoning]
Intelligence [53%]: 1d100 = 44
Navigation [67%]: 1d100 = 63
Pilot, Power Armor [59%]: 1d100 = 27
Lore, Galactic and Aliens [53%]: 1d100 = 5
Prowl [43%+20% from Invisibility = 63%]: 1d100 = 22


[Altess Eviscerator Skill Check to examine the current situation]
• • Damage Control and Disaster Response [98%]: 1d100 = 17
• • Law, Space CCW and Phase World [98%]: 1d100 = 80


Current Conditions: Sense Magic in Use [Auto; 300 ft] | Sense Rift [Auto; 600 miles] | H.F.: 10 | Fire/Cold Res (1/2 DMG) | W-F1 See the Invisible [14:45 minutes] | Invisibility: Simple [8:30 min:sec] | W-F1 AoI: 100/100 M.D.C. [9:30 min:sec]

[Combat Dialogue]
APM: 6
Initiative: 1d20+6 = 24
Dodge: 1d20+3 = 19 | 1d20+3 = 20 | 1d20+3 = 10 | 1d20+3 = 20 | 1d20+3 = 6 | 1d20+3 = 4 |

Action 1: Dodge. Communicate with Altess
Action 2: Pilot Check, Prowl Check. Dodge.
Action 3-6: Various Skills. Dodge.

Contingency: Will use an action to repop an AoI if the W-F1's AoI fails

[Character Intentions]
Feeling frustrated at losing the Promethean, he reaches mentally for the connection to his blade. What do you think about this situation? A brief pause before a softer voice responds in his mind. I am not sure, Aevum. Guards, mercs, a random Promethean? Let me think on it, find out more if you can. (Altess Skill Checks) He hears the voice respond and he nods. Probably not enough time to try and glimpse the future and see where this all goes with me. Scythe thinks to himself, contemplating finding a spot to attempt a trance but ultimately resigning the idea without anyway to ensure his safety.

Scythe then darts from his hiding place in his W-F1, keeping close to a wall he decides to head up and over closer to where the guards are. He'll maintain a low profile and scout through the area to gather as much information as he can. He is looking to see if he can identify the insignias or patches of the guards or mercs. Any identifiers on the walls that might locate him in terms of galactic species.

If he hears Az Rael shout "We are here to break you out! Stand back so I can open the door." Scythe will halt his scouting and instead shadow the extractor. Here we go, something happening that I can make sense of. Now where are we going. If you're breaking somebody out, you've gotta have a way out of this place. Scythe thinks playfully in his mind and will avoid direct LoS of Az Rael or his prisoner if possible for the time being.
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
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Re: [GR] Janus Station: Prison Break

Postby Bryke » Mon Sep 30, 2019 11:13 pm

Perception: 34% 1d100 = 9
JiC d20/d100: 1d20 = 7 / 1d100 = 93


Conditions: (at the end of this post):
Shadow Skin: 44:45 min remaining; Whispered Voice (Communication) 44:45 min remaining; Chameleon: 13:45 min remaining, Cosmic Armor: 39:30 min, 200mdc, hover or fly at mach one, ½ damage taken from MD cold/heat/fire/plasma [2 Qlu'Bar left]

General always on abilities: HF 10, Eagle like Normal Vision, See in total Darkness, Sixth Sense.

Initiative: 1d20+2 = 18
Attacks/Actions per melee: 6

ACTION 1-6: Keep a watchful eye on the Heavy Gunner and Psychic, while covering Az Rael Basic Prowl ability 35% | 1d100 = 86 Not Moving (Prowl is for jic Bryke needs to put this downl)



DODGE: 1d20+6 = 7, 1d20+6 = 16, 1d20+6 = 14, 1d20+6 = 14, 1d20+6 = 20, 1d20+6 = 20
PARRY: 1d20+6 = 17, 1d20+6 = 8, 1d20+6 = 25, 1d20+6 = 21, 1d20+6 = 14, 1d20+6 = 18

Contingencies:
Bryke will only engage if Az Rael needs covering or if someone is firing on a known teammate. (Sorry Scythe)

iff there is a fire fight, Bryke will cast, Carpet of Adhesion on the Heavy Gunner's first (centered on the gunner attempting to freeze it in place), and then immediately fire on the Psychic with the NE-700. STRIKE 1d20+1 = 17 this is if a strike roll is needed to attack with Carpet of Adhesion.

iff the other group is engaged. First Target fired on is the Psychic.
ACTION 1: 6 round Burst Shot: STRIKE 1d20+1 = 9 | 4d6*10 = 150 DAMAGE [OOC: This action would be the Carpet of Adhesion Spell, I was writing at like 1 or 2 am while laying in bed.]
ACTION 2: 6 round Burst Shot: STRIKE 1d20+1 = 6 | 4d6*10 = 190 DAMAGE
ACTION 3: 6 round Burst Shot: STRIKE 1d20+1 = 18 | 4d6*10 = 140 DAMAGE
ACTION 4: 6 round Burst Shot: STRIKE 1d20+1 = 3 | 4d6*10 = 130 DAMAGE
ACTION 5: 6 round Burst Shot: STRIKE 1d20+1 = 19 | 4d6*10 = 110 DAMAGE
ACTION 6: 6 round Burst Shot: STRIKE 1d20+1 = 15 | 4d6*10 = 200 DAMAGE

This one wonder what they are even here for? Contenders to the contract? Maybe a vendetta against the mark or faithful crew members- possibly unfaithful as well coming to ensure a proper sentence is meet out. Who knows, whatever their reason(s) it seems to be interfering with our objective and that just will not do. This one thinks we should make haste and get to the 'peeling of the caps'

Whisper to Az Rael, "Shade, got ya covered."
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 Alvidan » Thu Oct 03, 2019 2:51 pm

Perception (26%): 1d100 = 88
Initiative: 1d20+2 = 6
JIC: 1d20 = 17
JIC%: 1d100 = 68

Alvidan is relieved to have found his way back to the main area, Note to self, study techniques of land navigation when possible.

He looks around and tries to figure out what is going on. He observes a strange creature in a fight with several guards, and some others also fighting the guards though they do not appear to be working together.

He thinks, Well, at least we have a distraction, now where are the others?

Finding them is likely to be the problem. He will have to try communicating with the others.

Whisper to Az Rael, Shade shall I join you, or attempt to secure our exit?

If Az Rael does not answer, he will try to communicate with Bryke next.

OOC Comments
Since I think my companions are all beyond the range of the spell. I have to assume there will be no answer.


6 actions
Action 1) Attempt to communicate with Az Rael
Action 2) Attempt to communicate with Bryke
Action 3) Check my weapons, make sure Grenade Launcher is loaded and Phase Sword is to hand, then take Plasma Rifle in hand and wait.
Action 4-6) Reserved for Dodge 1d20+5 = 15, 1d20+5 = 7, 1d20+5 = 15

Conditions: (at the end of this post):
Shadow Skin: 44:45 min remaining; Whispered Voice (Communication) 44:45 min remaining; Chameleon: 13:45 min remaining, Invisibility (Superior): 29:30 minutes left
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 Consumer » Sat Oct 05, 2019 8:08 am

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 01:05:00 hours. 15 seconds have passed since last GM Post.


General Location of things: (Total height of chamber 5,200')
Mercenaries and Guards are at 5,200'-4,600'.
Gabriel: 3,600'
Spectre: 4,000'
Brackus is at 5,000'
Scythe: is at 3,800'
Érebos is at 3,500'
Az Rael is at 2,900' ish
Bryke is at 3,000'
Alvidan 0'


Near the Action:
Everyone

Scythe confers with his intelligent sword. What do you think about this situation? The swords artificial intelligence takes a few moments to think about what it see's through Scythe's senses. It's hard to tell, but given the information at hand, the station's guards have been caught in the middle of some manner of power struggle versus two mercenary groups, who may or may not know of each others existance. Bryke sits stationary and very invisible with decent lines of sight on all the action, though the exact location of Az Rael is unknown to him. The Female and male mercenary continue moving forward using the platforms as cover. Az Rael finishes his rush to the door, contacting Bryke in the process. "Bryke, heading to the cell. It's below me. Look for me. Watch my back. Meanwhile the other mercenaries continue to fight the guards and the mutant creature that is floating around and breathing fire and lightning. Alvidan looks up and can barely see flashes of light, an attempt at communication with Az Rael receives no response.

Scythe decides to get a closer look at what the guards are doing, using as much cover as possible. Az Rael speaks at the door of the cell, a small one foot by one foot barred window allows whomever is inside to likely hear him. "We are here to break you out! Stand back so I can open the door." A small shriek and a whispered. "Okay." Is the response Az Rael receives. Alvidan attempts to contact Bryke, but again receives no response.

Scythe attempts to get a further grasp of what is going on as well as where he may be. He finds himself stymied for the most part, as none of the armored individuals have a lick of visible identification on them save that the people he assumes are guards are wearing matte grey armor, while the mercenaries above are wearing matte black armor, a small irony is the the design of both seems mildly similar. As far a species, the guards seem human or at the very least human-like, while the mercs have some variety with a True Atlantean, a trio of human or human-like people, an Alien looking cyborg, and a large lizard like alien. It's here that Scythe finally notices something below him as a flash of light goes off. Az Rael begins firing methodically at the sealed prison door. Alvidan does a quick weapons check and waits.

Az Rael fires three more bursts at the door, before it makes a groaning noise and pops open. Inside he can see a long, snakey alien with gray scales over his body and fiery red dreadlock-like hair tendrils on his head. He bears a nasty jagged scar on the left side of his face the exposes the teeth, resulting in a permanent sneer, and extends past the eye, leaving his eye white and dead on that side as well. He is currently wearing the same prison orange as all the others. "Who are you?"

Note during this time, the two mercs have continued to move down, and the mercs up top have continued to fight, I wanted to keep the action on what you guys were doing, versus the minutia of what they were doing. ~Consumer

Butcher's Bill
Brackus: Psychic Body Field: Destroyed, Main Body: -210 M.D.C. Stunned: -6 to strike/parry/dodge, reduce speed and attacks per melee by half.
Bryke: -40 P.P.E., -1 use of Cosmic Armor.
Scythe: -6 P.P.E.
Alvidan: -30 P.P.E., -2 I.S.P.


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.)


Combat Posts!

Here and Here are how I want to see posts in general. I have these set up this way after over a decade of game play, these are a collaboration of several GMs. Please do not make me go to more extreme methods of trying to get you guys to follow a template.
"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 » Sun Oct 06, 2019 4:50 pm

Perception (26%): 1d100 = 56
Initiative: 1d20+2 = 6
JIC: 1d20 = 20
JIC%: 1d100 = 97

Conditions: (at the end of this post):
Shadow Skin: 44:30 min remaining; Whispered Voice (Communication) 44:30 min remaining; Chameleon: 13:50 min remaining, Invisibility (Superior): 29:15 minutes left

Alvidan thinks, I will have to assume they are not dead and will be coming back this way. They will probably have at least one group of enemies in pursuit when they do get here. I should figure out a way to slow down those enemies when they get here so we can get away. Well, let me start with this control console by the door can I set it up so if I close it, it will stay closed after I enter a code?


Telemechanics (87%): 1d100 = 3
Computer Programming (55%): 1d100 = 66
Computer Operation (60%): 1d100 = 75

Should still be invisible, but Stealth if needed (55% base, but likely has a bonus): 1d100 = 17

Dodges if Needed: 1d20+4 = 20, 1d20+4 = 5, 1d20+4 = 6, 1d20+4 = 22
Last edited by Alvidan on Tue Oct 08, 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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Re: [GR] Janus Station: Prison Break

Postby Scythe » Sun Oct 06, 2019 10:14 pm

JiC: 1d100 = 99 / 1d20 = 18
Perception [33%]: 1d100 = 23

Navigation [67%]: 1d100 = 60
Detect Ambush [53%]: 1d100 = 33
Prowl [43% + 20% = 63%]: 1d100 = 58
Invoke Trust [63%]: 1d100 = 32

Current Conditions: Sense Magic in Use [Auto; 300 ft] | Sense Rift [Auto; 600 miles] | H.F.: 10 | Fire/Cold Res (1/2 DMG) | W-F1 See the Invisible [14:30 minutes] | Invisibility: Simple [8:15 min:sec] | W-F1 AoI: 100/100 M.D.C. [9:15 min:sec]

[Combat Dialogue]
APM: 6
Initiative: 1d20+3 = 17
Parries: 1d20+4 = 7 | 1d20+4 = 9 | 1d20+4 = 7 | 1d20+4 = 17 | 1d20+4 = 14 | 1d20+4 = 11
Dodges: 1d20+3 = 15 | 1d20+3 = 22 | 1d20+3 = 19 | 1d20+3 = 15 | 1d20+3 = 4 | 1d20+3 = 13

Combat Actions are Passive, now with a focus
A1: Mental Actions
A2: Follow source of light as silently and noticeably as possible.
A3: Follow source of light as silently and noticeably as possible.
A4: Follow source of light as silently and noticeably as possible.
A5: Follow source of light as silently and noticeably as possible.
A6: Follow source of light as silently and noticeably as possible.

[Character Intentions]

As his blade speaks, Scythe listens. It's hard to tell, but given the information at hand, the station's guards have been caught in the middle of some manner of power struggle versus two mercenary groups, who may or may not know of each others existence. Once Tess completes their observation, Scythe nods in agreement. Now comes the question of whose side to take. I've no doubt the Guards can get me back to Center, but this could easily be a private sector and the chances of being lumped into the mercenary outfits or prisoners would be high. Best pick a side with one of them, they are here for a reason and with the means to accomplish it and get out. Scythe mentally ponders to his blade, not actually expecting a response to this specific inquiry and more thinking out loud in his head. There is too much unknown, too many questions with no answers. He finds himself thinking as none of them wear discernable marks. Yup. Probably Private Sector which makes them just a little better than mercenaries with jail cells. Hell, that other group of mercs is wearing darker matte armor just like the guards, black versus grey. Scythe scoffs.

Scythe is nearing his patience when in the matter when he notices the bright flash that goes off below him. There's something different, someone doing something notable? he thinks to himself as he spots the flash and rears around, heading below him. Alright, time to network. Figure whoever is doing the breakout is probably getting paid and can afford to get me out of here. We'll focus on them. Scythe concludes to Tess. His Blade figuring out a portion of his personality during its mapping; Scythe enjoys working through problems with a like-minded ally or companion.

Contingencies

Scythe will reach out mentally via telepathy to the Promethean if he spots him, and also will to the True Atlantean (Az'Rael) doing the break out if feels the time is right for such an invasion and spots him. His message would read Do not be alarmed, I had no desire to invade your mind though it seems the safest way to communicate. I am Scythe, a practiced Mage. I seem to have gotten stuck on this rock and would be most appreciative of a ride out of here. I don't care what your mission is or who you are at odds with, and I have no qualms about helping you complete this job for a ride. Scythe will state, keeping it simple. The guards here seem worthless, leaving only the merc groups to offer potential avenues.
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Mon Oct 07, 2019 6:23 am

Perception: 1d100 = 9 vs 52%
Perception mods
  • +15% in darkness or while in a shadow
  • +5% When dealing with Vampires or the Undead
  • +5% when pertaining to ambush, backstabbing or shadow magic

JIC: 1d20 = 6

Current Conditions
Shadow Skin: 43:00 min remaining, 18 MDC; Aura of Darkness: 3:00 min remaining; Whispered Voice (Communication) 43:00 min remaining;Ride the night wind 54:00 min remaining; Intuitive Combat 5 melee rounds remaining


When the Alien asks "Who are you? Az Rael feels a bit uneasy, What if he doesn't want to come with us? What if those are his people up there? I need to handle this as quickly as possible. Az Rael replies, "Who I am is not important. That you are the Dread Pirate Nagh is. That someone feels you don't deserve to be in here is. The guards are coming and I have only seen 10 or 15. My intelligence says there are 150 here. I would like to be on my way home before we have a chance to meet them all. I need you to keep you head down, listen and move quickly. Do you understand?" Az Rael steps back and motions for the Nagh to come out of the cell keeping his rifle at the ready. "We're going down. I'll guide you, get in front."

When/If, the pirate moves out in front Az Rael will put a hand on the creatures upper back and start flying down toward the door they came through pushing the dread pirate in front of him as he goes. While they are moving he whispers to Bryke,
Whispered Voice to Bryke
Bryke, I have Nagh. I am heading back to the door we came in.
I hope he has been hearing me, the team has been silent. No word from Erebos, Bryke or Vidan. This is getting sloppy. During the flight Az Rael tries to recall the research that he did before they came out here. In specific he tries to remember anything about Nagh that might confirm this is him.


Skills

Invoke Trust/Intimidate: 60% vs 1d20 = 20 - Convince the Pirate to come with me.
Research 77%vs 1d100 = 85 - Remember/Recall Research done on the Dread Pirate.
Intelligence 65% vs 1d100 = 100 - Try to remember anything from previous research if this snaky alien fits with what I know about Nagh
Prowl 62% vs 1d100 = 61 - Stay to the shadows and/or hidden while moving.

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: 1d20 = 16 +9 (+6 and +3 from IC)
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Actions 1-3: Talk to Nagh
Actions 4-6: Fly to the exit door

Contingency -

*Should someone attack, Az Rael will auto dodge. Autododge +3, P.P. Bonus +3
1 - 1d20 = 1, 2 - 1d20 = 13, 3 - 1d20 = 3, 4 - 1d20 = 1, 5 - 1d20 = 6, 6 - 1d20 = 1

*Should combat become close range hand to hand and the situation require it, Az Rael will Parry as appropriate. Parry Bonus: +8 (+2 attack when in shadow or darkness)
1 - 1d20 = 6, 2 - 1d20 = 13, 3 - 1d20 = 8, 4 - 1d20 = 13, 5 - 1d20 = 11, 6 - 1d20 = 7
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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Az Rael
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Posts: 120
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Tue Oct 08, 2019 6:14 am

Az Rael wrote:Perception: Original post: 1d100 = 9 vs 52%
JIC: Original post: 1d20 = 6


In the blink of an eye...

Az Rael's eyes close to blink. The pirate Nagh in front of him, his team scattered and not communicating. Damn it, we must work on comms. This must be better. It can't turn out. Not like that. Never like that again.

Az Rael’s eyes open to a new place. It is a living room, in a house. The man he knew only from intelligence reports. Alone, scared and determined he turns to close the window. He knew his mother must be here already, it was her plan after all. Why was she so adamant on radio silence?

”We need to communicate,” he had told her just an hour before. Her response was the same, he had come to hate those words, ”Just follow the plan to the letter and we don’t need to communicate.” You can’t plan for everything, can you mom? Where did that get us mom?

Turning back to the room, Az Rael is taken by surprise when a door to what he knew was the bedroom opened. His mother coming through, restrained by a man directly behind her. It was the mark. His mother’s mask was off, her face was frozen, emotionless. ”I know who you are Alex. See I know your mother too. I know who sent you. This is the proof I needed. The clans will know. They must believe me now.”

Az Rael looked at his mother’s eyes, they were hard and determined. She glanced at the window then back at him and he knew. Somehow that look was everything. He knew. He looked closely at her and saw her concentration. She was doing it. Why?! We can still get out! In an act of instinct and hard drilled reaction, Az Rael dove through the window. Behind him a flash of light, and an explosion. Flames burst through every window in the house. Az Rael’s eyes closed as a result from the brightness of the flash and the sun.

Az Rael’s eyes open to see the dread pirate still in front of him, never again.
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 » Wed Oct 16, 2019 2:35 pm

Perception: 34% 1d100 = 59
JiC d20/d100: 1d20 = 17 / 1d100 = 37

Conditions: (at the end of this post): General always on abilities: HF 10, Eagle like Normal Vision, See in total Darkness, Sixth Sense.

Shadow Skin: 44:30 min remaining; Whispered Voice (Communication) 44:30 min remaining; Chameleon: 13:30 min remaining, Cosmic Armor: 39:15 min, 200mdc, hover or fly at mach one, ½ damage taken from MD cold/heat/fire/plasma [2 Qlu'Bar left],

Initiative: 1d20+2 = 22
Attacks/Actions per melee: 6

Bryke tries to relay as much information to Az Rael via the Whispered Voice spell.
Whisper to Az Rael, “ Shade, This one has you covered, Heavy Gunner at your [please insert position of heavy gunner from the perspective of where Az Rael's forward direction is], "Banshee" at your [please insert position of Psychic from the perspective of where Az Rael's forward direction is], Two merc's in the level above you coming down [please insert approximate distance in meters, and direction from the perspective of Az Rael's forward direction.] did you receive?"

Bryke will wait for a response and then add,

Whisper again to Az Rael, "Shade, There was a lone wolf also that just ported in. Could not yet glean the beings motive(s), but be on the look out."

Actions:
ACTION 1: Relay messages
ACTION 2-6: Keep a watchful eye on the Heavy Gunner and Psychic, while covering Az Rael.

DODGE: 1d20+6 = 11, 1d20+6 = 14, 1d20+6 = 18, 1d20+6 = 18, 1d20+6 = 20, 1d20+6 = 23
PARRY: 1d20+6 = 20, 1d20+6 = 24, 1d20+6 = 26, 1d20+6 = 7, 1d20+6 = 26, 1d20+6 = 13

Skills:
Basic Prowl ability 35% | 1d100 = 36 Not Moving (Prowl is for jic Bryke needs)

Contingencies:
Bryke will only engage if Az Rael needs covering or if someone is firing on a known teammate. (Sorry Scythe)

iff the other group is engaged. First Target is the heavy gunner, then immediately fire upon the psychic and back again if Psychic dies. Dodging and parrying as necessary via the Cosmic Armor's flight capabilities. Bryke will fly minimally though, using the speed of the armor to dodge and "jump" to different positions to gain advantage in the fight. The Promethean will also at ALL TIMES, keep from firing in the direction of Az Rael save only to fire at someone closing in on him that he does not see, and if they are in a fight do all that can be done to keep the psychic and the heavy gunners attention, as well as anyone that might be closing in on Az Rael.

I assume it will take about two actions or so to communicate, however if fighting must occur that supersedes everything and this is the order Bryke will go in:

Primary target = Heavy gunner. Secondary = Psychic. Primary target gets a burst or two to try and make him keep his head down, secondary target gets the bizness end of the NE-700

ACTION 1: STRIKE 1d20+1 = 3 | DAMAGE 6 round Burst: 4d6*10 = 170
ACTION 2: STRIKE 1d20+1 = 10 | DAMAGE 6 round Burst: 4d6*10 = 130
ACTION 3: STRIKE 1d20+1 = 6 | DAMAGE 6 round Burst: 4d6*10 = 120
ACTION 4: STRIKE 1d20+1 = 21 | DAMAGE 6 round Burst: 4d6*10 = 90
ACTION 5: STRIKE 1d20+1 = 16 | DAMAGE 6 round Burst: 4d6*10 = 170
ACTION 6: STRIKE 1d20+1 = 15 | DAMAGE 6 round Burst: 4d6*10 = 100
Last edited by Bryke on Wed Oct 23, 2019 6:16 pm, edited 2 times 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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Bryke
Diamond Level Patron
Diamond Level Patron
 
Posts: 218
Joined: Sun Oct 20, 2013 6:53 am

Re: [GR] Janus Station: Prison Break

Postby Érebos » Thu Oct 17, 2019 12:55 pm

Perception: 1d100 = 60/69%, 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 = 88
JIC (20): 1d20 = 14

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; See the Invisible: 4 minutes remaining

Skill Roll: Prowl (stay undetected) ---> 1d100 = 52/92%

Initiative roll: 1d20+2 = 3
Number of Attacks: 6
Action 1: Cast See the Invisible
Action 2: Whispered Voice to Az Rael
Action 3: Whispered Voice to Az Rael
Action 4: Proceed at the maximum speed possible (while prowling) in the last known direction of Az Rael (calculated speed is 145 feet per action maximum)
Action 5: Proceed at the maximum speed possible (while prowling) in the last known direction of Az Rael (calculated speed is 145 feet per action maximum)
Action 6: Proceed at the maximum speed possible (while prowling) in the last known direction of Az Rael (calculated speed is 145 feet per action maximum)




As the fight rages, something pulls at the Umbral Sorcerer... something gnawing at the back of his mind.

From his vantage point, he watches the fight, relaying information to Az Rael... and just as he catches a glimpse of the Warlock Armor clad stranger, Érebos' world begins to fade.

He closes his eyes, struggling against whatever is pulling him... backward, into the darkness. Then... silence.

As he opens his eyes, he realizes he is now in a twisted world, full of shadows and darkness. It is eerily familiar.... he realizes with a start that it is the Shadow Realm, a place populated by the creatures of shadow, and the source of Shadow Magic itself. But that's not all.. it is also the place where the Shadow Lords themselves dwell - the undisputed masters of Shadow Magic - even more attuned than a Shadow Mages such as himself.

As he looks around he sees shadows stir nearby. Unafraid (the darkness is his friend, after all), but curious, he watches, immobile, as the shadows coalesce into a humanoid form - some sort of ghostly spectre of dark shadows and mist stands before him. Where eyes would be, a long red slit appears. Its "fingers" are long and end in wicked claws. The body, tall and thin, looks almost emaciated. It appears to be wearing some sort of jagged cloak, but when the Shadow Mage looks more closely, he can see the "jagged" edges of the cloak are really tendrils of shadow that seem attached to the figure.

It appears to open it's "mouth", and fangs along with pointed teeth are silhouetted from the red glow that pours forth. Érebos realizes he stands before a Shadow Lord.

"Sssshadowww Maaage....." rasps the being in a whisper from beyond the grave.

If Érebos were any other mortal, he would be quaking in his boots at the moment but, as a friend of the shadows himself, he is unfazed. Certainly, the being before him is powerful - but rather than fear, Érebos feels... lust? Yes, a lust for power. He wants to take the Shadow Lord's power from him!

"Youuuu willll sssserrrrrvvvvvve...." - and then, abruptly, the vision ends, and Érebos hurtles back to reality.




What the hell? he thinks, half bewildered and half wishing he could return to the shadowy spectacle that unfolded before him.

But the thought vanishes when gunfire and shouting pierces through his area, and he is immediately reminded of his current situation and duties.

People have moved. Things appear to be a bit different than when he was last observing. The Warlock Marine appears to have disappeared... where is he? Moments have gone by. How many, he isn't sure.

Where is Az Rael? Where is the rest of the group? What just happened? Have they found the mark?

Get a grip, Shroud. What the fuck are Warlock Marines doing here? This situation is far too hot... we need to grab the mark and get out.

He casts See the Invisible - in case the game has changed while he was "out" - and that briefly spotted Warlock Marine, who appears to be nowhere in sight now, has him on edge now.

Some of those guys can cast, and we don't need to tangle with the Warlock Marines right now if we can help it... he thinks.

Whispered Voice to Az Rael
Shade, Shroud here. Something happened and I lost contact with the world for a brief moment. Update status please - did you locate the mark?


The Umbral Sorcerer considers his situation. Presuming Az Rael replies in the affirmative, he will immediately head toward Az Rael's location (if he has an idea) to join with his friend.

Whispered Voice to Az Rael
Shade, Shroud here. Be advised that I briefly spotted someone wearing Warlock Marine armor, but I cannot see them anymore. Keep your eyes peeled.


Érebos moves toward the location of his Sunaj friends. He flies in the downward direction where he last knew Az Rael was, hoping to catch up with his shadowy friend and get the mark out of the prison before all hell breaks loose.

Erebos attempts to maintain stealth, if possible, so what ever his speed, he will slow down enough to make Prowl work.
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 Consumer » Fri Oct 25, 2019 2:17 pm

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 01:05:00 hours. 15 seconds have passed since last GM Post.


General Location of things: (Total height of chamber 5,200')
Mercenaries and Guards are at 5,200'-4,600'.
Gabriel: 3,200'
Spectre: 3,600'
Brackus is at 5,000'
Scythe: is at 3,600'
Érebos is at 3,225' ish
Dread Pirate Nagh 2,735' ish
Az Rael is at 2,735' ish
Bryke is at 3,000'
Alvidan 0'


Near the Action:
Everyone

Skills and notes:
Bryke: you think you're hidden.
Az Rael: he looks just like the picture provided.
Erebos: You believe you are hidden, and you don't see anything invisible within 200' of you.
Scythe: not enough range on telepathy to contact Az Rael, also How are you moving (Spell, devices, manually)?
Note about all other skills not addressed: most were ignored because they lacked notes "next" to the skills to inform me of the skills intention.


Az Rael talks to the Dread Pirate Nagh, who seems slightly confused, but not unwilling to look a gift rescue in the mouth. "Lead the way" He says as he slithers out of the cell and begins to make his way down the chamber. with generally everyone else doing the same. Except Bryke who seems to be covering the escape at this point. The mercenaries continue to both pursue and fight with the guards. while Alvidan waits at the door.

Note: The Dread Pirate Nagh is very visible to almost everyone in the area. ~Consumer

Butcher's Bill
Brackus: Psychic Body Field: Destroyed, Main Body: -210 M.D.C. Stunned: -6 to strike/parry/dodge, reduce speed and attacks per melee by half.
Bryke: -40 P.P.E., -1 use of Cosmic Armor.
Scythe: -6 P.P.E.
Alvidan: -30 P.P.E., -2 I.S.P.


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.)


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 Oct 27, 2019 4:40 pm

Perception (26%): 1d100 = 93
Initiative 1d20+2 = 18
JIC: 1d20 = 1
JIC%: 1d100 = 30
Alvidan continues to try to set the computer to help block their path from followers.

If he gets that done and notices the problem with Nargh, he will see about rigging a survival bubble. A fairly simple trick, Take a quantity of strong plastic, seal it air-tight, and wrap it around someone. Attach a small air supply and you have an emergency vacuum survival tool. It is a useful truck for transporting creatures short distances. It does not protect from attacks, only from some of the more common dangers of vacuum.

Telemechanics (88%): 1d100 = 90 To rig the door to stay closed
Computer Programming (60%): 1d100 = 10 To assist in rigging the door
Field Armorer (70%): 1d100 = 57 Jury-rig survival bubble
Basic Mechanics (50%): 1d100 = 94 Jury-rig survival bubble
Mechanical Engineer (30%): 1d100 = 43 Jury-rig survival bubble

Dodge if needed 1d20+4 = 9
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
 
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Re: [GR] Janus Station: Prison Break

Postby Scythe » Mon Oct 28, 2019 7:43 am

JiC: 1d100 = 93 / 1d20 = 3
Perception [33%]: 1d100 = 55

Lore, Galactic and Alien [53%]: 1d100 = 41 (What is that Dread Pirate?)
Prowl [73%]: 1d100 = 33 (Sneaky Sneaky, still Invisible)
Navigation [67%]: 1d100 = 17 (Not get turned around)
Pilot, Robots and PA [59%]: 1d100 = 41 (Efficiently pilot the W-F1 to maximize it's movement)

Conditions: Sense Magic in Use [Auto; 300 ft] | Sense Rift [Auto; 600 miles] | H.F.: 10 | Fire/Cold Res (1/2 DMG) | W-F1 See the Invisible [14:15 minutes] | Invisibility: Simple [8:00 min:sec] | W-F1 AoI: 100/100 M.D.C. [9:00 min:sec] | Alter Aura

Combat Actions

APM: 6
Initiative: 1d20+3 = 13
Parries [w/ Tess to those who get too close]: 1d20+4 = 16 | 1d20+4 = 20 | 1d20+4 = 6 | 1d20+4 = 24 | 1d20+4 = 22 | 1d20+4 = 17

Action 1: Pilot Check
Actions 2-3: Closing the gap. His goal is to close the gap, so he will use his W-F1's speed to his advantage. Max Speed in atmo is 200MPH. 732 feet per action.
Action 4: Telepathically communicate with Az (hopefully)
Actions 5-6: Dodge if needed, otherwise still flying. Goal is to close the gap. 1d20+3 = 5 || 1d20+3 = 10

Intentions

Interesting choice of associates. Regardless, they are the only ones making any progress. Time to be friendly. Scythe thinks as he continues to follow the one doing the break out, still piloting his W-F1 Contra-Grav flight and keeping close to the walls to avoid being in the center of the room. He is confident his W-F1 max speed in atmo would be to fast and potentially detrimental in this confined space. Though, he does kick his suit into gear to catch up with the Atlantean doing the breakout, and will attempt to send a telepathic message again if he is able to close range. Shadow Walker, do not be alarmed, for I do not wish to invade your mind. I am a mage who arrived here by mistake and needs a ride off; I can make it worth your groups while.
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Mon Oct 28, 2019 9:06 am

Perception: 1d100 = 89 vs 52%
Perception mods
  • +15% in darkness or while in a shadow
  • +5% When dealing with Vampires or the Undead
  • +5% when pertaining to ambush, backstabbing or shadow magic

JIC: 1d20 = 7

Current Conditions
Shadow Skin: 43:00 min remaining, 18 MDC; Aura of Darkness: 3:00 min remaining; Whispered Voice (Communication) 43:00 min remaining;Ride the night wind 54:00 min remaining; Intuitive Combat 4 melee rounds remaining


Skills
Invoke Trust/Intimidate: 60% vs 1d100 = 93 - Project Trust in Az Rael's surface thoughts.
Prowl 62% vs 1d100 = 15 - Stop in a shadowy area.

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: 1d20+9 = 23 (+6 and +3 from IC)
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Actions 1: Stop the DPN and turn to look back up
Actions 2-3: Whisper to Erebos and Bryke
Actions 4: Receive Scythes Message
Actions 5-6: Try to push surface thoughts for Scythe to hear.

Contingency -
*Should someone attack, Az Rael will auto dodge. Autododge +3, P.P. Bonus +3
1 - 1d20+6 = 17, 2 - 1d20+6 = 25, 3 - 1d20+6 = 24, 4 - 1d20+6 = 10, 5 - 1d20+6 = 15, 6 - 1d20+6 = 11

*Should combat become close range hand to hand and the situation require it, Az Rael will Parry as appropriate. Parry Bonus: +8 (+2 attack when in shadow or darkness)
1 - 1d20+10 = 27, 2 - 1d20+10 = 29, 3 - 1d20+10 = 29, 4 - 1d20+10 = 17, 5 - 1d20+10 = 12, 6 - 1d20+10 = 28

Intentions

Az Rael is pleased and comforted to remember the photo supplied of the Dread Pirate Nagh. Now to get out alive, he thinks while they make their way down the chamber. Just have to stay one step ahead... Az Rael's thoughts are interrupted by the whisper's from Erebos. Well, well. It seems you didn't die on me yet old friend. Az Rael tugs back at the Dread Pirate, "Hold a second, we have reinforcements coming. Watch the door down there to make sure no guards pop out." He then Whisper's to Erebos.

Whispered Voice to Erebos
Shroud, I have the mark. Heading back. Fall back to me. I'll Hold.


Az Rael take a moment to whisper to Bryke before he moves out of range.

Whispered Voice to Bryke
Wraith, Start Moving back to the door. Keep an eye out. Shroud is coming our way.


As he turns to look for his incoming team mates his mind is suddenly invaded by a voice,
Scythe wrote: Shadow Walker, do not be alarmed, for I do not wish to invade your mind. I am a mage who arrived here by mistake and needs a ride off; I can make it worth your groups while.


Az Rael fights back the initial rage of the intrusion, he is all to family with the new feeling of someone in his mind. His recent dealings with Bryke were less forced. He may be able to help, He may be a trap. I need to know where he is if I am to defend either way. Az Rael focuses his thoughts to the top as he has with Bryke in the past. Keeping as much of the background noise down as he can. Knowing he can not project the thought and only leave it there as focused as possible for this other to read. You say you can help. How can I know if you stay hidden to me. We are leaving yes. What do you offer for our assistance in your exodus?

While Focussing on the thoughts waiting for a reply Az Rael scans the chamber for Erebos and Bryke.
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 » Mon Oct 28, 2019 10:12 am

Perception: 1d100 = 12/69%, 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 = 42
JIC (20): 1d20 = 8

Combat Rolls
Initiative:

Action 1: Whispered voice to Az Rael while flying in his direction at prowl speed (per discussion, 91' per action)
Action 2: Shadow Shift 200' toward Az Rael
Action 3: Shadow Shift 200' toward Az Rael (this should put me exactly at his position, as he is 490 feet away according to the last post, and has stopped moving while waiting for Erebos' arrival)
Action 4: Brief greeting to DPN and give that sucker an Aura of Darkness
Action 5 & 6: Whispered Voice messages to Az Rael, sweeping area with thermal optics

SHTF rolls:
Dodge: 1d20+12 = 29 (bonuses for Fly as the Eagle, plus in darkness/shadow included)
Dodge: 1d20+12 = 28 (bonuses for Fly as the Eagle, plus in darkness/shadow included)
Dodge: 1d20+12 = 24 (bonuses for Fly as the Eagle, plus in darkness/shadow included)




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

Az Rael wrote:
Whispered Voice to Erebos
Shroud, I have the mark. Heading back. Fall back to me. I'll Hold.


Fortune smiles upon us... for now thinks the Shadow Mage as he is relieved to hear Az Rael respond.

Whispered Voice to Az Rael
Shade, outstanding - I should be there in seconds - keep your eyes open, still haven't located that mysterious armored figure.


We need to make him less obvious... he thinks upon seeing the Dread Pirate stand out like a sore thumb. Now.

The Shadow Mage knows that flying will get him there, but he's in a hurry, time is of the essence, and he doesn't want the mark to be so noticeable. Time to get there fast.

He casts a series of two Shadow Shift spells to quickly close the gap, instantly appearing 200' away in a new shadow each time the spell is cast.
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.


Appearing to rise directly out of a shadow within a few feet of Az Rael and his "guest", the Shadow Mage wastes little time.

"Let's make you less noticeable," he says and casts Aura of Darkness on the Dread Pirate, enveloping him in a shadowy haze.
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.


Much better.

Whispered Voice to Az Rael
"Shade, That should keep him from being noticed while we move him out"


As he whispers to his friend, the Umbral Sorcerer simultaneously raises up his Liberator and peers through the Wilks scope, sweeping the area with the thermal optics on to see if there are any "unexpected guests" that aren't immediately visible in range (1600' range, will do a quick sweep all around)

He then realizes that the mark won't fit in the EBA suit they brought.

Whispered Voice to Az Rael
"Shade, Don't worry about the mark fitting into the EBA; I have a backup plan. Speaking of plans... where are the others?"
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 Brackus Monellio » Mon Oct 28, 2019 12:44 pm

Perception: 1d100 = 13 = /24%
Just in Case: 1d20 = 11 = 6/1d100 = 58 = 32
Conditions:
HF: 14 (at start of post / 18 at end) Resist Damage (Duration: 15 mins; 1/2 damage from fall, impact, punch, bullet, or energy attack, even magic or psionic; the field absorbs the first 5 S.D.C. /Hit Points of damage from each attack.) Enhance Reflexes (Duration: 6 mins; +1 attack, +3 initiative, +1 to strike, +2 to parry/dodge, +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher) / +15% to all Physical skills that rely on coordination or balance.)
Amplified Hearing, Heat Detection (60' range), Superior Sense of Smell (See Symbiote: Free Breather), Impervious to mind control and empathic transmission (Symbiote: Absurr Life Node), Symbiote: Musical Nymph (Magic/Psionics that instill strong emotions have 1/2 Effect.), Microbe: Transfortifiers (Impervious to Cold & Heat (Magical as well.), Polarized Infra-red Eyes (Infrared and ultraviolet light. 20/20 vision.), Zero G Combat (Basic) (only -3 penalty to combat rolls).
Stunned: -6 to strike/parry/dodge, reduce speed and attacks per melee by half.


Initiative: 1d20+15 = 18 GM Edit: Initiative is 15 (+3 from Enhanced Reflexes, -3 from Zero-G)
Attacks per Melee: Brackus: 3 +1 Tentacle Attack, +1 Dragon Breath Attack. Chest Amalgamate: 4 GM Edit: Chest Amalgamate has 2 Actions, as it's a part of you.

Action One: Grab railing and launch self (1284 ft per action - as discussed with GM) GM Note: Technically your speed is halved here, but to save myself a headache, I'll have you 1st amalgamte action happen before this so your speed is normal.
Chest Amalgamate Action One: Hyper-Reactions: +1 on initiative, + 1 to strike and dodge, doubles speed, adds one melee attack and can leap an additional four feet
Action Two: look behind self and use wind breath
Chest Amalgamate Action Two: Increased healing: Twice as quick as normal.
Ches Amalgamate Action Three: deaden pain
Chest Amalgamate Action Four: use tentacle to grab if anything gets in 5 ft 1d20+14 = 32 GM Edit: This action is lost due to stunning. But Attack total should be 27; +7 HtH bonus -6 due to stunning, +1 Enhanced reflexes, +1 Hyper-Reaction.
Free Additional Tentacle Attack: slash anyone attacking me, if close enough 1d20+5 = 11 Damage 5d6 = 17 MD GM Edit: Total Actually 15; +6 HtH bonus -6 due to stunning, +1 Enhanced reflexes, +1 Hyper-Reaction.
Free Dragon's Breath Attack: breath at anyone in range if attacked 1d20+5 = 25 Damage 4d6 = 17 MD


Contingency: If Tentacle strike fail to grab Guard, slash him GM Edit: Seeing as the tentacle attack is the last action, this contingency is unable to be done in any case. Keep in mind when you list your attacks, or things like this will happen.

Parries with Psi-Shield if applicable: 1d20+5 = 18, 1d20+5 = 8, 1d20+5 = 20, 1d20+5 = 6, 1d20+5 = 11. GM Edit: Bonus is actually +9
Dodges if Health reduced to 50% (or other reason you would dodge): 1d20+5 = 14, 1d20+5 = 14, 1d20+5 = 16, 1d20+5 = 17, 1d20+5 = 25. GM Edit: Bonus is actually +9


”Damn.” The only thing that he thinks as he keeps getting dizzy. Realizing he is at a disadvantage, he gathers his wits for a brief second. With a grunt, he throws himself “down” towards the lower levels, using ledges and railings to propel himself. Using his psi shield and built in defenses, he makes a bull rush for the bottom level.
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Re: [GR] Janus Station: Prison Break

Postby Bryke » Fri Nov 01, 2019 6:33 am

Perception: 34% 1d100 = 78
JiC d20/d100: 1d20 = 8 / 1d100 = 67

Conditions: HF 10, Eagle like Normal Vision, See in total Darkness, Sixth Sense.
Shadow Skin: 44:15 min remaining; Whispered Voice (Communication) 44:15 min remaining; Chameleon: 13:15 min remaining, Cosmic Armor: 39:00 min, 200mdc, hover or fly at mach one, ½ damage taken from MD cold/heat/fire/plasma [2 Qlu'Bar left],

Intentions:
This one will keep an eye on these guys in here and phase after we are all out. Where has this guy been? Probably killing or snatching something quietly.. so many shady types in this crew... This one likes.
Bryke remains stationary, surveying the scene keeping an eye on Az Rael, and the mark, as well as the other "players" that can be seen. The Promethean will attempt to keep watch and make sure the team is not followed and that they all make it through the exit. Then Phase Out to the ship [or the maximum 5 mile distance] if it is within range.

What sort of distraction can this one make if need be. Bryke thinks

Bryke is intending to cause some sort of distraction to get anyone following the Pirate to "flinch" while we make our escape with the package, if and only if that is necessary.

Actions:
Initiative: 1d20+2 = 8
Attacks/Actions per melee: 6

ACTION 1: Whisper to Az Rael, “ Shade, Received. This one still has you covered, Heavy Gunner at your [please insert position of heavy gunner from the perspective of where Az Rael's forward direction is], "Banshee" still at your [please insert position of Psychic from the perspective of where Az Rael's forward direction is], Two merc's [please insert approximate distance in meters, and direction from the perspective of Az Rael's forward direction.] did you receive?"

ACTION 3-6: Keep a watchful eye on the Heavy Gunner and Psychic, while covering Az Rael Basic Prowl ability 35% | 1d100 = 45 Not Moving (Prowl is for jic Bryke needs)



DODGE: 1d20+6 = 7, 1d20+6 = 8, 1d20+6 = 19, 1d20+6 = 9, 1d20+6 = 14, 1d20+6 = 15 Will only dodge if ABSOLUTELY necessary, like the heavy gunner or Psychic spot him and focus fire.
PARRY: 1d20+6 = 12, 1d20+6 = 12, 1d20+6 = 7, 1d20+6 = 17, 1d20+6 = 25, 1d20+6 = 8 Will parry as needed.

Contingencies:
Bryke will only engage if Az Rael needs covering or if someone is firing on a known teammate.

iff the other group is engaged. First Target is the heavy gunner, then immediately fire upon the psychic and back again if Psychic dies. Dodging and parrying as necessary via the Cosmic Armor's flight capabilities. Bryke will fly minimally though, using the speed of the armor to dodge and "jump" to different positions to gain advantage in the fight. The Promethean will also at ALL TIMES, keep from firing in the direction of Az Rael save only to fire at someone closing in on him that he does not see, and if they are in a fight do all that can be done to keep the psychic and the heavy gunners attention, as well as anyone that might be closing in on Az Rael.



Primary target = Heavy gunner. Secondary = Psychic. Primary target gets one burst, secondary target gets the bizness!

ACTION 1: STRIKE 1d20+1 = 7 | DAMAGE 6 round Burst: 4d6*10 = 200
ACTION 2: STRIKE 1d20+1 = 21 | DAMAGE 6 round Burst: 4d6*10 = 130
ACTION 3: STRIKE 1d20+1 = 21 | DAMAGE 6 round Burst: 4d6*10 = 120
ACTION 4: STRIKE 1d20+1 = 19 | DAMAGE 6 round Burst: 4d6*10 = 150
ACTION 5: STRIKE 1d20+1 = 8 | DAMAGE 6 round Burst: 4d6*10 = 150
ACTION 6: STRIKE 1d20+1 = 17 | DAMAGE 6 round Burst: 4d6*10 = 140
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 » Fri Nov 01, 2019 11:54 am

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 01:05:00 hours. 15 seconds have passed since last GM Post.


General Location of things: (Total height of chamber 5,200')
Ceasar (Hvy Gunner) & Gunther (Cyborg): 5,660'
Widowgast (Psychic): 5'550'
Tollroad (Atlantean): 4,050'
Brackus is at 3,633.5‬'
Spectre: 3,050'
Bryke is at 3,000'
Gabriel: 2,735'
Scythe: is at 2,735'
Érebos is at 2,735'
Dread Pirate Nagh 2,735'
Az Rael is at 2,735'
Alvidan 0'


Near the Action:
Everyone

Skills and notes:
Az Rael: Invoke Trust/Intimidate (Project Trust in Az Rael's surface thoughts.): This seems to be unsuccessful. GM Note: I tend to not use these rolls on PCs, as a player is free to make decisions on his own.
Prowl (Stop in a shadowy area.): Seems to be hidden.
Alvidan: Telemechanics (To rig the door to stay closed): Alvidan is unsure if it's possible.
Computer Programming (To assist in rigging the door): While Alvidan is sure he could come up with some manner of coding, he would need to dive back into the system to do so.
Field Armorer, Basic Mechanics, Mechanical Engineer (Jury-rig survival bubble): Alvidan has no materials available to do such a task so inherently it fails on the physical level. Theoretically it is possible.


Initiative Order
Az Rael: 23
Brackus: 15
Scythe: 13
Gabriel: 12
Spectre: 10
Mercs: 8
Bryke: 8
Erebos: No roll.
Alvidan: No roll.


Action One Breakdown
Az Rael Actions One: Stop the DPN and turn to look back up
Chest Amalgamate Action One: Hyper-Reactions: +1 on initiative, + 1 to strike and dodge, doubles speed, adds one melee attack and can leap an additional four feet
Brackus Action One: Grab railing and launch self (1284 ft per action - as discussed with GM)
Scythe: Action One: Pilot Check
Gabriel Action One: Move forward
Spectre Action One: Move Forward.
Mercs Action One. Disengage and begin moving forward.
Bryke Action One: Whisper to Az Rael, “ Shade, Received. This one still has you covered, Heavy Gunner at your [please insert position of heavy gunner from the perspective of where Az Rael's forward direction is], "Banshee" still at your [please insert position of Psychic from the perspective of where Az Rael's forward direction is], Two merc's [please insert approximate distance in meters, and direction from the perspective of Az Rael's forward direction.] did you receive?"
Erebos Action One: Whispered voice to Az Rael while flying in his direction at prowl speed (per discussion, 91' per action)
Alvidan Action One: Telemechanics (To rig the door to stay closed) Fail


It seems there is a bit of race going on, but Az Rael takes a moment to stop his forward momentum and turn around to look back towards the top of the chamber. The guard helmet he's wearing shows a wealth of information (It also negates whatever effect the lighting is doing to the groups vision), but none of it is truly pertinent to his situation, save that the optics do spot a armored individual that wasn't with the mercenaries making it's way towards the bottom, possibly even himself. Bracus' Chest Almagamate sense's the danger his host is in, begins amping up Bracus' reaction time Brackus feeling the stings of the weapon's damage, and the spasms of his uncooperative nervous system coupled with the effects of his symbiotes, decides to flee the scene, which leaves him only on direction. With a heave of his mighty muscles he rockets a distance away from the conflict. Scythe seeing his chances of escape moving away makes for the clearly visible Snake-like creature that is flying away. (Erebos, notices Scythe as he passes him at a rapid pace.) The masked man continues to make his way down, getting ever closer to Az Rael, while the woman (now wearing one of the Guards helmets.) follows suit from a distance away. The Mercs above basically done with their assault on what was left of the guards, disengage and begin moving down as well. Bryke from his stationary position whispers to Az Rael. “ Shade, Received. This one still has you covered, Heavy Gunner at your twelve o'clock at, "Banshee" still at your 12 o'clock, Two merc's are closing to close did you receive?" Erebos whispers to Az Rael as well while making his way towards him. Shade, outstanding - I should be there in seconds - keep your eyes open, still haven't located that mysterious armored figure. Alvidan tries to link with the door controls once more to make them stay closed, but cannot seem to make that happen.

Action Two Breakdown
Az Rael Actions Two: Whisper to Erebos
Brackus Action Two: Action Two: look behind self and use wind breath (82.5')
Chest Amalgamate Action Two: Increased healing: Twice as quick as normal.
Scythe: Action Two: Closes the gap
Gabriel Action Two: Continue moving towards the target.
Spectre Action Two: Continue moving towards the target.
Mercs Action Two: Continue moving towards the target.
Bryke Action Two: Keep a watchful eye on the Heavy Gunner and Psychic, while covering Az Rael
Erebos Action Two: Shadow Shift 200' toward Az Rael
Alvidan Action Two: Computer Programming (To assist in rigging the door) While successful, it's not possible from this device as it has a overarching system running it, that Alvidan doesn't have access to at the moment.


Az Rael rplies with a whisper of his own to Erebos. "Shroud, I have the mark. Heading back. Fall back to me. I'll Hold." Brackus looks behind himself and breathes a gust of wind the propels him forward a little bit. Bracus' Chest Amalgamate amplifies Bracus' healing. Scythe rockest forward reaching the Dread Pirate Nagh and his shadowy partner, which elicits a bit of a yell from the pirate. "Get moving they're coming." The Mercs continue forward, with one of them nearly closing the gap. Bryke keeps a watch on the very distant Heavy gunners and Psychic. Erebos cast Shadow Shift and emerges from a shadow closer to Az Rael. Alvidan thinks to try and reprogram the controls, but finds he's have to dive back into the system to the main hub to change the program.

Action Three Breakdown
Az Rael Actions Three: Whisper to Bryke
Scythe: Action Three: Telepathically communicate with Az (hopefully)
Gabriel Action Three: Continue moving towards the target. (Draw Pistol)
Spectre Action Three: Continue moving towards the target.
Mercs Action Three: Continue moving towards the target.
Bryke Action Three: Keep a watchful eye on the Heavy Gunner and Psychic, while covering Az Rael
Erebos Action Three: Shadow Shift 200' toward Az Rael
Alvidan Action Three: Field Armorer, Basic Mechanics, Mechanical Engineer (Jury-rig survival bubble): Alvidan has no materials available to do such a task so inherently it fails on the physical level. Theoretically it is possible.


Az Rael whispers to Bryke. "Wraith, Start Moving back to the door. Keep an eye out. Shroud is coming our way." Scythe telepathically communicates with the shadowy form of Az Rael. "Shadow Walker, do not be alarmed, for I do not wish to invade your mind. I am a mage who arrived here by mistake and needs a ride off; I can make it worth your groups while." The first merc moves closer drawing a pistol as he does so. The other mercs follow behind moving steadily towards the group. Bryke continues to watch the Gunner and Psychic get closer. Erebos casts Shadow Shift once more and leaks out of a shadow next to Az Rael. Alvidan wracks his brain on how to build a survival bubble, but figures it's all for naught as he doesn't have any of the materials needed, and none seem to be nearby even.

Action Four Breakdown
Az Rael Actions Four: Communicate with Scythe.
Gabriel Action Four: Close the gap while drawing a knife and attacking DPN. (Strike: 27; Damage: 10 M.D.) DPN Parry: 9
Spectre Action Four: Get closer, unsling rifle.
Mercs Action Four: Move Closer
Bryke Action Four: Fire at Heavy Gunner. (STRIKE: 7; DAMAGE: 200 M.D.) GM Note: While this is fine, there are two Heavy gunners. So which one is a good thing to note. Ceasar's Dodge: 26 (Nat 20!)
Erebos Action Four: Brief greeting to DPN and give that sucker an Aura of Darkness


Az Rael quickly communicates with Scythe mentally. "You say you can help. How can I know if you stay hidden to me. We are leaving yes. What do you offer for our assistance in your exodus? The first merc closes the gap, drawing a knife and lunging for the Dread Pirate Nagh, cutting him deep, even given Nagh tried to parry the blow. The other mercenaries get even closer to the action. Bryke seeing their ward being attacked, opens fire, but the large creature dodges out of the way. Erebos quickly casts a spell covering the Dread Pirate Nagh in a aura of darkeness.

Action Five Breakdown
Gabriel Action Five: Attack Nagh with his knife. (Strike: 14 ;Damage: 14 M.D.) DPN Parry: 15
Spectre Action Five: Fire on Bryke. (Strike: 2 Miss)
Mercs Action Five: Tollroad and Widowgast move closer. Ceasar is out of actions. Gunther opens up on Bryke. (Strike: 9; Damage: 40 M.D.) Bryke Dodge: 7
Bryke Action Five: Fire on Heavy Gunner. (STRIKE: 21; DAMAGE:130 M.D.) Ceasar's Dodge: 11
Erebos Action Five: Whispered Voice messages to Az Rael, sweeping area with thermal optics.


The mercenary presses the attack, but the Dread Pirate manages to barely parry the incoming blow. The mercenary woman fires her rifle at Bryke but misses the Promethean. The Atlantean and the Psychic press forward, while the cyborg opens fire on Bryke, scoring a decent hit on the Promethean. Bryke fores at the stationary gunner and scores a brilliant hit, shredding his armor. Erebos whispers to Az Rael. "Shade, That should keep him from being noticed while we move him out" (All of the assailants are very visable to Erebos.)

Action Six Breakdown
Gabriel Action Six: Attack DPN with his knife. (Strike: 24; Damage: 7) DPN Parry: 18
Erebos Action Six: Whispered Voice messages to Az Rael, sweeping area with thermal optics
Gabriel Action Seven: Attack DPN with his knife. (Strike: 25; Damage: 15) DPN Parry: 8
Gabriel Action Eight: Attack DPN with his knife. (Strike: 23; Damage: 15) DPN Parry: 20


The merc continues to viciously stab at the pirate, who fails to parry any of the blows coming at him.
Erebos continues his conversation with Az Rael. "Shade, Don't worry about the mark fitting into the EBA; I have a backup plan. Speaking of plans... where are the others?" More stab wounds appear in the Dread Pirate Nagh's body, he keeps screaming for someone to help him.

Butcher's Bill
Brackus: Psychic Body Field: Destroyed, Main Body: -210 M.D.C. Stunned: -6 to strike/parry/dodge, reduce speed and attacks per melee by half.
Bryke: Cosmic Armor: -40 M.D.C. -40 P.P.E., -1 use of Cosmic Armor.
Scythe: -6 P.P.E., -4 I.S.P.
Alvidan: -30 P.P.E., -2 I.S.P.

Dread Pirate Nagh: -47 M.D.C.
Erebos: -16 P.P.E. (Missing some earlier stuff.)


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.)


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 » Fri Nov 01, 2019 6:47 pm

Perception: 1d100 = 65/69%, 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 = 65
JIC (20): 1d20 = 14

Initiative: 1d20+2 = 15 = 15

Combat Rolls

Action 1-2: Called (head) Shot at Spectre with NE-4 (EP spent for auto-crit) ---> 2d4 = 8 x10= 80 M.D. to the helmet!
Action 3-4: Called (head) Shot at Spectre with NE-4 (EP spent for auto-crit) ---> 2d4 = 5x10= 50 M.D. to the face!
Action 5: Move to DPN/activate FF
Action 6: Grab DPN and fly at full speed toward the door we entered from

Conditions (at the end of this post; time format= minutes:seconds): Shadow Skin (18 M.D.C.): 45:00 remaining; Aura of Darkness: 5:00 remaining; Whispered Voice (Communication) 45:00 remaining; Shadow Meld: 3:00 remaining; Fly as the Eagle: 76:00 remaining; Shadowsight: 15:15 min remaining; See the Invisible: 3:30 remaining



So much for good fortune thinks the Shadow Mage as he is recalls thinking how fortune was smiling on them just moments ago and sees the merc attacking.
Az Rael wrote:"Shroud, get the other one! She is almost on us!"


Although the Shadow Mage notices the invisible armored figure (OOC: Scythe), and that's a serious concern, he'll have to wait... the mysterious armored figure hasn't acted aggressively yet. But those mercs have got to go. Now. Captain's orders, and the Sunaj bond is strong between the two. Shroud acts to eliminate the threat.

Érebos takes careful aim at Spectre with his NE-4. The world slows down and almost stands still as the Shadow Mage's Sniper training kicks in... You ain't gettin our paycheck today, bitch... he thinks as takes zero chances and focuses on Spectre's head.

The plasma sizzles through the air... and strikes true, inflicting massive damage on Spectre's helmet! He keeps his focus and squeezes off another shot... ZAP! The second shot strikes true as the first.

Az Rael wrote:"Shroud, get the mark out of here! Me and Mr Mystery will cover you back and be right behind you"


I hope you know what the fuck you're doing, my young friend... thinks Érebos as he briefly looks directly at Scythe before nodding and putting Az Rael's plan into action. Satisfied he has the other Merc taken care of, at least for the moment, the Shadow Mage activates his force field,moves to the Dread Pirate Naugh and says,"If you want to live, come NOW!" as he grabs the DPN and flies at top speed toward the door the group entered from (1100 feet per round).

Contingencies
If Erebos is interrupted during his first shot, he will engage with whomever is interrupting him appropriately based on their range; i.e. if they are at range, he will fire back; if they are at melee range, he will attempt to use backflip (escape) before firing at them

Ranged Attacks (with NE-4): #1 1d20+5 = 19 to strike; 1d4*10 = 20 M.D.
#2 1d20+5 = 20 to strike; 1d4*10 = 40 M.D.

Melee Attacks: Backflip (Escape): 1d20+7 = 22 to strike; damage: NONE, but disengages from combat (opponent must use an attack to close, and loses initiative next round to Erebos) - put a bit of distance between himself and his aggressor
Backflip (Escape): 1d20+7 = 26 to strike; damage: NONE, but disengages from combat (opponent must use an attack to close, and loses initiative next round to Erebos) - put a bit of distance between himself and his attacker

Parries:
1d20+9 = 21
1d20+9 = 17
1d20+9 = 10
1d20+9 = 21


I hope Vidan is still down there guarding our exit... he thinks.
Last edited by Érebos on Wed Nov 06, 2019 12:23 pm, edited 27 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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Re: [GR] Janus Station: Prison Break

Postby Az Rael » Sat Nov 02, 2019 4:32 am

Perception: 1d100 = 10 vs 52%
JIC: 1d20 = 9
Perception mods
  • +15% in darkness or while in a shadow
  • +5% When dealing with Vampires or the Undead
  • +5% when pertaining to ambush, backstabbing or shadow magic

Current Conditions
Shadow Skin: 43:00 min remaining, 18 MDC; Aura of Darkness: 3:00 min remaining; Whispered Voice (Communication) 43:00 min remaining;Ride the night wind 54:00 min remaining; Intuitive Combat 3 melee rounds remaining

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: 1d20 = 18 (+6 and +3 from IC) - Total: 27
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Actions 1 - 4: Fire four 3rd burst with rifle at the merc stabbing the marc. All four EP Critical success. Yell out to Erebos
Damage 1: 2d4 = 5 x 10 + 10 = 60 x 2 = 120
Damage 2: 2d4 = 4 x 10 + 10 = 50 x 2 = 100
Damage 3: 2d4 = 3 x 10 + 10 = 40 x 2 = 80
Damage 4: 2d4 = 3 x 10 + 10 = 40 x 2 = 80

Action 5: Turn and Fire at incoming Merc, Strike 1d20+10 = 26, Damage 1d4 = 4 x 10 + 10 = 50, Yell out to Erebos

Action 6:Turn and Fire at incoming Merc while moving backward toward the exit, Strike 1d20+10 = 21, Damage 1d4 = 2 x 10 + 10 = 30, Telepathic communicate to Scythe (-4 ISP)


Contingency -
If the first merc should fall/die/cease to be before the first four actions are done Az Rael will turn that fire on the incoming merc. Should that merc die before he is done shooting and no other threats are within range he will turn and head toward the exit as quick as possible. If there is a threat in range he will turn his fire on the closest threat.

If all threats all cleared and there is a safe enough distance between any incoming threat and the group Az Rael will announce, "Let's get the hell out of here NOW!" and then make his way to the exit. If Erebos hasn't already taken the DPN at this point Az Rael will.


*Should someone attack, Az Rael will auto dodge. Autododge +3, P.P. Bonus +3
1- 1d20 = 8, 2- 1d20 = 1, 3- 1d20 = 5, 4- 1d20 = 15, 5- 1d20 = 7, 6- 1d20 = 1

*Should combat become close range hand to hand and the situation require it, Az Rael will Parry as appropriate. Parry Bonus: +8 (+2 attack when in shadow or darkness)
1- 1d20 = 13, 2- 1d20 = 15, 3- 1d20 = 9, 4- 1d20 = 10, 5- 1d20 = 8, 6- 1d20 = 10

Skills
Prowl 62% vs 1d100 = 2 - Stop in a shadowy area.

Intentions

As the scene unfolds in front of Az Rael's eyes he is instantly caught with regret and before he can even process everything internally it turns to anger. Az Rael lifts his rifle toward the mercenary stabbing The Dread Pirate and fires 4 consecutive 3rd bursts while yelling, "Shroud, get the other one! She is almost on us!. Rage fills Az Rael's mind as he unleashes the rifles full fury on the merc. I was gonna leave you alone. Now you DIE!

After the 4th volley Az Rael looks briefly to the Dread Pirate, Alive, we need you alive. Dammit. Az Rael then turns his focus on the incoming Merc. He fires a three round burst at her and realizes they need to get moving. Yelling again to make sure everyone can hear him Az Rael calls out to Erebos, "Shroud, get the mark out of here! Me and Mr Mystery will cover you back and be right behind you.

Moving backwards towards the Az Rael fires another three round volley at the incoming merc. While pushing his thoughts to the newcomer Az Rael feels a connection. Not like between him and Bryke, more than just focusing his surface thoughts. He feels a link between him and the new stranger in his mind. It is scary at first then he remembers, they have places to be. Together, we cover the others while we make our way out.
Last edited by Az Rael on Wed Nov 06, 2019 6:19 pm, edited 8 times 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 Alvidan » Sat Nov 02, 2019 5:42 pm

Perception (26%): 1d100 = 78
JIC: 1d20 = 19
JIC%: 1d100 = 71

Conditions: (at the end of this post):
Shadow Skin: 44:00 min remaining; Whispered Voice (Communication) 44:00 min remaining; Chameleon: 13:00 min remaining, Invisibility (Superior): 28:45 minutes left

Well, clearly I can not override the computer from here, and going back inside is not a useful option. I do not have the materials on hand to build an emergency vacuum suit. My best bet at this point is to be ready to assist my allies when they try to make an exit. My Grenade Launcher is best for sewing confusion to an area. Set it to my right side. If there is one obvious leader, a sniper shot might take care of him, put my rifle to the left. Keep the Phase Sword loose in it's sheath in case anything gets into melee range, Alvidan thinks
Actions: (8)
Initiative: 1d20+2 = 8
Action 1: look around
Action 2: prepare for impending combat
Action 3-6: Stay Stealthy, but prepare to dodge if needed Prowl (55%) 1d100 = 5, Dodges 1d20+4 = 7, 1d20+4 = 16, 1d20+4 = 15, 1d20+4 = 13

If a clear enemy attempts to secure this air lock, then draw the Phase Sword and attempt to dispatch them as quietly as possible: Prowl (55%) 1d100 = 68,
Actions 7-8 if needed:
7) Attack with Phase Sword: 1d20+5 = 21, Damage with Phase Sword: 6d6 = 19 MDC (counts Strength), Parry 1d20+4 = 6
8) Attack with Phase Sword: 1d20+5 = 16, Damage with Phase Sword: 6d6 = 26 MDC (counts Strength), Parry 1d20+4 = 8

Assuming he sees the bio-borg falling towards him:
Alvidan Thinks, Looks to be a Splugorth Bio-borg, pretty heavily modified, I can not really guess the base species. Possibly here as a prisoner of war. Possibly I can recruit him. Let me observe his actions for a moment.
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 Scythe » Mon Nov 04, 2019 7:45 am

JiC: 1d100 = 10 / 1d20 = 6
Perception [33%]: 1d100 = 56

Active Conditions: Sense Magic in Use [Auto; 300 ft] | Sense Rift [Auto; 600 miles] | H.F.: 10 | Fire/Cold Res (1/2 DMG) | W-F1 See the Invisible [14:00 minutes] | Invisibility: Simple [7:45 min:sec] | W-F1 AoI: 100/100 M.D.C. [8:45 min:sec] | Telepathy [Surface; 60ft | 2-way; 140 | 5m:45s remaining]

Combat
Initiative: 1d20+3 = 14
APM: 6
Parries [w/ Tess to those who get too close]: 1d20+4 = 15 | 1d20+4 = 20 | 1d20+4 = 5 | 1d20+4 = 8 | 1d20+4 = 10 | 1d20+4 = 7

A1-2: Moves to DPN [Pilots Check];; Casts Armor of Ithan on DPN [-10 P.P.E. | 30 M.D.C. | 03:00 Duration]
A3: Telepathically message DPN, then Az Rael. Cast Befuddle on the mercenary stabbing at DPN.
A4: Use the flight system to body tackle the merc stabbing at DPN to get it further away from DPN and closer to Az Rael to slice up. Strike: 1d20+5 = 23 | 2d4 = 7 M.D.C. | 1d100 = 33 / 50% to KD/KB the Merc
A5-6: Reserved for recasting AoI on DPN if it pops again and keeping up with the crew/exodus.

Skills
Pilot, Robots and PA [59%]: 1d100 = 1 [Critical Crit!][Piloting Checks]
Navigation [67%]: 1d100 = 16 [Maintain orientation]
Detect Ambush [53%]: 1d100 = 44 [Not be flanked by the enemy ;; watch for choke or ambush points ahead]

Post Intentions

Scythe allows a moment for the shadow walker to form a thought and, to his relief, a coherent thought formed from the shadow walker. You say you can help. How can I know if you stay hidden to me. We are leaving yes. What do you offer for our assistance in your exodus? Scythe's eyes immediately turn to their apparent target being attacked by an enemy merc. He immediately maneuvers his W-F1 closet to the Dread Pirate and casts Armor of Ithan, providing him a layer of protection from the current onslaught. He sends a message to the Dread Pirate telepathically; Keep moving; you're protected.. He then sends a quick message to Az Rael, atempting to open a two-way link to the shadow walker. I'll stay on your mark and keep him protected. Which way, and do you have a radio frequency? Scythe doesn't read the Dread Pirate's surface thoughts for a response or a question, though does keep a mental eye out for a thought from Az Rael regarding direction or frequencies, and will program any given radio frequency into his helm. Scythe then summons an enchantment to attempt to befuddle the foe attacking the pirate.

He then uses his flight systems to body block the hopefully befuddled mercenary attacking the Dread Pirate away from him, momentarily accelerating to fast speed and impacting the mercenary away and towards Az Rael and potentially knocking it down. He'll stay with the DPN and move in the direction of the exit.



Spells Cast
Befuddle
Range: 100 feet (30.5 m).
Duration: Two minutes (8 melees) per level of experience.
Saving Throw: Standard.
P.P.E.: Six
An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are - 2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of - 20%. Each invocation affects only one individual each time it is cast. A successful save vs magic means the intended victim suffers no impairment.


Armor of Ithan
Armor of Ithan
Range: Self or other by touch.
Duration: One minute (4 melee rounds) per level of the spell caster.
Saving Throw: None.
P.P.E.: Ten
This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. of 10 per level of the spell caster's experience. Magic fire, lightning, and cold do half damage to it.
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
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Re: [GR] Janus Station: Prison Break

Postby Brackus Monellio » Thu Nov 07, 2019 6:57 am

Perception: 1d100 = 14 = /24%
Just in Case: 1d20 = 3 = 6/1d100 = 92 = 32
Conditions:
HF: 14 (at start of post / 18 at end) Resist Damage (Duration: 15 mins; 1/2 damage from fall, impact, punch, bullet, or energy attack, even magic or psionic; the field absorbs the first 5 S.D.C. /Hit Points of damage from each attack.) Enhance Reflexes (Duration: 6 mins; +1 attack, +3 initiative, +1 to strike, +2 to parry/dodge, +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher) / +15% to all Physical skills that rely on coordination or balance.)
Amplified Hearing, Heat Detection (60' range), Superior Sense of Smell (See Symbiote: Free Breather), Impervious to mind control and empathic transmission (Symbiote: Absurr Life Node), Symbiote: Musical Nymph (Magic/Psionics that instill strong emotions have 1/2 Effect.), Microbe: Transfortifiers (Impervious to Cold & Heat (Magical as well.), Polarized Infra-red Eyes (Infrared and ultraviolet light. 20/20 vision.), Zero G Combat (Basic) (only -3 penalty to combat rolls).



Initiative: 1d20+15 = 28
Attacks per Melee: Brackus: 3 +1 Tentacle Attack, +1 Dragon Breath Attack. Chest Amalgamate: 2

Action One: Grab railing and launch self (1284 ft per action - as discussed with GM)
Chest Amalgamate Action One: reserved for attacking if anyone gets to close 1d20+5 = 12 Damage 5d6 = 23 MD
Action Two: Grab railing and launch self (1284 ft per action - as discussed with GM)
Chest Amalgamate Action Two: reserved for attacking if anyone gets to close 1d20+5 = 12 Damage 5d6 = 16 MD
Free Additional Tentacle Attack: slash anyone if close enough 1d20+5 = 15 Damage 5d6 = 21 MD
Free Dragon's Breath Attack: breath at anyone in range if attacked 1d20+5 = 10 Damage 4d6 = 9 MD


Contingency: If Tentacle strike fail to grab Guard, slash him

Parries with Psi-Shield if applicable: 1d20+5 = 23, 1d20+5 = 9, 1d20+5 = 17, 1d20+5 = 10, 1d20+5 = 8,
Dodges if Health reduced to 50% (or other reason you would dodge): 1d20+5 = 15, 1d20+5 = 20, 1d20+5 = 16, 1d20+5 = 25, 1d20+5 = 10,


”Damn. I need out of here.” The only thing that he thinks as he keeps getting dizzy. ’C/mon gang. Work woth me here, will ya? Clear this fog from my head.’ Realizing he is going to be fuzzy for a few more minutes, he gathers his wits for a another run. With a grunt, he throws himself “down” towards the lower levels, using ledges and railings to propel himself, as before. . Using his psi shield and built in defenses, he makes a bull rush for the bottom level.

As he trasvels Brackus catches a glimpse of the attack on the other prisoner. ”In prison i always side with the prisoners.” Realizing he only has the ability to concentrate on one thing at a time, he makes the decision to continue down. ”We can try to help him later. If i can find and clear an exit, maybe he can get out.” With a whispered ”I am sorry, my friend.” Brackus moves for exit.
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Re: [GR] Janus Station: Prison Break

Postby Bryke » Thu Nov 07, 2019 5:06 pm

Perception: 34% 1d100 = 40
JiC d20/d100: 1d20 = 5 / 1d100 = 37

Conditions: HF 10, Eagle like Normal Vision, See in total Darkness, Sixth Sense.
Shadow Skin: 44:00 min:sec remaining; Whispered Voice (Communication) 44:00 min:sec remaining; Cosmic Armor: 38:45 min:sec, 200mdc, hover or fly at mach one, ½ damage taken from MD cold/heat/fire/plasma [2 Qlu'Bar left],

Intentions:

How dare you!

Bryke, furious at the sight of their mark getting stabbed, yells, "Gorge yourself on vulture dung" while spraying the recently unarmored merc and the psychic before the single burst ends. This is in an attempt to finish the unarmored foe and to make the psychic keep his head down, while also trying to grab any one else's attention.

Brain-Buckets down!. Bryke thinks.

He then immediately casts: Time Slip [20 ppe] and flies down a level or two closer to the mark and in the direction of the doorway headed out, but staying to a flanking side so cover can still be provided for Az Rael and the mark.

Actions:
Initiative: 1d20+2 = 12
Attacks/Actions per melee: 6

Primary target = Heavy gunner who’s armor was shredded. Second = The guy coming up behind Az Rael. Third Target is any and all other person(s) not with the group or looking to help the group or our target.

ACTION 1: STRIKE 1d20+1 = 6 | DAMAGE 6 round Burst: 4d6*10 = 180
ACTION 2: Cast Time Slip: [20] then fly and land a few levels below and toward the escape route.
ACTION 3: STRIKE 1d20+1 = 21 | DAMAGE 6 round Burst: 4d6*10 = 120
ACTION 4: STRIKE 1d20+1 = 4 | DAMAGE 6 round Burst: 4d6*10 = 130
ACTION 5: STRIKE 1d20+1 = 18 | DAMAGE 6 round Burst: 4d6*10 = 150
ACTION 6: STRIKE 1d20+1 = 12 | DAMAGE 6 round Burst: 4d6*10 = 160



DODGE: 1d20+6 = 14, 1d20+6 = 10, 1d20+6 = 13, 1d20+6 = 20, 1d20+6 = 16, 1d20+6 = 13
PARRY: 1d20+6 = 10, 1d20+6 = 17, 1d20+6 = 13, 1d20+6 = 10, 1d20+6 = 26, 1d20+6 = 8

Contingencies:

If the gunner that has no armor does not fall with the first burst, bryke will shift an action and burst the gunner at least once and then cast time slip.
Bryke will dodge (fly) if he is being targeted.
Bryke will make sure not to allow the muzzle of his weapon “flag” any teammate(s) or person(s) helping our side. (Flag, meaning go past while finger is on the trigger, and/or go past something/someone (with the muzzle of your weapon) you do not intend to shoot)
Bryke will burst shoot all enemy target(s), and try to bounce from target to target. i.e. brrrrut (sound of burst) scan for next target while holding weapon position and squeezing trigger; natural pause while repositioning, brrrrrut![repeat]. With cadence.
IF Anyone is targeting Nagh, or Az Rael or another team member Bryke will use one of his actions to fire on them.
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 » Fri Nov 08, 2019 10:50 am

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 01:05:00 hours. 15 seconds have passed since last GM Post.


General Location of things: (Total height of chamber 5,200')
Ceasar (Hvy Gunner): 5,660'
Gunther (Cyborg): 5,440'
Widowgast (Psychic): 5'330'
Tollroad (Atlantean): 3,720'
Spectre: 2,940'
Bryke is at 3,000'
Az Rael is at 2,735'
Gabriel: 2,480'
Scythe: is at 2,417'
Érebos is at 2,417'
Dread Pirate Nagh 2,417'
Brackus is at 1,065.5‬'
Alvidan 0'


Near the Action:
Everyone

Skills and notes:
Az Rael: Invoke Trust/Intimidate (Project Trust in Az Rael's surface thoughts.): This seems to be unsuccessful. GM Note: I tend to not use these rolls on PCs, as a player is free to make decisions on his own.
Prowl (Stop in a shadowy area.): Seems to be hidden.
Alvidan: Telemechanics (To rig the door to stay closed): Alvidan is unsure if it's possible.
Computer Programming (To assist in rigging the door): While Alvidan is sure he could come up with some manner of coding, he would need to dive back into the system to do so.
Field Armorer, Basic Mechanics, Mechanical Engineer (Jury-rig survival bubble): Alvidan has no materials available to do such a task so inherently it fails on the physical level. Theoretically it is possible.


Initiative Order
Brackus: 28
Az Rael: 27
DPN: 22
Caesar: 20
Gabriel: 18
Érebos: 15
Scythe: 14
Widoghast: 14
Gunther: 14
Spectre: 13
Bryke: 12
Tollroad: 11
Alvidan: 8


Action One Break Down
Brackus: Grab railing and launch self (1284 ft per action - as discussed with GM)
Az Rael: Fire 3rd burst with rifle at the Gabriel. (Strike: EP Critical; Damage: 120 M.D.), Yell out to Erebos
DPN: Flee, Gabriel. (45')
Caesar: Get Cover.
Gabriel: Shoot Az Rael, move towards DPN. (Strike: 23 (Critical); Damage: 60 M.D.) Auto-Dodge: 14
Érebos: Begins aiming rifle at Spectre.
Scythe: Move to DPN, cast Armor of Ithan. (-10 P.P.E.)
Widoghast: Move towards Target.
Gunther: Move towards Target.
Spectre: Move towards Target.
Bryke: Fire at Caesar (STRIKE 1d20+1 = 6 | DAMAGE 6 round Burst: 4d6*10 = 180) Miss due to range and cover.
Tollroad: Move towards Target.
Alvidan: look around.


Brackus grabs a nearby platform and launches himself further down the chamber passing all of the fighting going on. [color]GM Note; I understand you might be trying to grab people on the way, but they're not close enough to you unless you actually moved towards them. Remember the chamber is also a 1/2 mile across as well. ~Consumer[/color] Az Rael fires a three round burst from his rifle, with what he believes is deadly accuracy, only to watch a majority of the damage bleed off, while yelling "Shroud, get the other one! She is almost on us!." The Dread Pirate Nagh shrieks further and uses Az Rael as a springboard to put some distance between himself and the masked mercenary. The large lizard heavy gunner effectivley rolls to cover, putting a platform between himself and the fighting.The masked mercenary looks directly at Az Rael and fires a burst from his pistol destroying Az Rael's Shadow skin, while moving towards the Dread Pirate Nagh. Érebos begins aiming his rifle at the next closest mercenary, while Scythe moves closer to both the Nagh and the mercenary, taking a few precious second to throw a Armor of Ithan spell on the beleaguered pirate. The Psychic, Cyborg, and Woman, move closer. Bryke opens fire, breaking his Chameleon spell, on where he thinks the lizard man is, but either is too far away to be accurate or the cover is too good, in either case he is unsure if he hit the target or not. The tattooed Atlantean moves forward while Alvidan looks around. Alvidan can see flashes light above, and a monstrosity of a creature rocketing in his general direction.

Action Two Down
Brackus: Grab railing and launch self (1284 ft per action - as discussed with GM)
Az Rael: Fire 3rd burst with rifle at Gabriel. (Strike: EP Critical; Damage: 100 M.D.) Auto-Dodge: 22 (Nat 20)
DPN: Continue fleeing Gabriel. (45')
Caesar: Continue to Stay in Cover.
Gabriel: Fire on Scythe. (Strike: 24 (critical); Damage: 20 M.D.) Close enough to Parry: 1d20+4 = 15
Érebos: Fire at Spectre. (Strike: EP Crit; Damage: 80 M.D.)
Scythe: Telepathy to Az Rael & DPN. Cast Befuddle at Gabriel. Save vs Magic: 19
Widoghast: Move Closer.
Gunther: Move closer.
Spectre: Cast Armor of Ithan. -10 P.P.E.
Bryke: Cast Time Slip.


Brackus again grabs a platform edge and launches himself further down the chamber, in the distance Brackus can see an open doorway. Az Rael fires another well aimed shot at the masked mercenary, who almost supernaturally twists out of it's path. The serpentine pirate musters a determined face, pushes off of Scythe to put some more distance between himself and the mercenary. If the Lizard man is doing anything, it is unseen behind cover. Gabriel twist slightly and puts a burst of fire into Scythe, weakening his force field slightly, even with Scythe trying to knock the gun out of line with his sword. Érebos fires and strikes the female mercenary in the helmet. While the shot is true, it seems to bleed off a lot of the energy. Scythe telepathically communicates with Az Rael. "You say you can help. How can I know if you stay hidden to me. We are leaving yes. What do you offer for our assistance in your exodus? " and quickly gives Nagh instructions as well. " Keep moving; you're protected." Before casting a hastily worded spell at the masked mercenary, who doesn't seem to be affected. The psychic and the cyborg move forward, while the female mercenary quickly casts a protective spell. Bryke casts Time Slip and watches as the world slows to a stop around him.

Action Three Break Down
Bryke: Move two layers down (40', out of the ability to move at mach 1.)


Bryke takes a few of the seconds afforded by the spell, to move two levels below. It's strange to see the world slowed to a stop while you can move.

Action Four Break Down
Bryke: Get ready to fight again?
Tollroad: Continue Moving towards the Target.
Alvidan: Stay Stealthy, but prepare to dodge if needed


Bryke stands on the edge of a platform and readies himself to fight once more. Time rushes back to normal as those near Bryke see him suddenly a short distance away from where he was. and things seem inherently strange. The True Atlantean Tattooed man, moves closer, while Alvidan stays hidden in the shadow of the doorway.

Action Five Break Down
Az Rael: Fire 3rd burst with rifle at Gabriel. (Strike: EP Crit; Damage: 80 M.D.), Yell out to Erebos Auto-Dodge: Not A Nat 20
DPN: Continue Fleeing Gabriel (45')
Caesar: Keep hiding.
Gabriel: Move towards DPN, Fire on Scythe. (Strike: 5; Miss)
Érebos: Action 5: Move to DPN/activate FF
Scythe: Use the flight system to body tackle the merc stabbing at DPN to get it further away from DPN and closer to Az Rael to slice up. Strike: 1d20+5 = 23; Damage: 2d4 = 7 M.D.C.; Knockdown: 1d100 = 33 (50% to KD/KB the Merc) Auto-Dodge: 22
Widoghast: Continue moving towards Target.
Gunther: Continue moving towards Target.
Spectre: Fire on rifle Az Rael. (Strike: 16; Damage: 50 M.D.) Auto-Dodge: Nat 1
Bryke: Fire burst at Spectre. (STRIKE 1d20+1 = 18; DAMAGE 6 round Burst: 4d6*10 = 150 M.D.)
Tollroad: Move towards Targets.


Az Rael fires another burst at the masked mercenary, dealing some damage that seems to bleed off the armor. Az Rael yells again. ""Shroud, get the mark out of here! Me and Mr Mystery will cover you back and be right behind you." The prate grabs a platform edge and moves farther down the chamber. The masked mercenary moves down, taking a shot at Scythe, but misses. Érebos rockets towards the pirate and activates his personal force field. Scythe move over to the masked mercenary and grabs and throws the mercenary into one of the platform. The psychic and cyborg continue closing in, while the woman fires on Az Rael who tries to dodge the shot, but seems to roll into it. Bryke fires on the female mercenary shattering he protective spell. The True Atlantean seems to be cursing as he continues down the chamber.

Action Six Down
Az Rael: Fire 3rd burst with rifle at Gabriel. (Strike: EP Critical; Damage: 80 M.D.) Auto-Dodge: Not a Nat 20
DPN: Get farther away from Gabriel.
Caesar: Keep hiding.
Gabriel: Right himself.
Érebos: Grab DPN and fly at full speed toward the door we entered from
Scythe: Move.
Spectre: Fire on Az Rael. (Strike: 11; Damage: 40 M.D.) Auto-Dodge: 11
Bryke: Fire at Spectre. (STRIKE 1d20+1 = 12; DAMAGE 6 round Burst: 4d6*10 = 160 M.D.)


Az Rael fires another burst at the masked mercenary who tries to get out of the way, but eats the shots, his armor showing some damage. The pirate continues to flee, using the platform to move forward. The masked mercenary takes a few moments to right himself. Érebos rockets behind the pirate scooping him up and moving further down the chamber. Scythe moves down to join the shadow mage. The woman fires once more at Az Rael, who barely manages to dodge the projectiles. Bryke fires back at her, but again sees the armor bleed off a majority of the damage.

Action Seven & Eight Break Down
Gabriel: Move towards the Target twice (220')

With a preternatural speed, the masked mercenary makes his move towards the target.

Butcher's Bill
Brackus: Psychic Body Field: Destroyed, Main Body: -210 M.D.C. Stunned: -6 to strike/parry/dodge, reduce speed and attacks per melee by half.
Bryke: Cosmic Armor: -40 M.D.C. -40 P.P.E., -1 use of Cosmic Armor.
Scythe: W-F1 AoI: 80/100 M.D.C., -16 P.P.E., -4 I.S.P.
Alvidan: -30 P.P.E., -2 I.S.P.

Dread Pirate Nagh: Armor of Ithan: 30/30, Personal Health: -47 M.D.C.
Erebos: -16 P.P.E. (Missing some earlier stuff.)
Az Rael: Armor (Main Body): 40/90; Shadow Skin: Destroyed.
Caesar: Armor Destroyed.
Gabriel: Armor (Main Body): -39 M.D.C.
Spectre: AOI: Destroyed; Armor (Helmet): -8 M.D.C., Armor (Main Body): -16, -10 P.P.E.


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.)


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 Az Rael » Fri Nov 08, 2019 1:14 pm

Perception: 1d100 = 55 vs 52%
JIC: 1d20 = 19
Perception mods
  • +15% in darkness or while in a shadow
  • +5% When dealing with Vampires or the Undead
  • +5% when pertaining to ambush, backstabbing or shadow magic

Current Conditions
Aura of Darkness: 3:00 min remaining; Whispered Voice (Communication) 43:00 min remaining;Ride the night wind 54:00 min remaining; Intuitive Combat 2 melee rounds remaining

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: 1d20+9 = 26 (+6 and +3 from IC)
Number of Attacks: 5 (+1 attack when in shadow or darkness)
Action 1: Fly toward the mercenary chasing DPN, activate forcefield

Action 2: Fly toward the mercenary chasing DPN, shoot at mercenary chasing DPN with 3rd laser pulse
    Strike: 1d20+12 = 16, Damage: 2d4 = 3 x 10 + 10 = 40
Action 3: Fly toward the mercenary chasing DPN, shoot at mercenary chasing DPN with 3rd laser pulse
    Strike: 1d20+12 = 13, Damage: 2d4 = 5 x 10 + 10 = 60
Action 4: Fly toward the mercenary chasing DPN, change e-clip on rifle, Telepathic communication to Scythe (-4 I.S.P.)
Action 5: Fly toward the mercenary chasing DPN, shoot at mercenary chasing DPN with 3rd laser pulse
    Strike: 1d20+12 = 17, Damage: 2d4 = 4 x 10 + 10 = 50
Action 6: Fly toward the mercenary chasing DPN, Cast Shade Armor (-10 PPE, +60 MDC armor)

Bonus to strike with Energy Rifle, +7 (+2 attack when in shadow or darkness), W.P. Energy Rifles +2 to strike and +1 to strike from intuitive combat for a total of +12
Ride the night wind - 30 mph. This is .125 miles a melee round or 660ft. 6 attacks per melee, Az Rael can fly 110 ft per action

Total Armor added this round (FF 75 MDC and Shade Armor 60 MDC, total - 135 MDC over armor)
-4 ISP and -10 PPE

Contingency -

If the merc chasing DPN dies or becomes incapacitated during the sequence and Az Rael has any listed strike left he will turn them on the next closest threat.

*Should someone attack, Az Rael will auto dodge. Autododge +3, P.P. Bonus +3
1-1d20+6 = 14 , 2-1d20+6 = 9 , 3-1d20+6 = 10 , 4-1d20+6 = 9 , 5-1d20+6 = 26 , 6- 1d20+6 = 7

*Should combat become close range hand to hand and the situation require it, Az Rael will Parry as appropriate. Parry Bonus: +8 (+2 attack when in shadow or darkness)
1-1d20+8 = 12 , 2-1d20+8 = 15 , 3-1d20+8 = 22 , 4-1d20+8 = 17 , 5-1d20+8 = 23 , 6- 1d20+8 = 27

Skills


Intentions

As the battle pushes on Az Rael see the mark get away and Erebos with him, Need to keep the pay day safe. Don't want all of this to be for nothing. Then Az Rael sees the mercenary hot on their tails. He flies after the mercenary and activates the armors internal force field. This guy is getting on my nerves now. Az Rael Raises the laser rifle toward the merc. Two more shots, two more shots, he thinks to himself as he fires on the merc. Az Rael continues after the merc and fires again. The red light on the rifles lights up letting him no there are no charges left. Knew that was coming

Az Rael pulls the empty clip out of the rifle and replaces it with a fully charge clip. His thoughts move to mysterious voice, he intensely focusses on the inner voice he had heard before. Az Rael pushes his thoughts with great focus. I really need that B***ch merc off of me. Not sure of his new found ability he hopes his message is received.

With the rifle loaded and ready to go he takes aim once again at the merc chasing the DPN. I need to get the armor he has, he thinks to himself as the mercenary has obviously survived an onslaught of damage so far. What the hell do they want with him anyway. Az Rael focuses on the target the best he can while trying to maintain his distance or maybe even catchup and fires for a third time. After the third shot Az Rael Realizes he himself needs more protection and Cast shade armor on himself while still trying to close the distance between him and the merc.
Last edited by Az Rael on Tue Nov 12, 2019 8:45 am, edited 6 times 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 » Fri Nov 08, 2019 2:17 pm

Perception: 1d100 = 61 [Make removable]/69%, or 74% when pertaining to Shadow Magic
see perception modifiers here -->

JIC (100): 1d100 = 91 [Make removable]
JIC (20): 1d20 = 13 [Make removable]

Initiative: 1d20+2 = 10 [Make removable]

Skill Rolls:
Lore, Galactic/Alien (figure out what DPN is and any relevant info) —-> 1d100 = 61/67%
Intimidate --> 1d100 = 38/45%

Actions
1. Continue flying down, holster weapon
2. Continue flying down, and cast Shade Armor on DPN (5 P.P.E.)
3. Continue flying down, cast Circle of Shadows (10 P.P.E.),
4. Continue flying down, and cast Shadeshield (6 P.P.E.)
5. Continue flying down, Reserved for Befuddle/contingency
6. Continue flying down, talk to/with and Invoke Trust on DPN

Parries with Shadeshield (Érebos intends to parry any incoming attacks against DPN as well):
1d20+11 = 26
1d20+11 = 12
1d20+11 = 22
1d20+11 = 26
1d20+11 = 29
1d20+11 = 31 NAT20
1d20+11 = 31 NAT20
1d20+11 = 12
1d20+11 = 13
1d20+11 = 19

Conditions (at the end of this post; time format= minutes:seconds): Shadow Skin (18 M.D.C.): 44:45 remaining; Aura of Darkness: 4:45 remaining; Whispered Voice (Communication) 44:45 remaining; Shadow Meld: 2:45 remaining; Fly as the Eagle: 75:45 remaining; Shadowsight: 15:00 min remaining; See the Invisible: 2:45 remaining




The Shadow Mage is hauling ass, trying to get the mark to safety.

We've been noticed, so gotta get the hell out of here.. out of this open space, where we can better control the action...

He hasn't looked back, but his friend and the mysterious stranger are on his mind. Pushing them out, Shroud focuses on the task at hand.

He's young, but he's earned the leadership position. Trust your leader.

As he flies, Érebos holsters his gun to have one hand on Nagh, and one hand free for casting, and as s he does, curiosity gets the better of him: What the hell IS this guy anyway (lore roll above)

Next, he casts a spell to protect their payday: Shade Armor (on the DPN).

As he continues down, the Shadow Mage casts [color=#8000FF)Circle of Shadows[/color], sending his shadow in every direction like the spokes of a shadowy wheel and making it harder for enemies to approach him.

Knowing he has at least 30 seconds or so before he reaches the bottom, the Umbral Sorcerer turns around to face Gabriel and the mercs, as well as get an idea of what's going on behind him. At least, this way, he can see attacks coming and try to deal with them. Shroud is not slowing down or changing direction - he is literally flying down while facing the opposite direction and looking up.

He casts yet another spell: Shadeshield, creating a magical shield of pure darkness, to parry any incoming attacks at either DPN or himself with.(ooc: parry rules for gunfire/energy blasts etc. are special with this spell, please read and take into account)
Shadeshield
Range: Self.
Duration: Ten minutes per level of experience (Shadow Mage)
Damage: 2d6 if used as a bludgeon.
Saving Throw: None.
P.P.E.: Six (Shadow Mage)
This spell conjures a large shield of pure darkness to be used by the spell caster. The shield offers standard resistance to physical attacks, and can be used as a bashing weapon as well as to parry physical attacks, and even certain incoming magical attacks. This is a little tricky, however, when trying to parry energy blasts, electricity, lasers, lightning, etc., and suffers a -5 penalty to parry. Spells which may be parried by a Shadeshield include: Call Lightning, Ball Lightning, Electric Arc, Energy Bolt, Fire Ball, Fire Bolt, Mini-Fireballs, Lightning Arc, Plasma Bolt, Power Bolt, Shadow Bolt, Spectral Hand and Sword, Shadesword, Hail, Ice Ball, Ice Bolt, Shards of Ice and similar.


Whispered Voice to Az Rael
Shade, I have the mark and am headed toward the entry door, get down here ASAP and we can control this fight


Shroud says to the Dread Pirate, "You will need to listen to me very carefully and follow my every instruction if you want to live through this, Nagh," in as serious a tone as can be mustered under the circumstances.
"Any hesitation will get you killed and possibly us too, and I have no plans for any of us dying today," he says. (Invoke Trust)

This is too close for comfort... Shade, get down here... and where is that Promethean? Maybe still guarding the door with Vidan?

Shroud is still uneasy about the trust that Az Rael places in the stranger, but he knows that sometimes, leadership requires a judgment call, so he trusts that it's the right choice.

Contingency:
IF any enemy gets within 100' range, Shroud will cast Befuddle at them in hopes that it will throw them off their game.
Befuddle
Range: 100 feet.
Duration: 2 minutes per level (8 minutes)
Saving Throw: Standard (13)
P.P.E.: Six
An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are - 2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of - 20%. Each invocation
affects only one individual each time it is cast. A successful save vs magic means the intended victim suffers no impairment.
Last edited by Érebos on Mon Nov 11, 2019 9:07 am, edited 5 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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Re: [GR] Janus Station: Prison Break

Postby Brackus Monellio » Mon Nov 11, 2019 8:14 am

Perception: 1d100 = 59 = /24%
Just in Case: 1d20 = 15 = 6/1d100 = 82 = 32
Conditions:
HF: 14 (at start of post / 18 at end) Resist Damage (Duration: 15 mins; 1/2 damage from fall, impact, punch, bullet, or energy attack, even magic or psionic; the field absorbs the first 5 S.D.C. /Hit Points of damage from each attack.) Enhance Reflexes (Duration: 6 mins; +1 attack, +3 initiative, +1 to strike, +2 to parry/dodge, +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher) / +15% to all Physical skills that rely on coordination or balance.)
Amplified Hearing, Heat Detection (60' range), Superior Sense of Smell (See Symbiote: Free Breather), Impervious to mind control and empathic transmission (Symbiote: Absurr Life Node), Symbiote: Musical Nymph (Magic/Psionics that instill strong emotions have 1/2 Effect.), Microbe: Transfortifiers (Impervious to Cold & Heat (Magical as well.), Polarized Infra-red Eyes (Infrared and ultraviolet light. 20/20 vision.), Zero G Combat (Basic) (only -3 penalty to combat rolls).



Initiative: 1d20+15 = 29
Attacks per Melee: Brackus: 3 +1 Tentacle Attack, +1 Dragon Breath Attack. Chest Amalgamate: 2

Action One: Grab railing and launch self (1284 ft per action - as discussed with GM)
Chest Amalgamate Action One: reserved for attacking if anyone gets to close 1d20+5 = 25 Damage 5d6 = 19 MD
Action Two: Grab railing and launch self (1284 ft per action - as discussed with GM)
Chest Amalgamate Action Two: reserved for attacking if anyone gets to close 1d20+5 = 15 Damage 5d6 = 18 MD
Free Additional Tentacle Attack: slash anyone if close enough 1d20+5 = 14 Damage 5d6 = 22 MD
Free Dragon's Breath Attack: breath at anyone in range if attacked 1d20+5 = 23 Damage 4d6 = 14 MD


Contingency: If Tentacle strike fail to grab Guard, slash him

Parries with Psi-Shield if applicable: 1d20+5 = 7, 1d20+5 = 9, 1d20+5 = 16, 1d20+5 = 6, 1d20+5 = 18,
Dodges if Health reduced to 50% (or other reason you would dodge): 1d20+5 = 25, 1d20+5 = 9, 1d20+5 = 19, 1d20+5 = 22, 1d20+5 = 22,


”Damn. I need out of here.” The only thing that he thinks as he keeps getting dizzy. ’C/mon gang. Work with me here, will ya? Clear this fog from my head.’ Realizing he is going to be fuzzy for a few more minutes, he gathers his wits for another run. With a grunt, he throws himself “down” towards the lower levels, using ledges and railings to propel himself, as before. . Using his psi shield and built in defenses, he makes a bull rush for the bottom level.

As he travels Brackus catches a glimpse of the attack on the other prisoner. ”In prison i always side with the prisoners.” Realizing he only has the ability to concentrate on one thing at a time, he makes the decision to continue down. ”We can try to help him later. If i can find and clear an exit, maybe he can get out.” With a whispered ”I am sorry, my friend.” Seeing the distant door, Brackus moves for exit.
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Re: [GR] Janus Station: Prison Break

Postby Alvidan » Mon Nov 11, 2019 9:16 am

Perception (26%): 1d100 = 8
JIC: 1d20 = 17
JIC%: 1d100 = 20

Conditions: (at the end of this post):
Shadow Skin: 43:45 min remaining; Whispered Voice (Communication) 43:45 min remaining; Chameleon: 12:45 min remaining, Invisibility (Superior): 28:30 minutes left, Sixth Sense if threat is imminent (spends 2 ISP)

Alvidan sees that the fight above continues and that someone is headed this way fairly quickly. Having his weapons placed for easy reach, he sees the creature moving down by leaping from level to level, he can not easily tell more at this distance.

He picks up his rifle, preparing to attack with it if he sees the need.

Actions: 6
Action 1: Pick up plasma rifle in preparation for use, check the load and aim in general direction of the fighting
Action 2: If a guard or unknown mercenary if visible within range, then aim at it, in preparation for an attack.
Action 3: if an observed probable enemy (guard or unknown mercenary) within range is either headed towards him or is visibly attacking an ally, then he will shoot, Range is 2400'. He does not include Brackus in this, as he appears to be an escaped prisoner. Aimed shot 1d20+10 = 13, Damage 1d4*10 = 20 MDC
Action 4: Reload
Action 5-6: Dodges 1d20+8 = 25, 1d20+8 = 16
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 Scythe » Wed Nov 13, 2019 7:44 am

JiC: 1d100 = 41 / 1d20 = 11
Perception [33%]: 1d100 = 27

Active Conditions: Sense Magic in Use [Auto; 300 ft] | Sense Rift [Auto; 600 miles] | H.F.: 10 | Fire/Cold Res (1/2 DMG) | W-F1 See the Invisible [13:45 minutes] | Invisibility: Simple [7:30 min:sec] | W-F1 AoI: 100/100 M.D.C. [8:30 min:sec] | Telepathy [Surface; 60ft | 2-way; 140 | 5m:30s remaining]

Combat
Initiative: 1d20+3 = 7
APM: 6
Parries [w/ Tess]: 1d20+4 = 19 | 1d20+4 = 17 | 1d20+4 = 20 | 1d20+4 = 17 | 1d20+4 = 5 | 1d20+4 = 20

A1: Keep up, but maintain distance with the shadow mage and their mark; will parry incoming fire or attacks directed towards DPN or Erebos (or himself), focused on moving slower than them and staying behind them to draw incoming fire.
A2: Keep up, but maintain distance with the shadow mage and their mark; will parry incoming fire or attacks directed towards DPN or Erebos (or himself), focused on moving slower than them and staying behind them to draw incoming fire.
A3: Keep up, but maintain distance with the shadow mage and their mark; will parry incoming fire or attacks directed towards DPN or Erebos (or himself), focused on moving slower than them and staying behind them to draw incoming fire.
A4: Keep up, but maintain distance with the shadow mage and their mark; will parry incoming fire or attacks directed towards DPN or Erebos (or himself), focused on moving slower than them and staying behind them to draw incoming fire.
A5: Keep up, but maintain distance with the shadow mage and their mark; will parry incoming fire or attacks directed towards DPN or Erebos (or himself), focused on moving slower than them and staying behind them to draw incoming fire.
A6: Keep up, but maintain distance with the shadow mage and their mark; will parry incoming fire or attacks directed towards DPN or Erebos (or himself), focused on moving slower than them and staying behind them to draw incoming fire.

[On the move, no telepathy contingencies]
Contingency 1: If he sees any unknown merc apparently hostile charging towards DPN or Erebos, he will release an electrical discharge through his sword to garner their attention. Strike: 1d20+5 = 17 | DMG: 4d6 = 16
Contingency 2: If DPN's AoI pops, he will move to recast that on him. [Priority]
Contingency 3: If his W-F1's AoI bubble pops, he will reactivate it. [second charge]
Contingency 4: If forced into extended melee combat (either by own interference or another merc coming at him), he will continue to move and return strikes defensively with Tess.
1. Strike: 1d20+5 = 8 | DMG: 6d6 = 25 M.D.C.
2. Strike: 1d20+5 = 24 | DMG: 6d6 = 24 M.D.C.
3. Strike: 1d20+5 = 18 | DMG: 6d6 = 24 M.D.C.
4. Strike: 1d20+5 = 20 | DMG: 6d6 = 17 M.D.C.

[If he hears the telepathic message from Az Rael]
Scythe will respond to Az's call for aid as they pass each other; I'm swinging around, I'll try to draw her ire; keep on your mark and hold the door for me. Scythe sheaths Tess and draws his HI-800 Assault Laser and rears around to the direction Az Rael was, and will send volleys of fire towards the female caster chasing Az Rael. He'll make a wider arc to avoid putting Az in his line of fire, capitalizing on the speed of his W-F1, then laying down surpressive fire for Az to have freedom of movement to follow Erebos and DPN.
Scythe will use his max speed to catch up to DPN/Erebos and Az Rael when/if Az passes him.
[Two strikes, assuming Az is able to catch up and he hears the message at round 4]
Ranged Strike : 1d20+5 = 19 | DMG: (1d4*10)+6 = 46
Ranged Strike : 1d20+5 = 8 | DMG: (1d4*10)+6 = 46
Sub-Contingency: If his W-F1's AoI bubble pops, he will reactivate it. [Second charge]

Skill Rolls
Pilot, Robots and Power Armor [59%]: 1d100 = 56 (Maintain control, maneuverability and speed of his W-F1)
Navigation [67%]: 1d100 = 15 (Remain conscious of his relative position and direction inside the cardinal-directionless prison, and that of his taxi drivers out of here.)
Lore: Magic, Recognize Enchantment [43%]: 1d100 = 84 (What magic enchantment might be protecting said woman attacking Az Rael)
Lore: Psionics and Psychics [38%]: 1d100 = 80 (What psionic enchantment might be protecting said woman attacking Az Rael)
Lore, Galactic [53%]: 1d100 = 75 (Identify if the mercs have any identifiable insignia)

Scythe's Intentions
Scythe initial intentions are to keep up with DPN and the Shadow Mage, running interference for them as needed, keeping himself on their six and in between them and the incoming mercenaries. He'll make a mental note to his trusted blade, We need to ensure that their mark survives; at least til we get out of this area. It is the most opportune path to establish a modicum of trust, which I can build on from there.. Yes, yes, of course, Aevum. Because theirs is the trust we need. Is all the reclusive blade would respond, to which Scythe would release a tight-lipped smile at the comment..

If he hears the telepathic communication from Az Rael, or just reads the thoughts, he'll add to a comment to his blade as he rears around. Well now, this one adapted quickly to telepathy. Intriguing, this crew appears quite resourceful, if a bit overwhelmed right now. Not that we can talk, do you think that faceless bastard dropped us here on purpose?
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
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Re: [GR] Janus Station: Prison Break

Postby Consumer » Fri Nov 15, 2019 7:19 am

Jail House Rock
Date and Time wrote:Time since arrival in system: 61 hours.
Time since landing on station: 01:05:00 hours. 15 seconds have passed since last GM Post.


General Location of things: (Total height of chamber 5,200')

Bryke is at 3,000'
Az Rael is at 2,515'
Scythe: 2,267'
Érebos 2,264'
Dread Pirate Nagh 2,264'
Brackus 0'
Alvidan 0'


Initiative:
Brackus: 29
Az Rael: 26
Toll Road: 20
Gabriel: 17
Gunther: 16
DPN: 14
Spectre: 14
Érebos: 10
Scythe: 7
Caesar: 7
Widowghast: 5
Alvidan: No Initiative Rolled.
Bryke: Didn't post this cycle.


Skills:
Scythe: Lore: Magic, Recognize Enchantment (What magic enchantment might be protecting said woman attacking Az Rael): None that he can recall.
Lore: Psionics and Psychics (What psionic enchantment might be protecting said woman attacking Az Rael): None that he can recall
Lore, Galactic (Identify if the mercs have any identifiable insignia): None that he can see.
Érebos: Lore, Galactic/Alien (figure out what DPN is and any relevant info): The Dread Pirate Nagh is a Skaa, a serpentl-like race from the three galaxies. They're a rather boring species all things considered, not having any special abilities what-so-ever. Though the Dread Pirate Nagh does seem to have some cybernetics that make him tougher than the average Skaa.


Near the Action:
Everyone

Action One Break Down
Brackus: Grab railing and launch self (1284 ft per action - as discussed with GM)
Az Rael: Fly toward the mercenary chasing DPN, activate forcefield
Toll Road: Keep moving towards DPN.
Gabriel: Radio Team, activate Talisman.
Gunther: Activate Talisman
DPN: Hope he isn't killed.
Spectre: Activate Talisman
Érebos: Continue flying down, holster weapon
Scythe: Keep up, but maintain distance with the shadow mage and their mark; will parry incoming fire or attacks directed towards DPN or Erebos (or himself), focused on moving slower than them and staying behind them to draw incoming fire.
Caesar: Activate Talisman
Widowghast: Activate Talisman
Alvidan: Pick up plasma rifle in preparation for use, check the load and aim in general direction of the fighting.


Brackus launches himself further down the chamber, seeking the door at the far end, while Az Rael continues flying down while activating his force field. The True Atlantean continues to make his way down chamber, a great distance behind the Rogues. The masked mercenary stops, and pulls something from his pocket before vanishing, The Cyborg follows suit with a similar action. The dread Pirate Nagh, grits his teeth as he's being propelled down the chamber. The woman too stops retrieves something and vanishes. Érebos continues down the chamber awkwardly carrying a sixteen foot long snake like being, while holstering his gun. Scythe takes up a position behind them acting like a blocker, while the rag covered psychic pulls something from the folds of his robe and vanishes. Alvidan switches weapons, its about here that Alvidan's Sixth Sense goes off..

Action Two Break Down
Brackus: Brackus: Grab railing and launch self (1284 ft per action - as discussed with GM)
Az Rael: Fly toward the mercenary chasing DPN, shoot at mercenary chasing DPN with 3rd laser pulse (If the merc chasing DPN dies or becomes incapacitated during the sequence and Az Rael has any listed strike left he will turn them on the next closest threat.) Strike: 1d20+12 = 16, Damage: 2d4 = 3x10+10=40
Toll Road: Activate Talisman.


Brackus slams into the far wall with enough force to splinter stone, and very nearly crush Alvidan underfoot. Brackus' tentacles lash out looking for a target it can't see, but it never seems to hit anything. Az Rael noticing his target is no longer there shifts around and fires at one behind him, though all he sees is the True Atlantean. His shots fly true, but don't do enough damage to down the tattooed covered warrior. The Atlantean follows suit with his comrades and draws something from a pouch and promptly vanishes.

This leaves the group alone in the room.

Butcher's Bill
Brackus: Psychic Body Field: Destroyed, Main Body: -210 M.D.C. Stunned: -6 to strike/parry/dodge, reduce speed and attacks per melee by half.
Bryke: Cosmic Armor: -40 M.D.C. -40 P.P.E., -1 use of Cosmic Armor.
Scythe: W-F1 AoI: 80/100 M.D.C., -16 P.P.E., -4 I.S.P.
Alvidan: -30 P.P.E., -4 I.S.P.

Dread Pirate Nagh: Armor of Ithan: 30/30, Personal Health: -47 M.D.C.
Erebos: -16 P.P.E. (Missing some earlier stuff.)
Az Rael: Armor (Main Body): 40/90; Shadow Skin: Destroyed.
Caesar: Armor Destroyed.
Gabriel: Armor (Main Body): -39 M.D.C.
Spectre: AOI: Destroyed; Armor (Helmet): -8 M.D.C., Armor (Main Body): -16, -10 P.P.E.
Toll Road: -40 M.D.C.


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.)


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 Scythe » Fri Nov 15, 2019 7:33 pm

JiC: 1d100 = 74 / 1d20 = 5
Perception [33%]: 1d100 = 24

Active Conditions: Sense Magic in Use [Auto; 300 ft] | Sense Rift [Auto; 600 miles] | H.F.: 10 | Fire/Cold Res (1/2 DMG) | W-F1 See the Invisible [13:30minutes] | W-F1 AoI: 80/100 M.D.C. [8:15 min:sec] | Telepathy [Surface; 60ft | 2-way; 140 | 5m:15s remaining] | See Magic Energy [Auto: Focused || Range: LoS; 1,000ft] | See the Invisible [3m:00s remaining | 200ft]

Skills
Detect Ambush [53%]: 1d100 = 20 (Keep an eye on ambush points, bottlenecks or for ambushers)
The following Lore Checks are for Scythe to try to determine what could allow several people in different locations to transport away.
Lore, Creatures of Magic [48%]: 1d100 = 92 (Third party yank them out? The Tattoo man or the female caster?)
Lore, Dimensions [58%]: 1d100 = 76 (Potential dimensional organizations with such resources?)
Lore, Aliens [53%]: 1d100 = 65 (Likely alien tools with Beaming, Phase or Transporter technology?)
Lore, Magic [58%]: 1d100 = 22 (Did it look like a Talisman was being used? Did they go invisible or teleport away?)

Upon everyone's arrival to the now barren room, and the lack of occupants, Scythe frowns. While still invisible and near the door they entered through, Scythe focuses his sight to See Magic and then unlocks his next layer of sight, to See the Invisible; allowing him to see active magical energies and auras, invisible people or things, regardless of their own defenses or concealment. Well, well, well. Odds turn against them and they bampf out of sight with magic, a little too convenient. Time to see what we can see.. He thinks to himself as he does a brief 360 around and 180 looking above him through his magical sight. Scythe will do a long take on DPN to ensure no one is trying to assassinate him from stealth and help ensure this marks survival. [He will recast AoI on DPN if it expires, just to be cautious of potential ambushes]

If/when Scythe clears the immediate area, he returns Tess to the sheath on his back, then looks for the one he identified as his telepathic associate and sends a telepathic message. Immediate threat is over. I’m dropping my cloak, tell this crew not to open fire on me. He will ensure he is several paces away from everyone and towards their fronts as he releases his magical aura of invisibility and appears before the group officially.

Clad in a jet-black W-F1 combat armor lined with red trim and a sort of over-coat grafted into to the shoulders that falls to the calves, the mage triggers his vocals on his armor and he addresses the crew from behind his faceless visor. “Immediate room is clear. Name’s Scythe. I spoke to you earlier via telepathy.” He states matter-of-factly, pointing towards Az Rael and then DPN, before adding. “Details later. Let’s get out of here before anyone else catches up.” Scythe finishes, gently waving his hand, open palm, in front of him as if saying after you.

Barring any further questions directed at him, Scythe will move forward with whomever takes point towards their ship. If DPN has trouble moving of his own volition and speed is of the essence, Scythe will grab and carry him as his flight systems allows some swift freedom of movement. Should they come under fire, Scythe will reactivate his Invisibility: Simple.

See the Invisible
See the Invisible
Range: 200 feet (6 1 m).
Duration: One minute (4 melee rounds) per each level of experience.
Saving Throw: None.
P.P.E.: Four
The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
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Re: [GR] Janus Station: Prison Break

Postby Alvidan » Sat Nov 16, 2019 5:40 am

Perception (26%): 1d100 = 11
JIC: 1d20 = 6
JIC%: 1d100 = 27

Conditions: (at the end of this post):
Shadow Skin: 43:30 min remaining; Whispered Voice (Communication) 43:30 min remaining; Chameleon: 12:30 min remaining, Invisibility (Superior): 28:15 minutes left, Sixth Sense if threat is imminent (spends 2 ISP)

Alvidan dodges as the bio-borg lashes out at random, probably not even aware he is there. He grabs up his grenade launcher in his left hand, awkwardly ho;ding the rifle in his right.

Thoughts race through his head, Wearing a prison uniform, not acting like a guard. Likely possessed of fairly high physical power. Possibly we could use him if the guards come after us.

It is a bit of a chance, but he decides to talk to the stranger, "While lashing out at random may be a good way to clear an area of hidden enemies, it can also make an enemy of a possible hidden ally. If you are just trying to cause trouble for the prison, go through the door and turn right, that will lead you deeper into the asteroid. On the other hand, if you turn left it leads outside to the surface. If you want off this rock you might want to ally with us until we finish our mission, then we can take you to our ship and we can discuss whether things should be longer term."
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 Érebos » Sun Nov 17, 2019 6:08 pm

Perception: 1d100 = 39/69%, or 74% when pertaining to Shadow Magic
see perception modifiers here -->

JIC (100): 1d100 = 10 [Make removable]
JIC (20): 1d100 = 3 [Make removable]

Unnecessary Init roll, please ignore
[dicetotal]3[/dice] [Make removable]


Skill Rolls:
Invoke trust on DPN --> Original post: 1d100 = 38/45%

Parries with Shadeshield, if needed (Érebos intends to parry any incoming attacks against DPN as well):
Original post: 1d20+11 = 26
Original post: 1d20+11 = 12
Original post: 1d20+11 = 22
Original post: 1d20+11 = 26
Original post: 1d20+11 = 29
Original post: 1d20+11 = 31 NAT20
Original post: 1d20+11 = 31 NAT20
Original post: 1d20+11 = 12
Original post: 1d20+11 = 13
Original post: 1d20+11 = 19

Conditions (at the end of this post; time format= minutes:seconds): Shadow Skin (18 M.D.C.): 44:30 remaining; Aura of Darkness: 4:30 remaining; Whispered Voice (Communication) 44:30 remaining; Shadow Meld: 2:30 remaining; Fly as the Eagle: 75:30 remaining; Shadowsight: 14:45 min remaining; See the Invisible: 2:30 remaining




Consumer wrote:Brackus slams into the far wall with enough force to splinter stone, and very nearly crush Alvidan underfoot. Brackus' tentacles lash out looking for a target it can't see, but it never seems to hit anything. Az Rael noticing his target is no longer there shifts around and fires at one behind him, though all he sees is the True Atlantean. His shots fly true, but don't do enough damage to down the tattooed covered warrior. The Atlantean follows suit with his comrades and draws something from a pouch and promptly vanishes.

This leaves the group alone in the room.


The Shadow Mage sees (and perhaps hears?) the presumed bio-borg slam into the wall.

Bio-borg looking to get out In a hurry. Wonder what he did to get on the Sploog’s bad side?

When the merc group vanishes, the Umbral Sorcerer does not trust his eyes.

Look alive, either they’re invisible or regrouping. Either way... time to get Nagh out and complete the mission objectives thinks the Sunaj operative.

As he continues down, the Shadow Mage casts Circle of Shadows, sending his shadow in every direction like the spokes of a shadowy wheel and making it harder for enemies to approach him. (Ooc: for the purposes of this spell, DPN, the mysterious stranger, and Brackus - as long as they all remain non-threatening - will be considered allies)

Circle of Shadows
Range: Self for a 6 foot radius per level of experience (double the length and duration for Shadow Lords).
Duration: Eight minutes per level of experience (Shadow Mage).
Saving Throw: Standard.
P.P.E.: Ten (Shadow Mage)
The spell caster magically sends his own shadow in all directions, like the spokes of a wheel with him in the center. The unusual cluster of shadows is instantly disturbing to all who see it, giving people pause before entering the circle of shadows.
Stepping into the shadows all around the mage requires a save vs Horror Factor (14 or higher to save). Those who fail to save suffer the temporary effects of H.F. and will not enter the ring of shadows for one melee round (15 seconds).
Those who save and dare to enter the circle can press forward and take action, but do so with penalties. Characters who enter the Circle of Shadows are jumpy and unnerved by movement within the shadows. Movement caught out of the comer of their eye, but when they turn around there is nothing there. All of this reduces Perception Rolls and all combat bonuses by half (round down). Likewise, performance of skills while in the Circle of Shadows is reduced by half, and -1 attack per melee round. The spell caster and his allies or minions are not affected.
A Circle of Shadows also creates a haven in which other Sunaj Assassins, Shadow Assassins and Shadow Mages can lurk unseen until they attack. If the shadows in the circle touch other, natural shadows, it creates a bridge with which their shadowy brethren can reach them to escape, hide or wait in ambush to attack.
Heroes would be wise to remember that like a spider’s web made of shadows, they never know what lurks and waits for them inside the circle. A favorite ploy of the Sunaj Shadow Mage is to create a web of shadows that conceal several Shadow Assassins or Shadow Beasts within it. These fiends do not attack until some foolish hero(es) steps into the web, at which point they spring their trap and strike.

He finishes with yet another spell: Shadeshield, creating a magical shield of pure darkness, to parry any incoming attacks at either DPN or himself with.(ooc: parry rules for gunfire/energy blasts etc. are special with this spell, please read and take into account)
Shadeshield
Range: Self.
Duration: Ten minutes per level of experience (Shadow Mage)
Damage: 2d6 if used as a bludgeon.
Saving Throw: None.
P.P.E.: Six (Shadow Mage)
This spell conjures a large shield of pure darkness to be used by the spell caster. The shield offers standard resistance to physical attacks, and can be used as a bashing weapon as well as to parry physical attacks, and even certain incoming magical attacks. This is a little tricky, however, when trying to parry energy blasts, electricity, lasers, lightning, etc., and suffers a -5 penalty to parry. Spells which may be parried by a Shadeshield include: Call Lightning, Ball Lightning, Electric Arc, Energy Bolt, Fire Ball, Fire Bolt, Mini-Fireballs, Lightning Arc, Plasma Bolt, Power Bolt, Shadow Bolt, Spectral Hand and Sword, Shadesword, Hail, Ice Ball, Ice Bolt, Shards of Ice and similar.


Whispered Voice to Az Rael
Shade, I have the mark and am headed toward the entry door, look alive we aren’t out of the weeds yet!


Just before they land, Shroud keeps himself between the DPN and Scythe (and Brackus,if possible) and says to the Dread Pirate, "You will need to listen to me very carefully and follow my every instruction if you want to live through this, Nagh," in a deadly seriously no-nonsense tone.
"Any hesitation will get you killed and possibly us too, and I have no plans for any of us dying today," he says. (Invoke Trust)

Shroud is still uneasy about the trust that Az Rael places in the stranger, but he knows that sometimes, leadership requires a judgment call, so he trusts that it's the right choice.

As he flies, he tries to reach out to Bryke or Alvidan. The last he saw/heard, they were trying to get the DPN’s file.

Whispered Voice to Bryke
Wraith, I have the mark and am headed toward the entry door, where are you and Spectre?


He alternates with the same message to Alvidan:

Whispered Voice to Alvidan
Hidden, I have the mark and am headed toward the entry door, do you copy?


Contingency:
IF any enemy gets within 100' range, Shroud will cast Befuddle at them in hopes that it will throw them off their game.
Befuddle
Range: 100 feet.
Duration: 2 minutes per level (8 minutes)
Saving Throw: Standard (13)
P.P.E.: Six
An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are - 2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of - 20%. Each invocation
affects only one individual each time it is cast. A successful save vs magic means the intended victim suffers no impairment.


When he lands, Shroud will look directly at Scythe (while Scythe is invisible) and ask, ”Who are you? Do you know my associate?” (Pointing to Az Rael as he is a bit behind)

The Shadow Mage is in a neutral stance - trusting Az Rael, but uneasy about what just happened - who is this mysterious stranger, obviously versed in the magic arts?

And that suit looks oddly familiar...
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 Scythe » Mon Nov 18, 2019 7:32 am

Scythe Original Dice wrote:JiC: Original post: 1d100 = 74 / Original post: 1d20 = 5
Perception [33%]: Original post: 1d100 = 24

Lore, Magic [58%]: 1d100 = 39 (Properly identify type of magic Erebos uses)
Lore, Creatures of Magic [48%]: 1d100 = 40 (Identify what Erebos is)
Lore, Dimension [58%]: 1d100 = 49 (Identify where Erebos could be from)

Shadow Mage wrote:”Who are you? Do you know my associate?”


From beneath his visor, Scythe's eyes trace to who addressed him specifically, allowing his invisibility to drop regardless and nodding. Good, now I know there is at least another that can see the invisible, for I am still not convinced we are alone. This practitioner is well versed in shadowy magic. He thinks to himself, side-glancing the entry ways. He won't repeat his name, though he will add for the sake of building trust, "I am a practiced mage who found them self in a precarious situation. Your associate and I were able to come to a mutual understanding in the face of hostilities. I help even the odds, I get a ride out of here. We can work on the finer details once we leave, we should take advantage and leave in lieu of combat." He states before adding "What do I call you?"
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”
Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad)


Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 166/173 || I.S.P.: 39/39 | M.D.C.: 90/90
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (300/ft)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.
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