Bravo - Big Ol' Jet Airliner

In Century Station Operation Overlord has begun, villains beware!

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Re: Bravo - Big Ol' Jet Airliner

Postby Maniacal Laugh » Mon Mar 19, 2018 1:23 am

DIEGO VERDE
Date: Sunday, March 22nd, 2043
Time: 1:22 pm
Weather: Sunny, warm, bright (62 degrees Fahrenheit)
https://drive.google.com/open?id=1Ds5hxx5MEN_kE7Luml1IIIztRLA&usp=sharing


IT VARIES MOMENT BY MOMENT Group 1: Faraday, Spaceman, Battletoad; Group 2: Daryl; Ectype 6 Group 3: Webs, Future; Ectype 5 Group 4: Wi-Fi, Sentinel, Paragon, Pulse

GROUP 1, GROUP 2, GROUP 3, GROUP 4Last time we saw you, you were trying to kill everyone?
Tunnels are great for parties. Most of the Omegas wind up underground and for a moment, just a moment, they are more or less together -- Faraday, Wi-Fi, Daryl, Webs, and an ectype or three. Plus a few Ultra Teens to fill out the corners.

The pause is brief. Very brief. Faraday, Daryl meet up and speed up down the hallway after the quickly retreating teen super villain. Webs comes out of the room only a moment behind them, bringing his special web-based brachiating to use in the tunnel. It's not as fast as he'd like given the combined space, but he totally keeps up. Totally. The ectypes too blaze down the hallway as well.

Prototype J is disappearing down a different kind of tunnel. At some point the rough, earth walled tunnel intersects with a concrete tunnel system. He turns the ninety degree into the different tunnel system and his villainous derrière is momentarily out of sight. When the gaggle of heroes gains sight of the new tunnel network, he is just about to turn down a junction 150 ft away.

Up aboveground, Sentinel experiences, or relives, some vision or memory that bore tangible gifts.

PLANE CRASH:I'm just a big fan of the sport.
Meanwhile back at the wreckage, Ectype 3 leaps into action, even losing his fine linguistic control for a moment. Paragon and Pulse don't even take umbrage at being called children. But they react quickly. They both look at each other when Sentinel asks about the status of the prisoners. The teens immediately leap into action, following Sentinel's lead. The prisoners are alive, but hurt pretty bad. Cuts and bruises, a couple broken bones. Nothing life threatening, but definitely requiring medical attention.

As far as observing the plane. It is a fast mover on par with the Ultra Jet and rocketing away nearly vertical. It probably fired the missile from a few hundred feet away, before peeling off.

Paragon looks to Sentinel for direction. "What now?"

What are you doing?

Screen Shot 2018-03-19 at 1.50.11 AM.png

Map notes: each grid = 10'

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    Re: Bravo - Big Ol' Jet Airliner

    Postby Spiderweb » Mon Mar 19, 2018 3:21 am

    Perception: 1d100 = 60 of 30%
    Initiative: 1d20+2 = 18
    JIC: 1d20 = 15
    JIC%: 1d100 = 21

    Barney reacts as soon as he spots Prototype J, attempting to use a web line to snare and reel in the villain (note is at +2 initiative for this maneuver, already included in roll).

    If he fails and hits a wall or something else solid with his line instead of the villain, he will instead pull himself over to the area and attack with his spear. If his line does not snag anything solid, he will throw another line and hook on to whatever (probably the far wall of the next tunnel) then pull himself there.

    5 Actions:
    Action 1: Attempt to snare Prototype J; Ranged Strike 1d20+5 = 18 (adding +2 for targeting, if that is wrong reduce attack bonus to +3).
    Action 2: Contingent Action: A) if Prototype J was snared, reel him in, B) if the wall or something else solid was hit, pull self over to area Parry if Prototype J attempts to hit on arrival; Parry with spear 1d20+8 = 27, C) if nothing solid was snared then make a solid attachment.
    Action 3: Contingent Action: A) If Prototype J was Reeled in or Barney is over where he is, then attack with spear and parry any counter attack; Strike 1d20+7 = 26, Damage 5d6+6 = 21, Parry 1d20+8 = 21, B) If forced to grab wall in action 2, pull self to area of side tunnel.
    Action 4: Fight using spear; Strike 1d20+7 = 11, Damage 5d6+6 = 22, Parry 1d20+8 = 25; A) Contingent Action, if Prototype J ran down the tunnel before Barney gets there, throw spear after him strike 1d20+9 = 18, Damage 6d6+6 = 20, Parry if required (with bone spines on armor) 1d20+6 = 21
    Action 5: Dodge if needed 1d20+4 = 9, A) if dodge not needed continue fighting with spear if required; Attack 1d20+7 = 12, Damage 5d6+6 = 23, Parry 1d20+8 = 27; B) if spear was thrown in action 4 but missed, return strike with spear 1d20+9 = 28, Damage 6d6+6 = 23, Parry if required (with bone spines on armor) 1d20+6 = 7, C) if spear hit in action 4, recover spear.

    Note: fighting with spear includes bonuses for WP spear and bonuses from the characteristics of the spear itself. Throwing spear includes targeting bonuses.
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    Re: Bravo - Big Ol' Jet Airliner

    Postby Faraday » Mon Mar 19, 2018 5:09 pm

    Perception: 1d100 = 30/43(+15% Arcane/Supernatural)
    JIC: 1d20 = 5
    JIC: 1d100 = 40

    Faraday turns the corner, sees the escaping enemy, and smoothly turns his body around into a firing position as he raises his rifle. "Surrender now, or things go heavy!" he yells, even as he tracks the target. The G11 cycles and rapidly ejects casings as the loudest action of the silenced weapon, the rounds flying in a pair of deadly volleys. "Why can't things ever go smooth?" he mutters, though inside his mask the corners of Faraday's mouth have curled up in anticipation of a quick victory and the claiming of a bounty.

    My armor is severely degraded. Yet this one does not seem fully armed. He might be a worthy mind in his own right, yet outnumbered and ill equipped is an ill favored day for anyone.

    Faraday Combat Rolls
    Initiative: 1d20+3 = 16
    JIC/Magic: 1d20+4 = 15
    JIC/Psionic: 1d20 = 12

    Strike1(Aimed Burst + Called Shot: Knees from G11): 1d20+11 = 31 (+2 for Armor Penetration due to ammunition) Dmg: 8d6 = 19 (3d6 base, +1d6 from ammunition, x2 for burst)(3 Actions) Crit! Nat 20! Dmg: 34

    Strike2(Aimed Burst + Called Shot: Knees from G11): 1d20+11 = 16 (+2 for Armor Penetration due to ammunition) Dmg: 8d6 = 24 (3d6 base, +1d6 from ammunition, x2 for burst)(3 Actions)

    Parry: 1d20+6 = 22 Dodge: 1d20+6 = 12
    Parry: 1d20+6 = 7 Dodge: 1d20+6 = 13
    Parry: 1d20+6 = 8 Dodge: 1d20+6 = 24
    Parry: 1d20+6 = 9 Dodge: 1d20+6 = 15
    Parry: 1d20+6 = 13 Dodge: 1d20+6 = 21
    Parry: 1d20+6 = 20 Dodge: 1d20+6 = 19
    Faraday

    Faraday Tracker
    HP: 112/112
    SDC: 300/300
    PPE: 187/187

    Natural AR: 14

    Ectoplasmic Armor
    Natural AR: 13 SDC: 300/300

    Modern Armor/Class 4
    AR: 17 SDC: 55/280

    G11, Assault Rifle (HU2, GM Guide, pg 212)
      Cartridge: 4.7mm x 33mm caseless Feed: 50 round magazine
      Approx. Effective Range: 1320 ft ROF: Cyclic: 500-600/minute; Auto: 100/minute Damage: 3d6
      Special: 3 round short burst with no penalty.
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    Re: Bravo - Big Ol' Jet Airliner

    Postby DARYL » Mon Mar 19, 2018 5:33 pm

    New Perception Skill 106% Rolled: 1d100 = 69
    JIC: 1d20 = 7 , 1d100 = 57

    If he didn't need to carry anyone to higher speed pursuit Daryl would have his pepper spray in Left hand, Stun Gun in Right , both at the ready to apprehend the criminal if they catch up to him.

    Speed-tasking/Multi-Tasking/Thinking Even without superhuman speed .. He did not get as far away as I would have expected him to, with as much of a head start as he had .. Either he deliberately stopped to wait for us .. or .. He stopped to do something else for nearly the entire head start he had .. It seems unlikely a criminal would deliberately stop to wait for the authorities to catch up to him .. Insufficient data to speculate accurately .. alternatively what could he have done in that amount of time that was worth letting us catch up to him ? .. Something important enough to him for him to loose his head start for , something worth him risking getting caught for .. Insufficient data to speculate accurately .. Further survey required.

    Daryl's 1st intent (if no one else has done so yet) .. call out a 'standard' warning to suspect, "Halt, you are under arrest." .. If he doesn't comply and tries to flee Daryl would then immediately move forward to apprehend the criminal.
    Movement
    Using Anti-Gravity Ring to Boost his speed (Spd24x3=72 = ~72ft per second ~49mph .. Daryl could cover up to ~135ftin one action
    Speed tasking allows for 1/2 thinking about a 3rd thing without penalty .. Daryl uses that for the 'thinking' described above.

    Actions
    Super Humanly Lucky (Karmic Effect): Opponents do not get any bonuses to Strike, Parry, or Dodge Daryl.
    Initiative: 1d20+5 = 25
    APM: 8 + 8 MT

    MT-1: If no one else has doe so yet, Call out warning above.
    APM-1: Stay aware of Conditions/Environment

    MT-2: If he tries to flee .. run after to catch him.
    APM-2: Fire Stun Gun at J once he gets in range (100ft)
    To hit 1d20+5 = 15
    Damage/Effect: Save vs Non-Lethal Toxin 16 or better , or -10 Strike, Parry, Dodge for 2d4 = 3 Melees

    MT-3: If he tries to flee .. continue to chase as needed
    APM-3: Once in range (6ft) Spray him with pepper Spray
    To Hit 1d20+2 = 4
    Damage/Effect: -6 Strike, Parry, Dodge for 4d4 = 13 Melees

    MT-4: Holster Pepper Spray (Left Hand)
    APM-4: Attempt to subdue/apprehend (not kill) suspect Prototype J:
    Snap Kick To Hit 1d20+10 = 26 Damage 1d6+5 = 9

    MT-5: Stay aware of conditions
    APM-5: Attempt to subdue/apprehend (not kill) suspect Prototype J:
    Jab Punch (With Left) To Hit 1d20+10 = 29 Damage 1d4+5 = 7

    MT-6: Holster Stun Gun (Right Hand)
    APM-6: Attempt to subdue/apprehend (not kill) suspect Prototype J:
    Karate Kick To Hit 1d20+10 = 17 Damage 2d4+5 = 9

    MT-7: Stay aware of conditions
    APM-7: Attempt to subdue/apprehend (not kill) suspect Prototype J:
    Upper Cut (with Right) To Hit 1d20+10 = 20 Damage 1d4+5 = 6

    MT-8: Stay aware of conditions
    APM-8: Attempt to subdue/apprehend (not kill) suspect Prototype J:
    Snap Kick To Hit 1d20+10 = 24 Damage 1d6+5 = 9

    Side Step Auto-Dodge as needed:
    (Can side step even guns and energy blasts with only a -5 reduction to the bellow)
    1d20+18 = 30
    1d20+18 = 19
    1d20+18 = 33
    1d20+18 = 29
    1d20+18 = 24
    1d20+18 = 36
    1d20+18 = 29
    1d20+18 = 25

    Alternatively, once/if J is temporarily subdued Daryl will attempt to restrain/tie him up.
    Daryl has 'normal' PS of 20 .. if needed 1d20 = 4
    DARYL
    Current
    HP 18 / 18 - - - SDC 52 [44/62] aka ~70%
    • Personal Force Field (off) SDC 8/96
    • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
    • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
    • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
    • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
      Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
    • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A(1/20) , *B (20/20) , C (20)
    • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 3/10
    • (1)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
    • Omega Suit A.R.: 17 SDC: 158/250 aka ~63%
    • FW-170 Air Densifier Wrist Band -- Amo: 5/6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
      AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
    • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
      and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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    Re: Bravo - Big Ol' Jet Airliner

    Postby Wi-Fi » Sat Mar 24, 2018 2:28 pm

    Perception: 1d100 = 60/58%
    JiC d20/d100: 1d20 = 18 / 1d100 = 55

    "There quick to get down to business. Efficiency is good. Drills would be nice..to see what they can do." she thought releasing her spiders. The plan seemed simple and rather effective. Pin down and capture Prototype was the goal and looked like it would happen quickly too if Bravo Team stayed true to their methods. the small drones took a formation of three looking toward the target two looking back where they came from in case of rogue elements on the field they missed. It was unlikely because of the noise they made and how effective the forward scouts took down the guards.

    "You two stay behind me, you three in front. front bots shoot to shock or disable." she instructs the bots drawing out a pair of combat earplugs, and then a a pair of pistols (One pepper spray and one ap) once the spider bots were deployed took a spot near her allies and looked for a shot. the three front spiders however were in a better spot. they could see better then her in all likelihood. they did know what disable meant. The small bots looking for a space to fire an electrical bolt to stun or shock the target for the rest. failing that hitting something around or above the target to land on the villain would do nicely
    Combat
    OOC Comments
    Combat:
    Aura active: 270/270 SDC
    Wi-Fi:
    Aimed shot:
    1d20+5 = 20
    damage: 0 (pepper spray) or 1d4*10 = 30 (AP if she cant get close enough to use pepper spray)
    Aimed shot:
    1d20+5 = 22
    damage: 0 (pepper spray) or 1d4*10 = 30 (AP if she cant get close enough to use pepper spray)
    Aimed shot:
    1d20+5 = 23
    damage: 0 (pepper spray) or 1d4*10 = 20 (AP if she cant get close enough to use pepper spray)
    Dodge: if needed: 1d20+5 = 15 , 1d20+5 = 23 , 1d20+5 = 6 1d20+5 = 21 , 1d20+5 = 24 , 1d20+5 = 22 and 1d20+5 = 17
    Parry: if needed: 1d20+5 = 9 , 1d20+5 = 13 , 1d20+5 = 16 1d20+5 = 19 , 1d20+5 = 13 , 1d20+5 = 8 and 1d20+5 = 19
    Bots
    Bot 1
    1d20+1 = 13
    Finger Laser x2: Damage: 1d6 = 2 damage. Range: 250 feet.
    1d20+1 = 3
    Finger Laser x2: Damage: 1d6 = 3 damage. Range: 250 feet.
    1d20 = 14 or 1d20+1 = 3
    Electrical Discharge: Damage: 2d6 = 9. Range: 6 feet. APM: One per melee.
    or Finger Laser: Damage: 1d6 = 6 damage. Range: 250 feet. if they are not in range for electrical burst
    Dodge: (if needed): 1d20+5 = 6 ,Dodge: (if needed): 1d20+5 = 9 ,Dodge: (if needed): 1d20+5 = 9

    Bot 2
    1d20+1 = 7
    Finger Laser x2: Damage: 1d6 = 5 damage. Range: 250 feet.
    1d20+1 = 21
    Finger Laser x2: Damage: 1d6 = 5 damage. Range: 250 feet.
    1d20 = 20 or 1d20+1 = 14
    Electrical Discharge: Damage: 2d6 = 11. Range: 6 feet. APM: One per melee.
    or Finger Laser: Damage: 1d6 = 3 damage. Range: 250 feet. if they are not in range for electrical burst
    Dodge: (if needed): 1d20+5 = 17 ,Dodge: (if needed): 1d20+5 = 7 ,Dodge: (if needed): 1d20+5 = 22
    Bot 3
    1d20+1 = 6
    Finger Laser x2: Damage: 1d6 = 6 damage. Range: 250 feet.
    1d20+1 = 21
    Finger Laser x2: Damage: 1d6 = 4 damage. Range: 250 feet.
    1d20 = 12 or 1d20+1 = 13
    Electrical Discharge: Damage: 2d6 = 11. Range: 6 feet. APM: One per melee.
    or Finger Laser: Damage: 1d6 = 1 damage. Range: 250 feet. if they are not in range for electrical burst
    Dodge: (if needed): 1d20+5 = 19 ,Dodge: (if needed): 1d20+5 = 7 ,Dodge: (if needed): 1d20+5 = 24
    Last edited by Wi-Fi on Tue Mar 27, 2018 6:50 pm, edited 1 time in total.
    Wi-Fi's character sheet
    OOC Comments
    Bonuses in green apply only when force aura is active.
    PPE: 15
    ISP: 130/140
    HP: 30 (34 with aura)
    SDC: 47 (260)

    Swarm status: 5 (all healthy)
    SDC: 50/50/50/50/50

    TRS-13
    SDC: 50
    AR: 6

    Shock Gloves:
    • Range: Melee
    • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
    A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
    • Rate of Fire: Single shots only, five shots total per melee
    • Payload: 10/10 shots per charge (no clip)
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    Re: Bravo - Big Ol' Jet Airliner

    Postby Sentinel » Mon Mar 26, 2018 11:29 pm

    Sentinel
    Location: In barn/warhouse/armory keeping watch above.

    Yellow Dragon
    OOC Comments
    Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
    P.P.E.: 214/214 | H.P.: N/A | M.D.C.: 455/455 AR: 16
    Spell reference at this Link

    Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee
    Spells: Wards- create two tokens with Curse (minor) Gas and Hiccups 90 PPE See bottom of OOC for effects.
    OOC Comments
    Wards (Level 10) Book of Magic pg. 138
    Range: Varies with type.
    Duration : Effects vary with type.
    Saving Throw: Standard; spells are base 12, wards created by ritual
    magic are 16.
    P.P.E.: 90
    The Wards invocation creates mystic symbols used to protect items of value, to protect dwellings, and as booby traps. The ward can be cast
    on a door or window, a section of floor, a cabinet or on a specific item such as a book or statue. The ward symbols on the object are always
    obvious, to serve as a warning. When somebody, other than the sorcerer who created them, touches the object, a spell is triggered. The following
    wards can be created. Each ward invocation will create two separate wards, the ritual invocation will create three. The object to be warded must be present.
    Alarm: A screeching, siren-like noise is instantly sounded and continues to blare for ten minutes. The sound can be easily heard through
    closed doors up to 100 feet (30 m) away.
    Fear: An aura of fear engulfs everybody within 20 feet (6 m) of the ward. Each person must roll to save vs magic or be overwhelmed by
    terror. Effects are identical to the second level fear invocation.
    Fire Bolt: The person touching the item is struck by a Fire Bolt causing 6D6 damage; no saving throw is applicable. Same as the fourth
    level invocation.
    Paralysis (lesser): The ward temporarily paralyzes the person's hand and arm for 1D4 hours. Effects are identical to the third level invocation.
    Sleep: The ward will put to sleep everybody within a ten foot area around it. Each person must roll to save versus magic. The sleep
    lasts for 6D6 minutes. Effects are identical to the fifth level spell.
    Agony: The person who touches the object is wracked with agony for 2D8 melees. The effects are identical to the seventh level invocation.
    Curse (minor): Inflicts a minor curse identical to the eighth level invocation except that it will linger for 1D6 weeks.
    Curse (phobia): Inflicts a phobia curse identical to the ninth level
    invocation except that it will linger for 1D4 weeks.
    Banishment (counts as two wards): Will instantly force lesser supernatural beings from the area, just like the tenth level invocation.
    Plus, the creature must leave the object where it rests.
    After a ward has been triggered, its magic is used up and it disappears.
    A ward can last for centuries if left undisturbed. The life span of a ward is 150 years per level of the mage.

    Minor Curse
    Range: Touch or 10 feet (3 m).
    Duration : 24 hours per level of experience.
    Saving Throw: Standard.
    P.P.E.: Thirty-Five
    The spell caster can inflict a curse in the form of minor physical disorders that cause a constant irritation. Such disorders include:
    Gas: Some indigestion and nausea, bloated feeling. Farts once every two melees (pee-u). -2 on initiative, sneak attacks and prowl are impossible.
    Hiccups: Annoying; interrupts speaking constantly. Language skills are - 15%, mental affinity (M.A.) is reduced by half. Prowl is impossible. Spells can still be cast with little difficulty.


    Perception: 1d100 = 71 /61% (another +15% for arcane)
    D20 JiC: 1d20 = 10/ D100 JiC: / 1d100 = 36


    Contrasted by stone hands that pet the bunny Sentinel held it with a surprisingly gentle nature. The rabbit leaped from his hands startled and so was he by a cackling bird overhead.

    “CATCH! CATCH!” a crow caws.


    That crow… he thought briefly. ”So it wasn’t a dream.” Sentinel says snatching the ring from the air as it fell from the crows beak before it flies off cackling it earing laugh out of the barn.

    Sentinel examines the ring recognizing it as one of the rings he was given before by Odin himself, Draupnir…. A slip of paper wrapped inside reads “Þakka fyrir.” Thank you. Sentinel oddly thought understanding.

    They do exist… Sentinel whispers in deep thought distracted from the missile that hit the airfield and unknowingly to him destroyed their aircraft. There's no limits that can be achieved. What allies have I forged? Sentinel thinks with understanding as he recalls his experiences with the Gods and dimensional travel, training with the mysterious elf Tyral and the Doctor Marcus, and the destruction of the Metzla, the Goddess Hel’s inhuman body. What enemies have we born? he thinks in concern now aware that for the first time in centuries there are indeed things in the night that can threaten even an Immortal such as he.


    Initiative: 1d20+7 = 14
    Attacks: 8
    Just in case
    Parry Bonus: +17; 8d20:
    17, 6, 6, 17, 10, 8, 16, 17

    Auto-dodge: +9; 8d20:
    10, 7, 4, 15, 18, 16, 18, 19

    Dodge Bonus: +18; 8d20:
    2, 12, 2, 2, 19, 5, 1, 20
    Yellow Dragon Ledger
    OOC Comments
    Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
    P.P.E.: 221/221| H.P.: N/A | S.D.C.: 492/492AR: 16 Awe/Horror:14 (16) save vs for each attack or word spoken by Sentinel
    Spell reference at this Link
    Ectype 1
    Ectype P.P.E.: 221/221 | H.P.: N/A | S.D.C.: 492/492 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
    Ectype 2
    Ectype P.P.E.: 221/221 | H.P.: N/A | S.D.C.: 492/492 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
    Ectype 3
    Ectype P.P.E.: 221/221 | H.P.: N/A | S.D.C.: 492/492 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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    Re: Bravo - Big Ol' Jet Airliner

    Postby Sentinel » Mon Mar 26, 2018 11:40 pm

    Ectype 3
    Watching a plan burn.

    Yellow Dragon
    OOC Comments
    Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
    P.P.E.: 214/214 | H.P.: N/A | M.D.C.: 455/455 AR: 16
    Spell reference at this Link

    Conditions: Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, and Disease. Does not tire. Half damage from Cold. Radiates no heat and is invisible to infrared and heat sensors. Immune to pressure; solid stone. Regenerates 2d6 MDC/Melee


    Perception: 1d100 = 58 / 61% (another +15% for arcane)
    D20 JiC: 1d20 = 1/ D100 JiC: / 1d100 = 74 Jet Fighters 82% /1d100 = 28


    The prisoners extracted Sentinel watches the plane smolder, That is not taking off again. the ectype thinks.

    The ectype radios in response to his ectypes communication that the airfield was struck. ”Ms. Wi-fi, it is worse than that. The plane has suffered a direct hit. The halon should have activated and should prevent any fires in the fuel cells. The prisoners and children are safe.” he radios.

    Sentinel stands guard over the prisoners likely shaken up by the experience. "Stay sitting and don't move. If you are injured I can examine you." the ectype advises. It doesn’t even occur to the golem to call for emergency services for the burning plane of possibly injured prisoners.


    Initiative: 1d20+7 = 22
    Attacks: 8
    Parry Bonus: +17; 8d20:
    3, 8, 18, 2, 20, 8, 20, 15

    Auto-dodge: +9; 8d20:
    2, 17, 9, 15, 2, 3, 7, 6

    Dodge Bonus: +18; 8d20:
    6, 2, 10, 9, 9, 13, 8, 13
    Yellow Dragon Ledger
    OOC Comments
    Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
    P.P.E.: 221/221| H.P.: N/A | S.D.C.: 492/492AR: 16 Awe/Horror:14 (16) save vs for each attack or word spoken by Sentinel
    Spell reference at this Link
    Ectype 1
    Ectype P.P.E.: 221/221 | H.P.: N/A | S.D.C.: 492/492 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
    Ectype 2
    Ectype P.P.E.: 221/221 | H.P.: N/A | S.D.C.: 492/492 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
    Ectype 3
    Ectype P.P.E.: 221/221 | H.P.: N/A | S.D.C.: 492/492 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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    Re: Bravo - Big Ol' Jet Airliner

    Postby Maniacal Laugh » Wed Mar 28, 2018 7:43 pm

    DIEGO VERDE
    Date: Sunday, March 22nd, 2043
    Time: 1:23 pm
    Weather: Sunny, warm, bright (62 degrees Fahrenheit)
    https://drive.google.com/open?id=1Ds5hxx5MEN_kE7Luml1IIIztRLA&usp=sharing


    HE'S A FRIEND FROM WORK Faraday, Spaceman, Battletoad; Daryl; Ectype 6; Webs, Future; Ectype 5; Wi-Fi, Sentinel
    Let me explain. No, no time, let me sum up:
    Generally speaking the compound is secure. Generally speaking the plane is a smoldering wreck. Also, speaking generally, Prototype J is attempting to escape. The Omegas, generally, Bravo Team specifically are responsible for securing the compound. Several of them are in the tunnel network below the farm, while a few others remain above ground. A few others are considering the wreckage of their conveyance.

    Again, that's generally.

    Above ground, to be more specific. Wi-Fi is taking action, releasing her trusty spider bots and joining the crew in the tunnel network. She moves with the confidence of a leader confident in her team. It doesn't take her long even at a conservative and careful pace--always flanked by her spiders--to reach the junction in the tunnel network where the bulk of the team is congregated. With her arrival, certainly they now have a quorum to determine the next steps.

    Sentinel--the real Sentinel--is also above ground having a bit of a "moment". He seems to be recovering some climactic experience that defies his understanding of the universe. That is no small feat. No one else is around to see him so tender and gentle with the small wildlife, and no one would believe it if they were told about the interaction. He is soon joined by one of clones, Ectype 3 who is leading some prisoners. They are clearly under the Ectype's control, even if they are not presently mind controlled. The teen, Future, accompanies the ectype and prisoners.

    When the original Sentinel merges this Ectype's memories with his own, he will find the memory of Future's laser rifle mildly diverting. It is an "earth" gun but it displays some very advanced technology. It is no where near Mechanoids advanced, but certainly higher than typical human achievements.

    One of the first to get into actual contact position with the fleeing teen-villain, Webs takes immediate action! He flings his line out to snare Prototype J. He's a dexterous adversary and it's not a simple thing to ensnare him. His massive augmented strength also works against Web's plan. The non-lethal attacks by our scholarly hero do keep Prototype J off balance and on the defensive. Frustrated by his lack of success from a distance, Webs launches himself down the tunnel on his web lines and closes fast!

    Faraday also is on the scene quickly, and quickly puts a stream of lead down the darkened tunnel. The effect is not what the seasoned warrior hoped for but it is instructive. The hail of bullets all find their mark and tear through the villain's blue jeans. All good, but instead of biting flesh, there is a ping sound of armor piercing bullets ricocheting instead of penetrating. Thick armor, probably a heavy combat cyborg. Not some rinky dink street job, this guy is top dollar black-funds military style murder death kill. Probably.

    Daryl, actually the first on the scene, is the only one to act like a true LEO. He gives the villain a chance to surrender peacefully. When, after the split second it takes to issue said warning, Daryl starts to head down the hallway, he finds it is crowded. Webs and Faraday are pros and manage to avoid any friendly fire incidents. The automathic brain Daryl is blessed with calculates that adding another moving figure to the congestion will result in trouble, firing his trusty pistol is a worthy backup plan. He also has already analyzed the makeup of Prototype J after Faraday's first burst, so the pistol has a rather high chance of being effective. Assuming he is a cyborg and not an android. One shot of the stun gun unfortunately provides bad news. He's an android and fully artificial by the null-effect the stun gun produced. Pepper spray, also not effective. Before Webs even reaches Prototype J, Daryl has the sonic pistol out and has scored a couple hits, which clearly affect the villainous robot.

    But, for all the gun fire, web attacks and other mayhem, none of that actually brings Prototype J to a halt. Suddenly he is literally brought to a halt when an ectype just appears out of nowhere right behind the retreating android. Unfortunately, the cybernetic mind of the android is not susceptible to the ectype's domination.

    It's a good thing that the ectype appeared when he did though, whether his mental take over worked or not, he completely through Prototype J off balance. Off balance just as the android was shooting a volley of mini-missiles from a concealed chest launcher. Instead of going downrange to hit the other Omegas, the missiles impact the ceiling directly above the villain and the ectype. The superheated wave of plasma isn't a direct hit, but the damage is still severe. The missile launcher appears totally depleted. The blast also seems to have affected Prototype J, he is smoking and smoldering just like Sentinel.

    Webs reaches the target just as the flames are burning out in the damp environment.

    Yeah, it's actually a big info win to find out that Prototype J is an android and not a cyborg.

    Sum up: Sentinel, Ectype 3, Future and some prisoners are above ground chillaxin'. Wi-Fi reaches the tunnels in time to witness the gun fire and explosions, but not in time to add her own special touch. Webs is with Ectype 6 surrounding Prototype J down the city-tunnel. Daryl and Faraday are next to each other at the entrance to the city tunnel about 70 feet from Prototype J and the other two Omegas. Battletoad and Spaceman have hung back, not really having a lot to add, and even less inclined when space is so tight. Wi-Fi's lead bots are about 20 feed down the tunnel.

    PLANE CRASH:Let's do "get help". Ectype 3, Paragon, Pulse
    Ectype 3 is still Sentinel, so that means, he defaults to being in charge. And so he takes charge at the wrecked plane. He immediately investigates the site and uses his innate abilities and skills to thoroughly check the wreckage for its stability. Basically answering the question, is this going to blow up and kill us all? And the answer is no. The plane is smoldering and very much a wreck, but there is no danger of another explosion. It was a well designed vehicle. Pulse is an asset in this endeavor, he has intimate knowledge of the jet and he is a highly skilled aeronautical engineer and equally skilled as a mechanic. He seems shaken.

    Paragon's reaction was more action-oriented. He took off into the sky and gave chase for a moment, but had no hope of catching the attacker. When he landed, he was clearly frustrated.

    Regarding the prisoners, Pulse follows Paragon's lead, and Paragon follow's Sentinel's lead. They assist the golem in treating the prisoners' injuries. The include several broken bones and a broken rib and punctured lung combo. All the prisoners probably have concussions and are currently 90% deaf. They are fairly docile at the moment, mostly moaning and going "eek, ouch, ooch, agh" etc.

    What are you doing?


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    Re: Bravo - Big Ol' Jet Airliner

    Postby Spiderweb » Thu Mar 29, 2018 4:12 pm

    Perception: 1d100 = 51 of 30%
    Initiative: 1d20 = 19
    JIC: 1d20 = 18
    JIC%: 1d100 = 20

    Barney wonders if Prototype J is a true AI, or just a fancy response program. It should be interesting for our techies to study. As long as the computer memory and CPU are intact, it can be reconstructed possibly. Of course, Barney has no way to know where the AI would be...so leaving it intact might not be an option.

    He brings his spear into play, striking repeatedly at the limbs and weapon mounts, but trying to avoid the head and the center of the torso, where he thinks the main computer might be located.

    Actions per round 5:
    Action 1: Attack with spear 1d20+7 = 19, Damage 5d6+6 = 25, Parry with spear 1d20+8 = 18
    Action 2: Attack with spear 1d20+7 = 21, Damage 5d6+6 = 30, Parry with spear 1d20+8 = 12
    Action 3: Attack with spear 1d20+7 = 17, Damage 5d6+6 = 26, Parry with spear 1d20+8 = 19
    Action 4: Attack with spear 1d20+7 = 25, Damage 5d6+6 = 27, Parry with spear 1d20+8 = 17
    Action 5: Reserved for Dodge 1d20+4 = 5
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    Re: Bravo - Big Ol' Jet Airliner

    Postby DARYL » Sun Apr 01, 2018 1:26 am

    New Perception Skill 106% Rolled: 1d100 = 17
    JIC: 1d20 = 15 , 1d100 = 30

    Deterrents ineffective .. Interesting, he's a synthetic human facsimile. Does our enemy possess the technological means of creating such beings? Is he a unique member, with no others like him? .. Additional Surveys required.

    Daryl says to J, Prototype J, you are under arrest. If Daryl has heard Miranda rights he recites them to J as well.

    If there is room to advance Daryl will proceed to move forward to help dig out Sentinel and J. Daryl would stay alert if J is actively hostile and tries something. If needed Daryl will also help the other Omegas to restrain J physically.

    If there is not room in the tunnel, Daryl stays back while others do their work , with his sonic pistol in hand .. surveying the scene , and ready to act / help as needed.

    If the tunnel looks further unstable .. Daryl will use a solid air barrier as a reinforcement / support to keep the rest of the tunnel together temporarily .. only lasts ~30 seconds each .. a max of 4ft across each diameter .. but with 50SDC it is decently strong , maybe about around a wood beam/post or such.

    JIC-Combat
    Super Humanly Lucky (Karmic Effect): Opponents do not get any bonuses to Strike, Parry, or Dodge Daryl.
    Initiative: 1d20+5 = 24
    APM: 8 + 8 MT

    Should J emerge weapons firing or such .. and too crowded for Daryl to get in to help restrain him.
    Fire with Sonic Pistol (only if clear shot , won't hit others):
    APM 1 - To Hit 1d20+5 = 19 Damage 3d6 = 14 1/2 penetrates even if roll under AR.
    APM 2 - To Hit 1d20+5 = 25 Damage 3d6 = 9 1/2 penetrates even if roll under AR.
    APM 3 - To Hit 1d20+5 = 12 Damage 3d6 = 9 1/2 penetrates even if roll under AR.
    APM 4 - To Hit 1d20+5 = 6 Damage 3d6 = 9 1/2 penetrates even if roll under AR.
    APM 5 - To Hit 1d20+5 = 7 Damage 3d6 = 9 1/2 penetrates even if roll under AR.
    APM 6 - To Hit 1d20+5 = 16 Damage 3d6 = 14 1/2 penetrates even if roll under AR.
    APM 7 - To Hit 1d20+5 = 6 Damage 3d6 = 12 1/2 penetrates even if roll under AR.
    APM 8 - To Hit 1d20+5 = 23 Damage 3d6 = 11 1/2 penetrates even if roll under AR.

    Side Step Auto-Dodge as needed:
    (Can side step even guns and energy blasts with only a -5 reduction to the bellow)
    1d20+18 = 31
    1d20+18 = 35
    1d20+18 = 20
    1d20+18 = 25
    1d20+18 = 36
    1d20+18 = 31
    1d20+18 = 19
    1d20+18 = 30
    DARYL
    Current
    HP 18 / 18 - - - SDC 52 [44/62] aka ~70%
    • Personal Force Field (off) SDC 8/96
    • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
    • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
    • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
    • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
      Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
    • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A(1/20) , *B (20/20) , C (20)
    • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 3/10
    • (1)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
    • Omega Suit A.R.: 17 SDC: 158/250 aka ~63%
    • FW-170 Air Densifier Wrist Band -- Amo: 5/6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
      AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
    • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
      and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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    Re: Bravo - Big Ol' Jet Airliner

    Postby Maniacal Laugh » Sun Apr 01, 2018 7:43 pm

    DIEGO VERDE
    Date: Sunday, March 22nd, 2043
    Time: 1:23 pm
    Weather: Sunny, warm, bright (62 degrees Fahrenheit)
    https://drive.google.com/open?id=1Ds5hxx5MEN_kE7Luml1IIIztRLA&usp=sharing


    LET'S COUNT IT DOWN SHALL WE? Faraday, Spaceman, Battletoad; Daryl; Ectype 6; Webs, Future; Ectype 5; Wi-Fi, Sentinel
    Daryl closes in on Prototype J as Webs begins to pepper the poor guy with a barrage of lightning fast spear attacks. Most of the attacks get through, individually they don't do a lot to weaken the villain, but combined they start to make him slow down. Daryl's contribution turns out to be less about doing damage than it is about keeping Prototype J off balance between the two of them, the Elite teen--artificial teen--can't mount any sort of retaliation. In fact, fluid that looks an awful lot like blood is flowing from the stab wounds.

    PLANE CRASH:Let's do "get help". Ectype 3, Paragon, Pulse
    Status quo... for now... bee booop beee booop

    What are you doing?


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      Re: Bravo - Big Ol' Jet Airliner

      Postby Wi-Fi » Sun Apr 01, 2018 11:53 pm

      Perception: 1d100 = 40/58%
      JiC d20/d100: 1d20 = 7 / 1d100 = 1

      Great, he's not even human. Suppose he is bleeding so it would be tough to ID him as non-Human.. She thinks as the two spiders behind her kept watch and focusing on her less tangible assets While looking to get a good spot for cover to see and guide her assault. Telekinesis was not some thing she liked to use except as a last resort. This thinking was more than a bit of a fault in her tactics. Personnel pride kept her from fully relying on more effective methods or quick solutions that might be 'cheating'. It would be one of her traits to over come and right now seemed like a good time as any. There was one flaw however she did have with her plan.

      The silver-skinned mutant had nothing to use as projectile. An AP round might shake loose some stones or metal behind the villain. Aiming to hit the ceiling over Prototype J but then it occurred it could be over no ones head and risk injuring no one. As the mutant altered aim over a spot to not risk herself or others and pulls her trigger "gotta love combat earplugs..".the mutant thinks. Her three bots took aim with lasers to allow fast movement in case they needed to dodge. The three bots spread out to avoid being destroyed by one shot. The little beady laser eye lit up and let loose a volley aimed Proto type as their new master looked for or made herself some TK ammunition. If her plan to get debris or TKable items does not work she uses pure TK force to contain Prototype.

      Combat
      OOC Comments
      Combat:
      Aura active: 270/270 SDC
      Wi-Fi: Shoots at ceiling or wall to get debris to tk.
      Strike: 1d20+3 = 8
      Damage: 1d4*10 = 20
      TK item to hit Prototype J if she can get a clear strike)
      Telekinesis (small: 3, Medium: 8, Large: (over 20 lbs/9kg): 8+1/10 lbs)
      Combat bonuses for TK: +3 strike, +4 Parry , can block with sheer TK force as if lifting a medium heavy object: 8 ISP cost)
      Strike: 1d20+3 = 8
      Damage: 1d4*5 = 10

      Dodge: if needed: 1d20+5 = 18 , 1d20+5 = 6 , 1d20+5 = 16 1d20+5 = 11 , 1d20+5 = 7 , 1d20+5 = 23 and 1d20+5 = 23
      Parry: if needed: 1d20+5 = 11 , 1d20+5 = 12 , 1d20+5 = 25 1d20+5 = 16 , 1d20+5 = 15 , 1d20+5 = 8 and 1d20+5 = 9
      Bots
      Bot 1
      1d20+1 = 9
      Finger Laser x2: Damage: 1d6 = 5 damage. Range: 250 feet.
      1d20+1 = 2
      Finger Laser x2: Damage: 1d6 = 3 damage. Range: 250 feet.
      Dodge: if needed: 1d20+5 = 9 , 1d20+5 = 19 , 1d20+5 = 16 1d20+5 = 23 , 1d20+5 = 12 , 1d20+5 = 7 and 1d20+5 = 16
      Parry: if needed: 1d20+1 = 4 , 1d20+1 = 12 , 1d20+1 = 17 1d20+1 = 10 , 1d20+1 = 11 , 1d20+1 = 18 and 1d20+1 = 17

      Bot 2
      1d20+1 = 11
      Finger Laser x2: Damage: 1d6 = 4 damage. Range: 250 feet.
      1d20+1 = 11
      Finger Laser x2: Damage: 1d6 = 2 damage. Range: 250 feet.
      Dodge: if needed: 1d20+5 = 12 , 1d20+5 = 12 , 1d20+5 = 9 1d20+5 = 18 , 1d20+5 = 17 , 1d20+5 = 12 and 1d20+5 = 25
      Parry: if needed: 1d20+1 = 18 , 1d20+1 = 7 , 1d20+1 = 12 1d20+1 = 20 , 1d20+1 = 7 , 1d20+1 = 20 and 1d20+1 = 7
      Bot 3
      1d20+1 = 18
      Finger Laser x2: Damage: 1d6 = 3 damage. Range: 250 feet.
      1d20+1 = 17
      Finger Laser x2: Damage: 1d6 = 2 damage. Range: 250 feet.
      Dodge: if needed: 1d20+5 = 20 , 1d20+5 = 20 , 1d20+5 = 25 1d20+5 = 16 , 1d20+5 = 20 , 1d20+5 = 15 and 1d20+5 = 8
      Parry: if needed: 1d20+1 = 3 , 1d20+1 = 10 , 1d20+1 = 8 1d20+1 = 17 , 1d20+1 = 7 , 1d20+1 = 18 and 1d20+1 = 14
      Last edited by Wi-Fi on Wed Apr 04, 2018 7:42 am, edited 1 time in total.
      Wi-Fi's character sheet
      OOC Comments
      Bonuses in green apply only when force aura is active.
      PPE: 15
      ISP: 130/140
      HP: 30 (34 with aura)
      SDC: 47 (260)

      Swarm status: 5 (all healthy)
      SDC: 50/50/50/50/50

      TRS-13
      SDC: 50
      AR: 6

      Shock Gloves:
      • Range: Melee
      • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
      A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
      • Rate of Fire: Single shots only, five shots total per melee
      • Payload: 10/10 shots per charge (no clip)
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      Re: Bravo - Big Ol' Jet Airliner

      Postby DARYL » Tue Apr 03, 2018 2:58 pm

      New Perception Skill 106% Rolled: 1d100 = 17
      JIC: 1d20 = 1 , 1d100 = 6

      He gave up his chance to escape. Now, he is vastly outnumbered, and doing poorly. Why would he continue like this to provoke attacks on himself ? His file indicates he was captured previously. Therefore, it seems unlikely that being captured is itself the motivation for his current seemingly suicidal behavior.

      Daryl says to J, "You can not win this battle. Surrender!"

      Combat
      Super Humanly Lucky (Karmic Effect): Opponents do not get any bonuses to Strike, Parry, or Dodge Daryl.
      Initiative: 1d20+5 = 7
      APM: 8 + 8 MT
      Speed-Tasking allows for 1/2 thinking about a 3rd thing without penalty .. used for thinking listed above.

      MT-1: Reload Sonic Pistol Clip-B
      APM-1: Speak to J (as above)

      MT-2,3,4,5,6,7,8: Stay alert and aware of conditions.

      Should J continue to resist arrest or such .. and too crowded for Daryl to get in to help restrain him.
      Fire with Sonic Pistol (only if clear shot , won't hit others):
      APM 2 - To Hit 1d20+5 = 9 Damage 3d6 = 17 .. 1/2 penetrates even if roll under AR.
      APM 3 - To Hit 1d20+5 = 9 Damage 3d6 = 5 .. 1/2 penetrates even if roll under AR.
      APM 4 - To Hit 1d20+5 = 18 Damage 3d6 = 13 .. 1/2 penetrates even if roll under AR.
      APM 5 - To Hit 1d20+5 = 12 Damage 3d6 = 12 .. 1/2 penetrates even if roll under AR.
      APM 6 - To Hit 1d20+5 = 21 Damage 3d6 = 9 .. 1/2 penetrates even if roll under AR.
      APM 7 - To Hit 1d20+5 = 23 Damage 3d6 = 8 .. 1/2 penetrates even if roll under AR.
      APM 8 - To Hit 1d20+5 = 22 Damage 3d6 = 11 .. 1/2 penetrates even if roll under AR.

      If there is an opportunity to do so , Daryl will move forward to try and help restrain J .. Although Daryl only has a normal human PS of 20 for such.

      Side Step Auto-Dodge as needed:
      (Can side step even guns and energy blasts with only a -5 reduction to the bellow)
      1d20+18 = 21
      1d20+18 = 20
      1d20+18 = 31
      1d20+18 = 38
      1d20+18 = 29
      1d20+18 = 37
      1d20+18 = 33
      1d20+18 = 22
      DARYL
      Current
      HP 18 / 18 - - - SDC 52 [44/62] aka ~70%
      • Personal Force Field (off) SDC 8/96
      • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
      • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
      • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
      • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
        Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
      • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A(1/20) , *B (20/20) , C (20)
      • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 3/10
      • (1)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
      • Omega Suit A.R.: 17 SDC: 158/250 aka ~63%
      • FW-170 Air Densifier Wrist Band -- Amo: 5/6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
        AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
      • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
        and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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      Re: Bravo - Big Ol' Jet Airliner

      Postby Spiderweb » Wed Apr 04, 2018 3:39 pm

      Perception: 1d100 = 42of 30%
      Initiative: 1d20 = 9
      JIC: 1d20 = 5
      JIC%: 1d100 = 4

      Barney says, "Logic dictates surrender rather than destruction, so long as you exist there is a chance you will be able to escape of be rescued. Fighting on when you clearly are at a significant disadvantage and are damaged does you little good."

      Barney COULD put him in a force field or tie him up with webbing. but figures, with this foe being a robot, Wifi could probably learn nearly as much from him after he is wrecked as they could learn while he is functional. He will be given the chance to surrender...just in case he is actually an intelligent being not a robot with a complex but not truely sentient program. A sentient android will likely surrender, a robot may be unable to do so.

      If Prototype J does not surrender quickly, Barney will resume his task of destroying the robot, while keeping as much intact as possible for later study.

      5 Actions
      Action 1) Ask for surrender.
      Action 2) Strike with spear1d20+7 = 8, Damage with spear 5d6+6 = 32, Parry with spear 1d20+8 = 19
      Action 3) Strike with spear1d20+7 = 11, Damage with spear 5d6+6 = 24, Parry with spear 1d20+8 = 20
      Action 4) Strike with spear1d20+7 = 23, Damage with spear 5d6+6 = 21, Parry with spear 1d20+8 = 13
      Action 5) Reserved for Dodge 1d20+4 = 13
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      Re: Bravo - Big Ol' Jet Airliner

      Postby Maniacal Laugh » Sun Apr 15, 2018 7:01 pm

      DIEGO VERDE
      Date: Sunday, March 22nd, 2043
      Time: 1:28 pm
      Weather: Sunny, warm, bright (62 degrees Fahrenheit)
      https://drive.google.com/open?id=1Ds5hxx5MEN_kE7Luml1IIIztRLA&usp=sharing


      THE SUN'S GETTING REAL LOW Faraday, Spaceman, Battletoad; Daryl; Ectype 6; Webs, Future; Ectype 5; Wi-Fi, Sentinel
      Robot spiders, magic spider powers, a pointy spear, a bald boss lady and a host of other heroes, fancy, fierce and fun, round up the bad guy--robot, whatever. He gives up reluctantly, cooperating only just enough to qualify as "surrendering". With the manpower the Omegas have in the tunnel, keeping him on track with his surrender is a simple matter.

      When they pop back above ground, they're just in time to catch the call from CSWAT, "Omega Bravo, super containment one minute out, do you want us where the smoke is?"

      -----

      Somewhere nearby things are tearing things up. Somewhere nearby there is a super villain tearing things up. But he's not tearing things up on purpose, he's tearing things as he races towards the farm. He's headless of fence, gate, wall, anything in his way.

      What are you doing?


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        Re: Bravo - Big Ol' Jet Airliner

        Postby Spiderweb » Mon Apr 16, 2018 3:11 am

        Perception: 1d100 = 17 of 30%
        Initiative: 1d20 = 16
        JIC: 1d20 = 12
        JIC%: 1d100 = 87

        Either the android (or is it a full body cyborg? Barney can not tell) is actually sentient, or it is programmed to allow the possibility of surrender. Either way, Prototype J stands down his weapons and allows himself to be taken into custody. Quite possibly he saw the logic in the arguments presented.

        Barney looks to Wifi, she is both the team leader and the tech expert. It is up to her to deal with this.

        He hears the information on the communicator and suggests, "Have the pick-up come here first, well where we exit I mean, we do not want them being a target."

        (OOC:not sure what he knows about the attack on the plane, but there was a mention of smoke.)
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        Re: Bravo - Big Ol' Jet Airliner

        Postby Wi-Fi » Tue Apr 17, 2018 11:58 am

        Perception: 1d100 = 64/58%
        JiC d20/d100: 1d20 = 18 / 1d100 = 1

        Spiderweb wrote:
        Either the android (or is it a full body cyborg? Barney can not tell) is actually sentient, or it is programmed to allow the possibility of surrender. Either way, Prototype J stands down his weapons and allows himself to be taken into custody. Quite possibly he saw the logic in the arguments presented.

        Barney looks to Wifi, she is both the team leader and the tech expert. It is up to her to deal with this.

        He hears the information on the communicator and suggests, "Have the pick-up come here first, well where we exit I mean, we do not want them being a target."

        (OOC:not sure what he knows about the attack on the plane, but there was a mention of smoke.)


        "We can't risk the pick up team being struck or our prisoners well being. .Sentinel ectypes and our guests can keep the prisoner pick up safe. Between Pulse and Paragon and our flyers any missile strikes should be stopped while secure the enemy base and move those those armor. I can telemechanic one..if anyone else hear has a license to pilot one otherwise I can program it to follow the I pilot?" she offers the idea to the gathered heroes.hose those armor, "I can telemechanic one..if anyone else hear has a license to pilot one otherwise I can program it to follow the I pilot?" she offers the idea to the gathered heroes.
        Last edited by Wi-Fi on Thu Apr 19, 2018 5:07 pm, edited 2 times in total.
        Wi-Fi's character sheet
        OOC Comments
        Bonuses in green apply only when force aura is active.
        PPE: 15
        ISP: 130/140
        HP: 30 (34 with aura)
        SDC: 47 (260)

        Swarm status: 5 (all healthy)
        SDC: 50/50/50/50/50

        TRS-13
        SDC: 50
        AR: 6

        Shock Gloves:
        • Range: Melee
        • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
        A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
        • Rate of Fire: Single shots only, five shots total per melee
        • Payload: 10/10 shots per charge (no clip)
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        Re: Bravo - Big Ol' Jet Airliner

        Postby DARYL » Tue Apr 17, 2018 5:19 pm

        Perception Skill 106% Rolled: 1d100 = 60
        JIC: 1d20 = 2 , 1d100 = 24

        Thinks, It is good he relented. He survives, which is good for him. He might provide information useful to investigation, which is good for the prisoner they have. If he can be rehabilitated, his talents could be put to constructive purposes, which is good for society.

        If others don't, Daryl would attempt to apply some type of restraint to Prototype J. Whatever he finds readily available.

        Daryl does not have such piloting skills and he leave responding , speaking for the Omegas, and giving direction to WiFi.

        ---
        Maniacal Laugh wrote:Somewhere nearby things are tearing things up. Somewhere nearby there is a super villain tearing things up. But he's not tearing things up on purpose, he's tearing things as he races towards the farm. He's headless of fence, gate, wall, anything in his way.


        When Daryl notices the commotion he takes notice , drawls stun gun in left hand, Sonic pistol in right hand.

        If Major Assault [Daryl recalls him from the file shown previously (Heightened Sense of Recall)] , approaches close enough Daryl will address him, "Major Assault, you are under arrest."

        If he doesn't approach, Daryl would advance to being to pursue the criminal.
        With Anti-Gravity Ring Assisted speed ~49mph.

        JIC-Combat
        Super Humanly Lucky (Karmic Effect): Opponents do not get any bonuses to Strike, Parry, or Dodge Daryl.
        Initiative: 1d20+5 = 19
        APM: 8 + 8 MT
        Speed-Tasking allows for 1/2 thinking about a 3rd thing without penalty .. used for thinking listed above.

        MT-1: Speak as above
        APM-1: Drawl Stun Gun

        MT-2: Drawl Sonic Pistol

        Should Major Assault attack or fails to surrender. Daryl will attempt to subdue the criminal.
        Fire only if clear shot , won't hit others:
        APM 2 - Stun Gun To Hit 1d20+5 = 21
        Damage/Effect: Save vs Non-Lethal Toxin 16 or better , or -10 Strike, Parry, Dodge for 2d4 = 2 Melees

        MT-3: Stay alert and aware of conditions.

        If out of HtH range, follow up with Sonic Pistol
        APM 3 - To Hit 1d20+5 = 20 Damage 3d6 = 10 .. 1/2 penetrates even if roll under AR.
        APM 4 - To Hit 1d20+5 = 21 Damage 3d6 = 15 .. 1/2 penetrates even if roll under AR.
        APM 5 - To Hit 1d20+5 = 14 Damage 3d6 = 9 .. 1/2 penetrates even if roll under AR.
        APM 6 - To Hit 1d20+5 = 14 Damage 3d6 = 11 .. 1/2 penetrates even if roll under AR.
        APM 7 - To Hit 1d20+5 = 14 Damage 3d6 = 9 .. 1/2 penetrates even if roll under AR.
        APM 8 - To Hit 1d20+5 = 13 Damage 3d6 = 10 .. 1/2 penetrates even if roll under AR.

        MT-4: After the one previous stun shot, holster stun gun.

        If he closes into HtH range:
        MT-5: Holster Sonic Pistol
        MT-6,7,8: Stay aware of conditions.

        If he does close in to HtH range:
        APM-3 Snap Kick To Hit 1d20+10 = 16 Damage 1d6+5 = 10
        APM-4 Upper Cut Punch To Hit 1d20+10 = 19 Damage 1d4+5 = 8
        APM-5 Karate Kick To Hit 1d20+10 = 20 Damage 2d4+5 = 11
        APM-6 Back Hand To Hit 1d20+10 = 26 Damage 1d4+5 = 9
        APM-7 Snap Kick To Hit 1d20+10 = 17 Damage 1d6+5 = 8
        APM-8 Jab punch To Hit 1d20+10 = 13 Damage 1d4+5 = 6

        Side Step Auto-Dodge as needed:
        (Can side step even guns and energy blasts with only a -5 reduction to the bellow)
        1d20+18 = 27
        1d20+18 = 32
        1d20+18 = 27
        1d20+18 = 33
        1d20+18 = 21
        1d20+18 = 34
        1d20+18 = 25
        1d20+18 = 33
        DARYL
        Current
        HP 18 / 18 - - - SDC 52 [44/62] aka ~70%
        • Personal Force Field (off) SDC 8/96
        • Heightened Sense of Recall -- Has no emotions -- High MA 88% Trust -- Heightened Sense of Awareness: Doesn't usually suffer from Surprise
        • Does not mentally tire - - Body tires normally per activity , only needs 3-4 hrs of rest per day.
        • Immune to Biological brain targeted Psionics: Telepathy, Empathy, etc .. Machine AI targeted Psionics work normally: Telemechanics, etc.
        • Karmic (Super Human Lucky) Opponents get no bonuses to Strike , Parry , Dodge Daryl .. They have straight unmodified rolls only.
          Opponents Critical does normal damage to Daryl and their Death Blow only stuns him
        • Sonic Blaster Pistol 80ft Dmg:3d6Special Amo(per-clip): 20 EClips 3 / A(1/20) , *B (20/20) , C (20)
        • Stun Pistol 100ft RoF:5 Dmg:Special Amo(per-clip): 3/10
        • (1)Pepper Spray Amo:20 Range:6ft Durration:4d4mel Effect: -6Strike,Parry,Dodge
        • Omega Suit A.R.: 17 SDC: 158/250 aka ~63%
        • FW-170 Air Densifier Wrist Band -- Amo: 5/6 -- Range 12ft -- Size 1-4ft -- RoF 2 actions each -- Duration 2 Melees
          AR 15 -- SDC 50 -- Light or Sound based attacks immune to shield pass through
        • Unless otherwise posted IC for some other use .. Daryl is always Multi-Tasking + Speed-Tasking
          and using all 'down time' to toward his self improvement studies being tracked in tinker thread .. Link .. Manifesting EP Purchases 1st Priority
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        Re: Bravo - Big Ol' Jet Airliner

        Postby Spiderweb » Tue Apr 17, 2018 5:50 pm

        (Rolls carried over)
        "Nope, high tech armor is not my thing," states Spiderweb. He adds, "But I will lay you odds that at least one of our guests can pilot it...most likely Future."
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        Re: Bravo - Big Ol' Jet Airliner

        Postby Wi-Fi » Thu Apr 19, 2018 5:18 pm

        Spiderweb wrote:(Rolls carried over)
        "Nope, high tech armor is not my thing," states Spiderweb. He adds, "But I will lay you odds that at least one of our guests can pilot it...most likely Future."


        "Good point. if we can get the armor active we can use them to stop any reinforcement the Elite have coming. Pretty sure they had time to send a call." she nods, "Now that pick up team...I'm keen on keeping them safe. They can camp outside our battle.." the mutant nods and looks to the Junior heroes. "Any takers?"

        she taps a radio "Transport team, pick a spot outside the parameter we will bring them to you. Keep an eye out though there may be strays. Do you have any power armor pilots among you?" she releases the button. That smoke must be what Sentinel's Ectype was radioing about. I hope we don't lose any prisoners.
        Wi-Fi's character sheet
        OOC Comments
        Bonuses in green apply only when force aura is active.
        PPE: 15
        ISP: 130/140
        HP: 30 (34 with aura)
        SDC: 47 (260)

        Swarm status: 5 (all healthy)
        SDC: 50/50/50/50/50

        TRS-13
        SDC: 50
        AR: 6

        Shock Gloves:
        • Range: Melee
        • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
        A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
        • Rate of Fire: Single shots only, five shots total per melee
        • Payload: 10/10 shots per charge (no clip)
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        Re: Bravo - Big Ol' Jet Airliner

        Postby Maniacal Laugh » Mon Apr 23, 2018 12:20 am

        DIEGO VERDE
        Date: Sunday, March 22nd, 2043
        Time: 1:30 pm
        Weather: Sunny, warm, bright (62 degrees Fahrenheit)
        https://drive.google.com/open?id=1Ds5hxx5MEN_kE7Luml1IIIztRLA&usp=sharing


        I HAVE BEEN FALLING FOR THIRTY MINUTES! Faraday, Spaceman, Battletoad; Daryl; Ectype 6; Webs, Future; Ectype 5; Wi-Fi, Sentinel

        "Copy that Bravo leader. We see a main get on the map, that's where we'll be in three minutes. Wi-Fi's all is answered over the team channel, and in a surprisingly polite tone.

        The baddy is being docile at the moment, and Webs has no trouble keeping him in line. Daryl trusses his hands up with some of the romex strung between the lights. The lights go out of course, but they are leaving the tunnels anyway.

        The other heroes standing close at hand certainly add to the menace should Prototype J try something.

        Daryl (despite his premonition*) calculates that it will take the group holding the prisoner could meet the transport in the three minutes, if they don't mess with the power armor.

        Battletoad, the resident leader of the teen gang offers, "Wi-Fi, do you want us to handle the prisoner so you can check out the plane?"

        What are you doing?


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          Re: Bravo - Big Ol' Jet Airliner

          Postby Spiderweb » Tue Apr 24, 2018 3:37 pm

          Perception: 1d100 = 42 of 30%
          Initiative: 1d20 = 17
          JIC: 1d20 = 17
          JIC%: 1d100 = 79

          Barney is torn...his presence seems important to helping control Prototype J, but there are other things going on. What is most important?

          He turns to Wi-fi, "Your call. As team leader, what has priority?"

          He might try getting the prisoners to transport first...but he is not sure that is the best plan.
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          Re: Bravo - Big Ol' Jet Airliner

          Postby Wi-Fi » Mon Apr 30, 2018 1:46 pm

          Perception: 1d100 = 69/58%
          JiC d20/d100: 1d20 = 7 / 1d100 = 77
          Radio Basic:
          Radio: Basic -- 1d100 = 63/99%
          Radio: Basic -- 1d100 = 60/99%
          Computer Operation -- 1d100 = 47/94%
          "Lets get some people on moving prisoners to a spot and meet the prisoner pick up team halfway..I don't want what shot our ride up shooting down prison transports." she nodded. It was time to do her job and that meant some risk. She was reasonably sure the missile attack was gone or hidden thinking that was the only plane. With Prototype J under wraps it likely safe to land at the plane. Wi-Fi figured she did enough damage to poor sod's backyard.

          "Wi-Fi to transport, Prison transport When you land the omega's will have bring them to you once you radio them. Wi-Fi Out" she tapped her radio. Now who to have transport the prisoners and how to get them there..she thought and the answer was already at the form plane now wreckage. In fact the wreckage would be quite helpful. Here's hoping the plane had enough metal to be of use pulse.

          "Wi-Fi to Pulse, Paragon and Ectype at the plane, A prison team is coming in. they will radio you their location. When they land at an open spot and radio it to you move the prisoners using the plane wreckage. A piece can be lifted magnetically by pulse and you should be able to lift a few prisoners on that. Pulse and Paragon can team up if he can't fly and lift. I'll leave you to sort out details. Wi-Fi out" she released the comm.

          "Put a bag over Protype J's head and we can do something about shutting down his comms. Lets get to that armory and get the Juggermans up and running. in case we need the extra fire power." she called out, "if anyone has ideas now is the time. Things will start to move fast from this point.." she looked to the team that was assembled. they were good and the mutant would be a fool to not listen to them.


          Battletoad, the resident leader of the teen gang offers, "Wi-Fi, do you want us to handle the prisoner so you can check out the plane?"

          "Battletoad, that isn't a bad idea. Once you get them to transport you can help us get the Juggerman's back." she agrees.
          Wi-Fi's character sheet
          OOC Comments
          Bonuses in green apply only when force aura is active.
          PPE: 15
          ISP: 130/140
          HP: 30 (34 with aura)
          SDC: 47 (260)

          Swarm status: 5 (all healthy)
          SDC: 50/50/50/50/50

          TRS-13
          SDC: 50
          AR: 6

          Shock Gloves:
          • Range: Melee
          • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
          A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
          • Rate of Fire: Single shots only, five shots total per melee
          • Payload: 10/10 shots per charge (no clip)
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          Re: Bravo - Big Ol' Jet Airliner

          Postby Spiderweb » Thu May 10, 2018 3:45 pm

          Perception: 1d100 = 75 of 30%
          Initiative: 1d20 = 3
          JIC: 1d20 = 12
          JIC%: 1d100 = 8

          Barney wonders what the range and mass limits are on Battletoad's teleportation. Still, having her teleport ptioners is probably faster and safer than out other options.

          He comments, "I do not know about the tech stuff, but someone better be along to guard your back."

          Barney is fairly good at that. He may not be the brains of this outfit, but he is a decent guard.
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          Re: Bravo - Big Ol' Jet Airliner

          Postby Maniacal Laugh » Sun May 13, 2018 10:03 pm

          DIEGO VERDE
          Date: Sunday, March 22nd, 2043
          Time: 1:35 pm
          Weather: Sunny, warm, bright (62 degrees Fahrenheit)
          https://drive.google.com/open?id=1Ds5hxx5MEN_kE7Luml1IIIztRLA&usp=sharing


          DID YOU EVER SEE THAT REALLY OLD MOVIE...

          One way or another, Bravo wrangles the prisoners to meet the transports. Logistically the best place for all this to go down is the site of the damaged Ultrajet. The Teen Force Ultra team members are quite distraught at the damage. They pull over to the side and have a discussion amongst themselves as to what to do next.

          Meanwhile the Omegas load the prisoners into the containment vehicle. They go quietly. The three vehicles pull away and trundle of down the road...the only thing they left behind were strict orders from CSWAT high command to leave the power armor to them. They were stolen from the armory a week before. No free PA for the Omegas.

          The teens are still conversing when there's a loud crash. The containment vehicles are gone five or six minutes, so the crash can't be them...

          This dude:
          Image
          has just leaped from the surrounding landscaping to perch on top of the ruined super-planes vertical stabilizer. He must weigh more than he looks because the sturdy metal tail crumples as he lands. He is brandishing a submachinegun in each hand.

          (Anyone who made their perception roll, which is no one, would have noticed his fingers are orange from Cheetohs.)

          His angry shout is directed towards the Ultra Teens, "Where is he! Why isn't he here! The coward!! If I kill you he'll have to face me! Aaaaaaaahhhhhhhhhhh!!!!!!" Violent words are quickly followed by long bursts of fire from the machine guns.

          Wi-Fi and Webs recognize him from the files: this is Major Assault, a supersoldier.

          Screen Shot 2018-05-13 at 11.00.41 PM.png


          What are you doing?


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            Re: Bravo - Big Ol' Jet Airliner

            Postby Spiderweb » Mon May 14, 2018 3:17 am

            Perception: 1d100 = 25 Of 30%
            Initiative: 1d20 = 2
            JIC: 1d20 = 15
            JIC%: 1d100 = 54

            Barney comforts Wifi, "Sorry you will not get to keep the armor. On the bright side, someone owes us a big favor for getting it back, perhaps we can get some good gear requests through."

            The arrival of the Super Soldier clearly is not going to calm things down...at least not yet.

            Barney decides the first thing to do is try to get some rational answers. Major Assault has yet to say anything that makes sense enough to reply to.

            He decided to try to calm things first...he knows we probably should try to arrest this guy, but he hates a senseless battle, "Pardon Me Major, of whom do you speak? If you are looking for someone specific, it is easier to find them if the people you are talking to know who he is."

            He waits for Wifi to indicate how she wants this handled, but in general most people do not attack while talking.
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            Re: Bravo - Big Ol' Jet Airliner

            Postby Wi-Fi » Sun May 20, 2018 9:39 pm

            Perception: 1d100 = 11/58%
            JiC d20/d100: 1d20 = 2 / 1d100 = 75

            Barney comforts Wifi, "Sorry you will not get to keep the armor. On the bright side, someone owes us a big favor for getting it back, perhaps we can get some good gear requests through."

            The arrival of the Super Soldier clearly is not going to calm things down...at least not yet.


            "I'll be okay. Pretty sure Sentinel and our tech team can whip something from seized bits." the woman answers cheering up. Besides they may have not got to keep these Juggerman's but they were not the only ones. Given the chances making their own equipment it was a better idea. It could be a good Team building exercise and the gear would be better suited to the needs of the omega. Until the new comer arrived she pondering the idea. "Ponder? who even uses that word anymore? why did she even think it?

            Barney decides the first thing to do is try to get some rational answers. Major Assault has yet to say anything that makes sense enough to reply to.

            He decided to try to calm things first...he knows we probably should try to arrest this guy, but he hates a senseless battle, "Pardon Me Major, of whom do you speak? If you are looking for someone specific, it is easier to find them if the people you are talking to know who he is."

            He waits for Wi-Fi to indicate how she wants this handled, but in general most people do not attack while talking.


            "I'd like to know who as well. Can't say I like cowards either." she added looking on. Spiderweb seemed to have the idea. Need to take him down fast and keep him distracted. With a telepathic message to webs she thinks. the basic plan Wi-Fi had was to trip him up and get him face down and pin him. once pinned disarm and put a collar on him. Simple. a wrecked plane should have something she could use..a cable or something. The mutant stood ready shield her teammate.

            Telepathic message to spiderweb.
            Webs think you can push him back with that spear if I put something behind his legs to trip him up?
            Wi-Fi's character sheet
            OOC Comments
            Bonuses in green apply only when force aura is active.
            PPE: 15
            ISP: 130/140
            HP: 30 (34 with aura)
            SDC: 47 (260)

            Swarm status: 5 (all healthy)
            SDC: 50/50/50/50/50

            TRS-13
            SDC: 50
            AR: 6

            Shock Gloves:
            • Range: Melee
            • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
            A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
            • Rate of Fire: Single shots only, five shots total per melee
            • Payload: 10/10 shots per charge (no clip)
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            Re: Bravo - Big Ol' Jet Airliner

            Postby Spiderweb » Wed May 23, 2018 7:44 am

            (Rolls held over)
            Barney replies silently, hoping Wifi can read what he is thinking, *I could...or I could put a force field around him, or I could try to web him up. It is up to you, talking him down is not usually an option once the fighting starts.*
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            Re: Bravo - Big Ol' Jet Airliner

            Postby Wi-Fi » Wed May 23, 2018 8:00 am

            Spiderweb wrote:(Rolls held over)
            Barney replies silently, hoping Wifi can read what he is thinking, *I could...or I could put a force field around him, or I could try to web him up. It is up to you, talking him down is not usually an option once the fighting starts.*


            "That worksIyou shield I knock him over. I can knock him over with TK before he takes out your forcefield. Ready when you are." she thought back to Webs. The psychic looks for a peice debris to knock over the super soldier once he was in the field.
            Wi-Fi's character sheet
            OOC Comments
            Bonuses in green apply only when force aura is active.
            PPE: 15
            ISP: 130/140
            HP: 30 (34 with aura)
            SDC: 47 (260)

            Swarm status: 5 (all healthy)
            SDC: 50/50/50/50/50

            TRS-13
            SDC: 50
            AR: 6

            Shock Gloves:
            • Range: Melee
            • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
            A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
            • Rate of Fire: Single shots only, five shots total per melee
            • Payload: 10/10 shots per charge (no clip)
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            Re: Bravo - Big Ol' Jet Airliner

            Postby Spiderweb » Wed May 23, 2018 8:34 am

            (Rolls carried over)

            Barney cautions, *Once the force field is up, it is pretty much immobile. As he is on the plane, we could move the plane, but not the field relative to the plane. I will wait a bit longer, to see if we can talk him down, unless you order otherwise. Fighting should be a last resort.*

            Additional rolls:

            Parry Roll to get force field up in time: 1d20+4 = 7
            Strike roll to get the field around the Super-soldier 1d20+3 = 18

            (OOC note: It is possible to get the field up around the foe and not block the first attack, or to get the field up and not have it surround the enemy...so I need both rolls.)
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            Re: Bravo - Big Ol' Jet Airliner

            Postby Wi-Fi » Wed May 23, 2018 8:39 am

            Perception: 1d100 = 76/58%
            JiC d20/d100: 1d20 = 3 / 1d100 = 68

            *Sounds good. I'll shield us soon as fighting starts.* she tells Spider web. Looking up to the super soldier her mind worked through strategy. He would shoot if he was going stand, and run if he felt he could not finish the fight leaving behind a hail of bullets. To do this two items would work. Cable held up behind the Soldier..or an piece of debris.

            It seemed to be a regular detail with her and one she should take care of. All the property damage would add up quickly. For the moment Wi-Fi had issues of a more immediate nature. "Perhaps Titanium laced Omega suit material made in coils. It was also useful to tie up people with" the mutant thought as her skin turned silver and the kinetic sensation of her aura was briefly felt.

            Status:
            Aura active: +270SDC, A.R. 14
            Strike: TK
            intent: to set up or Trip major Assault (Will work with Spiderwebs effort)
            Roll: 1d20 = 18

            Parry:
            1d20+5 = 22, 1d20+5 = 22, 1d20+5 = 18, 1d20+5 = 21, 1d20+5 = 7, 1d20+5 = 9, 1d20+5 = 6
            Dodge:
            1d20+5 = 18, 1d20+5 = 17, 1d20+5 = 7, 1d20+5 = 24, 1d20+5 = 12, 1d20+5 = 17, 1d20+5 = 20
            Wi-Fi's character sheet
            OOC Comments
            Bonuses in green apply only when force aura is active.
            PPE: 15
            ISP: 130/140
            HP: 30 (34 with aura)
            SDC: 47 (260)

            Swarm status: 5 (all healthy)
            SDC: 50/50/50/50/50

            TRS-13
            SDC: 50
            AR: 6

            Shock Gloves:
            • Range: Melee
            • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
            A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
            • Rate of Fire: Single shots only, five shots total per melee
            • Payload: 10/10 shots per charge (no clip)
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            Re: Bravo - Big Ol' Jet Airliner

            Postby Maniacal Laugh » Tue May 29, 2018 1:36 am

            DIEGO VERDE
            Date: Sunday, March 22nd, 2043
            Time: 1:35.15 pm
            Weather: Sunny, warm, bright (62 degrees Fahrenheit)
            https://drive.google.com/open?id=1Ds5hxx5MEN_kE7Luml1IIIztRLA&usp=sharing


            I JUST SAW THE AD AND THOUGHT IT LOOKED FUN

            "I'm not talking to you spandex!!! I'm talking to teeny twerps!" Major Assault yells at Webs, some spittle flying from his screaming lips!

            Wi-Fi takes a defensive position around Webs and they seem to wait for the storm to break. Well, in true Bravo fashion they talk things out for a bit. Major Assault continues to yell and rail at the Teens. When he looks like he's about to shoot for real, Wi-Fi and Webs think into action!

            Their trick works in remarkable fashion. Before you know it, the soldier is hovering in a bubble of mystic energy fumbling for his dropped weapons. He's shouting and yelling.

            Battletoad hops over and stares for a moment. Then she turns to Wi-Fi, or maybe Webs, the bulging eyes and amphibian face making the exact focus unclear. She asks, "How long will that hold?" She has transformed from the dainty green waif into a 10' mound of thick green hide.

            Wi-Fi is a little startled when she gets a little buzz in her here. It's clearly Spaceman. "Hey, lady, that was super smart. Wow! I can't believe you did that just by yourself! You are amazing! So amazing...." She feels a minute weight settle on her shoulder.

            It only takes a few seconds though before Major Assault is wailing effectively with his enhanced strength against Webs's bubble. How much longer will it last??

            What are you doing?

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              Re: Bravo - Big Ol' Jet Airliner

              Postby Wi-Fi » Wed May 30, 2018 8:11 pm

              Perception: 1d100 = 2
              JiC d20/d100: 1d20 = 13 / 1d100 = 65

              Radio basic: 1d100 = 89 / 98%

              "I'm not talking to you spandex!!! I'm talking to teeny twerps!" Major Assault yells at Webs, some spittle flying from his screaming lips!

              Wi-Fi takes a defensive position around Webs and they seem to wait for the storm to break. Well, in true Bravo fashion they talk things out for a bit. Major Assault continues to yell and rail at the Teens. When he looks like he's about to shoot for real, Wi-Fi and Webs think into action!


              "That was rather rude" the mutant thought, "Still it gave the Omegas time to act properly and effectively and not brawl. Something she was never fond of even back in the pack. in the old day they tended to shoot first ask questions later. is it any wonder vigilantes as whole gained a bad rep? That was until the new leader started changing things. Edward Grant was a former seal and military ops specialist for Chimera. He felt they were ineffective because they had to answer to the government directly. Instead he started working internally and setting rules all the good vigilante packs followed. Though brutal they deterred the the worst behavior by using punishments that were effective, i.e. Direct and final. While the omegas would never adopt these policies...they did work. Particularly the practice of executing traitors and leaving the face intact as a warning to other potential traitors.

              Their trick works in remarkable fashion. Before you know it, the soldier is hovering in a bubble of mystic energy fumbling for his dropped weapons. He's shouting and yelling.



              This trick working surprised her greatly and she grins. Such a trick seemed amateur and in theory should be predictable. But it did indeed work and perhaps Wi-Fi should put more stock in this sort of thing and Brutes choice of her as the Omega Second. For now there was a villain to manage not worry about her role as second-in-command. If Wi-Fi can she moves Major assaults weapons away from him and/or disarms them by ejecting the clips/batteries.

              Battletoad hops over and stares for a moment. Then she turns to Wi-Fi, or maybe Webs, the bulging eyes and amphibian face making the exact focus unclear. She asks, "How long will that hold?" She has transformed from the dainty green waif into a 10' mound of thick green hide.

              "Not long I suspect, Webs made that field so he can be more precise than I can. Once it drops I can hold him with my aura like I did Shakedown in that ally*. When your ready I'll get in place and hold him. until we can get him locked up. Battletoad, Can we get a teleport Gramercy if I can telepathically show you the place or is that out your range?" she asks clearly pleased with results.

              * back in Omegas on Patrol: Codename: SPOON! (Patrol 1)
              Wi-Fi is a little startled when she gets a little buzz in her here. It's clearly Spaceman. "Hey, lady, that was super smart. Wow! I can't believe you did that just by yourself! You are amazing! So amazing...." She feels a minute weight settle on her shoulder.


              "thanks, its all about acting smarter, not working hard. Besides Our new friend here seemed to have a lot to say..." she nods and responds genuinely, "I'm good, not that good yet, space, but thanks for the compliment."

              " speaking of amazing..How is the rest our team doing with prisoners and other details. they missed the fun.." she asks no one in particular. then taps a radio..

              "Omega bravo...radio check. Anyone alive out there?" she lets go of her comm.
              Wi-Fi's character sheet
              OOC Comments
              Bonuses in green apply only when force aura is active.
              PPE: 15
              ISP: 130/140
              HP: 30 (34 with aura)
              SDC: 47 (260)

              Swarm status: 5 (all healthy)
              SDC: 50/50/50/50/50

              TRS-13
              SDC: 50
              AR: 6

              Shock Gloves:
              • Range: Melee
              • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
              A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
              • Rate of Fire: Single shots only, five shots total per melee
              • Payload: 10/10 shots per charge (no clip)
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              Re: Bravo - Big Ol' Jet Airliner

              Postby Spiderweb » Thu May 31, 2018 2:55 am

              Perception: [dice]1d100<30[/dice] skill 30%
              Initiative: 1d20 = 5
              JIC: 1d20 = 15
              JIC%: 1d100 = 32

              Barney replies, "It will depend on how hard our friend here can hit it. I would suggest putting your defense up quickly. I can put up more fields around the first if needed, but I have a limited number of them per day."

              The field, he knows, falls when it takes a certain amount of damage, he himself could bring it down in about fifteen seconds were he put in a similar field.

              Barney does not know Battletoad's range, but most teleporter's could not reach Gramercy from here. He points out, "Gramercy itself is protected, they do not want just anyone dropping in. I doubt she can get there." They have all kinds of defenses against any kind of intrusion they can think of, Barney is sure...if they did not some villain would be getting the other villains out every week.

              He concludes, "It would probably be best if you call for another pickup. They probably have a way to neutralize out erstwhile friend here."
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              Re: Bravo - Big Ol' Jet Airliner

              Postby Wi-Fi » Thu May 31, 2018 5:40 pm

              Barney does not know Battletoad's range, but most teleporter's could not reach Gramercy from here. He points out, "Gramercy itself is protected, they do not want just anyone dropping in. I doubt she can get there." They have all kinds of defenses against any kind of intrusion they can think of, Barney is sure...if they did not some villain would be getting the other villains out every week.


              "True they are leery of us dropping them off. I can have Sentinel or Darryl make the run. I'll let them know to expect Major assault." she nods. It was a safer way and the last time they did that The warden was still rather bothered.
              He concludes, "It would probably be best if you call for another pickup. They probably have a way to neutralize out erstwhile friend here."


              "Super soldier with guns. My guess is no real powers aside enhanced strength, endurance and/or speed. of course could be like me and want to be ready for anything. better to be safe than sorry.." she noted and taps her radio, "Wi-Fi to control we have Major Assault. Do you want to disable and pick up or do I get one of my team to fly him to Gramercy?"
              Wi-Fi's character sheet
              OOC Comments
              Bonuses in green apply only when force aura is active.
              PPE: 15
              ISP: 130/140
              HP: 30 (34 with aura)
              SDC: 47 (260)

              Swarm status: 5 (all healthy)
              SDC: 50/50/50/50/50

              TRS-13
              SDC: 50
              AR: 6

              Shock Gloves:
              • Range: Melee
              • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
              A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
              • Rate of Fire: Single shots only, five shots total per melee
              • Payload: 10/10 shots per charge (no clip)
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              Re: Bravo - Big Ol' Jet Airliner

              Postby Spiderweb » Wed Jun 06, 2018 3:49 pm

              (Rolls carried over)

              Barney keeps his eye on Major Assault, ready to put up another shield if the first appears to be weakening. In the meantime, he says conversationally, "You know, you could have avoided this if you have just been willing to talk politely. I try to be a reasonable person."

              Actually, he considers putting a cocoon around the shield and collapsing it inward to immobilize the super-soldier. Perhaps after he has some idea how long the shield will last...
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              Re: Bravo - Big Ol' Jet Airliner

              Postby Maniacal Laugh » Sun Jun 24, 2018 9:54 pm

              DIEGO VERDE
              Date: Sunday, March 22nd, 2043
              Time: 1:35.15 pm
              Weather: Sunny, warm, bright (62 degrees Fahrenheit)
              https://drive.google.com/open?id=1Ds5hxx5MEN_kE7Luml1IIIztRLA&usp=sharing


              WHEN ALL ARE ONE
              Something weird is happening to the Team Bravo. Something Brute would not appreciate if--when--he finds out what has been happening to his band of misfits. They're all gone.

              Only Wi-Fi and Webs are left leading the teen troublemakers around. Sentinel may be around, he was certainly the last Bravo spotted. It could be nothing. It could be trouble. That Darryl has been quiet is very disturbing.

              The teens seem preoccupied by the occupied bubble of physics defying force. Major Assault managed to recover one of his guns and blazes away.

              Wi-Fi connects with the surly dispatcher, and seemingly out of sheer exhaustion the operator deigns to send a vehicle out right away. ETA 8 minutes.

              Barney soon finds out how long his bubble lasts against a major assault... about that long*! Pop! And Major drops a few inches before he is encased again!

              One of the machine guns falls to the ground with a clatter, but the other one is still clutched in the super soldier's meaty paw. He let's out another powerful roar and starts shooting again and kicking and punching, his efforts seem to redoubled now that he knows the bubble isn't indestructible. He is most certainly vocal, but there are no words in ferocious growling.

              A slight amendment to the previous statement regarding the attentions of the teens: Spaceman is still singing Wi-Fi a litany of her multitude virtues.

              What are you doing?

              *About that long is 30 seconds of submachine gun fire and punching.

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                Re: Bravo - Big Ol' Jet Airliner

                Postby Wi-Fi » Mon Jun 25, 2018 2:23 am

                Perception: 1d100 = 66/58%
                JiC d20/d100: 1d20 = 1 / 1d100 = 9

                "We seem to be alone out here." she thinks. Not a particularly good start. Wi-fi taps the comm to see which ones are active. Spotting the weapon she turns her attention to the prisoners effort to escaped and puts that aura around the super soldier if she can. This would be another experiment. Standing the aura worked. The mutant was unsure how well it would affect a prone target. Regardless those guns would be disabled in case he had a chance to grab them. She could keep him in place easy enough with the aura. "Hmmm Seems we have a few people with other matters. They are probably dealing with prisoners or something important." Wi-Fi thinks. They did however have the prisoner they needed most. If Alpha team did its job.
                Barney keeps his eye on Major Assault, ready to put up another shield if the first appears to be weakening. In the meantime, he says conversationally, "You know, you could have avoided this if you have just been willing to talk politely. I try to be a reasonable person."

                Actually, he considers putting a cocoon around the shield and collapsing it inward to immobilize the super-soldier. Perhaps after he has some idea how long the shield will last...


                "Given our situation..we are in a good spot. In part to our good fortune and good timing. Now if our fearless leader can manage his end of this mission we should be getting gold stars all around." she answers seeing the forcefield get shutdown. and steps into a place to put the aura up and not be in the super soldier's target zone.

                "And he is right, had you co-operated we might have been able to help you. As it looks now I'm guessing A few people will be far less gentle than the omega's would be." the mutant found herself concerned the info would be harder to get. Once they had him in a cell with his usual foes he would be easier to deal with.


                A slight amendment to the previous statement regarding the attentions of the teens: Spaceman is still singing Wi-Fi a litany of her multitude virtues.


                "Space, Can you get some altitude and keep an eye out for trouble? I get the impression they wanted this site guarded for a reason. and be careful up there." she says. The mutant is careful not embarrass or make him feel like he was being a problem. Crushes happened and they were a normal thing. She didn't see all the ideal beauty but was aware she was not that unattractive. Right now she needed a spotter in the sky. Her spiders efficient as they were could not fly. He could and that was a concern. The order had flyers.
                Wi-Fi's character sheet
                OOC Comments
                Bonuses in green apply only when force aura is active.
                PPE: 15
                ISP: 130/140
                HP: 30 (34 with aura)
                SDC: 47 (260)

                Swarm status: 5 (all healthy)
                SDC: 50/50/50/50/50

                TRS-13
                SDC: 50
                AR: 6

                Shock Gloves:
                • Range: Melee
                • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
                A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
                • Rate of Fire: Single shots only, five shots total per melee
                • Payload: 10/10 shots per charge (no clip)
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                Re: Bravo - Big Ol' Jet Airliner

                Postby Spiderweb » Wed Jun 27, 2018 4:28 am

                Perception: 1d100 = 97 of 30%
                Initiative: 1d20 = 19
                JIC: 1d20 = 3
                JIC%: 1d100 = 22

                Barney notes, "Given how long my shields last under his assault, I can maintain him imprisoned in one until the jet arrives, though barely. Shall I attempt a restraining web instead, or did you wish to try a different approach?"

                Well, he MIGHT have enough shields anyway. He wonders if the bullets shot from inside the shield will bounce around inside an hurt the shooter. Will a gun pressed against the shield backfire and explode? He will have to observe what happens.
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                Re: Bravo - Big Ol' Jet Airliner

                Postby Wi-Fi » Sat Jun 30, 2018 3:50 am

                "Given how long my shields last under his assault, I can maintain him imprisoned in one until the jet arrives, though barely. Shall I attempt a restraining web instead, or did you wish to try a different approach?"


                Upon hearing him considers the idea but would prefer to keep his shield available for other use. Her attention to the the junior heroes they were helping was her main thought and just how they were going get the info out of the target. Perhaps it was time to mend fences and call in the ultra's. Her natural competitive and territorial nature lead to a quick response that could be problematic later. What was that old expression? its was easier to ask for forgiveness..? Now it was time to time to live up to the title of bravo leader.

                "I can hold him in the aura..Battletoad, Can you do me a favor and teleport him into a position he can do little or no harm? I'll hold him in place. Can you contact the Ultra's for me? I could use advice on how to deal with our new friend. and perhaps I was a bit rash in how I dealt with them. It is time I cleared that up." she asks the Ultra teen.
                Last edited by Wi-Fi on Sat Jul 14, 2018 12:43 am, edited 1 time in total.
                Wi-Fi's character sheet
                OOC Comments
                Bonuses in green apply only when force aura is active.
                PPE: 15
                ISP: 130/140
                HP: 30 (34 with aura)
                SDC: 47 (260)

                Swarm status: 5 (all healthy)
                SDC: 50/50/50/50/50

                TRS-13
                SDC: 50
                AR: 6

                Shock Gloves:
                • Range: Melee
                • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
                A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
                • Rate of Fire: Single shots only, five shots total per melee
                • Payload: 10/10 shots per charge (no clip)
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                Re: Bravo - Big Ol' Jet Airliner

                Postby Spiderweb » Wed Jul 11, 2018 6:41 am

                Perception: 1d100 = 45 of 30%
                Initiative: 1d20 = 17
                JIC: 1d20 = 16, 1d100 = 100

                Barney keeps his attention on the super soldier and starts weaving a web around him, just in case it is needed. If something goes wrong, it helps to have another plan in place. If his shield falls before anticipated, he will tighten the web in an attempt to immobilize the enemy.
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                Re: Bravo - Big Ol' Jet Airliner

                Postby Brute » Mon Jul 23, 2018 10:59 am

                Brute sends a text message to Bravo Team.

                "Wi-Fi, do you have a sitrep or an estimated ETA? May have a tech job that needs assistance at HQ."
                Brute

                Normal Form
                AR: 0
                HP: 45/45
                SDC: 186/186

                Monstrous Form
                AR: 13
                HP: 40/40
                SDC: 846/846

                Motion detector, 20’ radius range
                Predator’s hearing (+2 Initiative, 8X Normal)

                Omega Suit
                A.R.: 17
                SDC: 52/250
                Features:
                1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
                2) Built-in short range encrypted radio transceiver (Omega freq only).
                3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

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                  +2 vs. magic; +2 vs. Horror Factor
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                Re: Bravo - Big Ol' Jet Airliner

                Postby Wi-Fi » Tue Jul 24, 2018 2:39 pm

                Brute sends a text message to Bravo Team.

                "Wi-Fi, do you have a sitrep or an estimated ETA? May have a tech job that needs assistance at HQ."


                Suddenly hearing his voice reminded her of the command and team Comms. "Hmm forgot about that. At least he's alive." she thinks. She was concerned about how Brute was doing and did want to call but hearing bad news was not her best state. This radio call cheered her up hearing his voice. the woman brightens up looking at the super soldier.


                "Brute, we have our objective. we are waiting on transport to securing the package. The others have been picked up and should safely be at Gramercy. Most of Bravo is on prisoner duty at the moment. I can help that tech job. Battletoad and our allies are here are in good health. If you can send a jet or flyers we can drag tall dark and loud mouthed here with us. It would save prisoner control that job. I'm curious how you did. You'll have to tell me when you pick us up. " Responds looking at the super soldier she put in aura where he was to be safe.
                Wi-Fi's character sheet
                OOC Comments
                Bonuses in green apply only when force aura is active.
                PPE: 15
                ISP: 130/140
                HP: 30 (34 with aura)
                SDC: 47 (260)

                Swarm status: 5 (all healthy)
                SDC: 50/50/50/50/50

                TRS-13
                SDC: 50
                AR: 6

                Shock Gloves:
                • Range: Melee
                • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
                A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
                • Rate of Fire: Single shots only, five shots total per melee
                • Payload: 10/10 shots per charge (no clip)
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                Re: Bravo - Big Ol' Jet Airliner

                Postby Maniacal Laugh » Sun Jul 29, 2018 11:34 pm

                DIEGO VERDE
                Date: Sunday, March 22nd, 2043
                Time: 1:38 pm
                Weather: Sunny, warm, bright (62 degrees Fahrenheit)
                https://drive.google.com/open?id=1Ds5hxx5MEN_kE7Luml1IIIztRLA&usp=sharing

                HOW LONG UNTIL THE NEXT ONE??
                "Copy that pretty boss lady!" Spaceman replies and zips away from Wi-Fi's ear. Unfortunately her comms are filled with his description of everything, interjected with praise for her every attribute (within a PG rating, of course).

                Barney is the master of the soldier caught in his virtual and/or physical, as the case may be. Major Assault struggles, runs out of ammo and wails on the barriers entrapping him. To no avail, however.

                Battletoad is about to call out to her extended team for intel when Brute's call comes in over the general frequency.

                Apparently the en route super hero containment wagon was included in the radio net too, because a voice chimes in, "Containment unit is three-zero seconds out. We're almost there." The squealing tires are audible on the radio, then seconds later another squeal signals the vehicles arrival.

                Battletoad performs the trick Wi-Fi' "suggested". She pops in and out and both she and the prisoner bounce off the side of the containment vehicle. "Sorry, we've got the dampeners on all ready," a voice over the vehicle's loundspeaker alerts poor dazed Battletoad. Thankfully, the containment unit door also pops right open and a powersuit assists loading the also dazed Major Assault into the holding area.

                He of course, curses and complains and threatens once he's recovered enough to do so, but it stops with a satisfactory clang as the heavy door seals off the vehicle.

                Once she's recovered she says to the rest of the Ultra Teens, "Pulse, you and Paragon stay here and clean up the plane wreckage, just enough to make sure the things that need to be secured are secured before we leave it."[b/] She's actually somewhat emotional about the plane!

                [b]"I saw,"
                Future speaks up in a quasi-stage whisper, "a couple big, black, armored, SUVs in the house garage."

                As the gang hurries back to the Omega Base, Battletoad whispers, sheepishly, to Wi-Fi, "Best not tell Owl about the jet right away..."

                Next post here!

                What are you doing?

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                  Re: Bravo - Big Ol' Jet Airliner

                  Postby Spiderweb » Tue Jul 31, 2018 3:34 pm

                  Perception: 1d100 = 91 of 30%
                  Initiative: 1d20 = 3
                  JIC: 1d20 = 1, 1d100 = 72

                  There is the one little problem left, after handing over the prisoner to captivity, and that is, "So, without the jet, how are we getting back to base?"

                  He can travel moderately well, but what about the others? Well Battletoad can teleport, can she carry us all (one at a time if nothing else)? Is there another good way? If Paragon were here, Barney could create a sling of bones and webbing to carry us, though he is not sure we have any other flyer handy who could do it. We could also "borrow" one of the armored vehicles. He will leave it to Wi-fi.
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                  Re: Bravo - Big Ol' Jet Airliner

                  Postby Wi-Fi » Mon Aug 06, 2018 3:14 am

                  "Walk, Teleport, bus or radio for a ride..Take your pick. Pretty sure we will be fine." she grins then looks to Battletoad, "I'll radio in for lift. you and your team will be okay here? we can stay if you need security." Wi-Fi offers.
                  Wi-Fi's character sheet
                  OOC Comments
                  Bonuses in green apply only when force aura is active.
                  PPE: 15
                  ISP: 130/140
                  HP: 30 (34 with aura)
                  SDC: 47 (260)

                  Swarm status: 5 (all healthy)
                  SDC: 50/50/50/50/50

                  TRS-13
                  SDC: 50
                  AR: 6

                  Shock Gloves:
                  • Range: Melee
                  • Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
                  A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
                  • Rate of Fire: Single shots only, five shots total per melee
                  • Payload: 10/10 shots per charge (no clip)
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