The Long Road (AUS Adventure Thread)

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Re: The Long Road

Postby Captain Cook » Mon Jan 11, 2016 4:49 am

Current Situation wrote:Location: Near Coastal Settlement (Nemtown)
Time: 21:40, Day 1 along the coast, June 2396
Weather: Hot, cloudless and arid.
Local Statistics:
•Temperature: 22 °C
•Water: Salt Water common, drinkable water scarce.
•William and Tuesday are in trouble!
•Raider Truck and Williams vehicles have come to a dead stop.
•While you are now some distance from the main compound, it's not too hard with a high perception roll to notice that everyone at the walls is still watching you. A nat 20 perception will show that some seem to even be taking bets with the apparent leader egging on the crowd and one of his cronies collecting the bets.


When William's hovercraft spins out of control and the rest of the group seems intent (for the moment) on continuing to flee the bandits quickly converge on William and Tuesday's position except one of the bandits on a motorcycle who drives up to the truck to apparently check on the occupants before driving off to the join the others in attacking the stricken Williams and Tuesday.

Given the distance the group had travelled from William it takes Cooper some time to turn around and start heading back. It takes Billy and Pyro even longer due to their stopping to unhitch the trailer. Still, everyone can see unhitching the trailer was the wisest move prior to engaging in combat. Now it wouldn't hinder Billy, nor risk injuring Westall or the equipment inside. Both Billy and Cooper realize also that in one regard they may well have a serious edge. Both their vehicles were made of military grade materials, and most vehicles in the outback weren't. While they couldn't ram everything willy nilly without some risk, they could most certainly ram the cyclists with almost impunity and possibly even the other vehicles.

As Cooper and Jack start heading back towards the bandits they can see the bandits trying to blast open the driver side door or otherwise pry the vehicle doors open so they could directly attack the occupants. (-170 SDC to William's Driver Side Door, Door Window, Main body & 3 maneuvering jets. -40 SDC to William's Passenger side door, Door window, Main body & 3 Maneuvering jets) When it's clear that the 'cavalry' is coming to the rescue the motorcycle pilots hop back on their bikes along with those riding in the dune buggy who peel off to engage the incoming vehicles. The pair from the sports car however stay behind to keep trying to get into William's vehicle. (-150 SDC to Windshield & Main body). For the most part they seem to be trying to use hand grenades to breach the vehicle once attempts to pry the vehicle open with a prybar fail. Realizing it's not working the pair behind seem ready to step up their efforts.

Despite Jack's desire to engage the vehicle with the rocket launcher, that happens to be the team staying with William's vehicle, and they are too far out of range for him to engage them with his fire bolts. However, between the speed Cooper is going at and the rate the other vehicles are approaching he's soon getting into range of the incoming enemy group. While none of the vehicles seem to ever cluster up tight enough for Jack to nail more than one vehicle at a time, focusing on one of the attacking motorcycles he's easily able to catch the driver entirely off guard when he uses his powers to super fuel the flamethrower's range. (-8 ISP, -1 Shot from Flamethrower: Jack). However unfortunately it seems the motorcycle pilot seems to make it through the fiery blast, though his armour and motorcycle are clearly scorched and certain parts are smouldering.

Meanwhile the raider team back at William's vehicle load up the rocket launcher once more and fire into his windshield at what amounts to almost point blank. (-600 SDC to Windshield) To make matters worse the windshield finally starts to show serious signs of strain. It's clear even to the two groggy individuals inside (Tuesday and Williams) that the windshield won't take much more and it's starting to get spider webbed. Worst still all the explosions against the vehicle have caused the vehicle's radio to short out and spark and soon it starts burning, filling the compartment with smoke. (-30% to Control Rolls from smoke until the fire is put out and the smoke cleared from inside the vehicle. -10% to Control Rolls due to the current condition of the windshield as damage is obstructing vision). Worst still, even in their present states, both William and Tuesday can see that the two raiders are quickly pulling out another rocket from the car and reloading the launcher for a second go....

Meanwhile the fact that Jack has burst into flames and just spewed out some huge gout of flame from his flamethrower has the bandits on the bike and dune buggy focusing on him and the Romper Stomper. The only upside is that this buys Pyro and Billy all the time they need to unhitch and start heading into the fight. (Pryo, Billy. You will be able to engage the enemy at the start of the upcoming combat round) For her part Cooper deftly manages to zig and zag about, keeping tight control of the vehicle as she guns it towards William and Tuesday's position in hopes of getting Jack in range to engage the RPG team. (Jack, you will be in range of them on your 4th action this upcoming round) Cooper's efforts mean that she manages to avoid any meaningful hits on the vehicle as well as avoiding some of the nastier aspects of the local terrain. Jack however doesn't fare quite so well being the real target. The pilot of the motorcycle he scorched opens up on him with first a grenade, (which misses by a mile) and then follows it up with a huge blast from what can only be called a 'hand cannon' that's clearly military grade as it impacts rather solidly against Jack's shield and makes a huge "BOOM' that's even louder than the explosion some distance away of the hand grenade. (-19 MDC Jack). He's also narrowly missed when the rider of the second motorcycle lifts up a big shotgun and misses him, though it's still close enough Jack can hear the whine of the slug as it whips past. Worse however is the dune buggy who's gunner with the machine gun opens up on him. While in most cases such a weapon wouldn't be much to fear, the flat out heavy spray of firepower starts to have a noticeable effect on his defensive shield (-4 MDC Jack)

End of round damage:
William's Vehicle:
Forward Bank of Headlights: 872/1500
2 (of 4) Main Hover Jets: 1681/1700
Maneuvering Jets (1-3): 1441/1500
Maneuvering Jets (4-6): 1330/1500
Driver Door: 830/1,000
Door Window 360/500
Passenger Door: 960/1,000
Door Window 460/500
High-Impact Windshield: 450/1,200
Main Body: 1602/2,600

Jack: 7/30 MDC -8 ISP
William: 72/81 SDC. -40% to Piloting Rolls
Tuesday: 44/55 SDC

Enemy Pickup Truck: Dead stop, no one in it appear to be moving.
Enemy Motorcycle 1: Scorched but still going.

NOTES:
Everyone: You are all now in combat range at the start of his Melee.
William: You are now able to act again. Your vehicle is presently at a full stop. The two raiders with the RPG are too close to ram in any meaningful way as you are piloting a hover craft. You would need to put some distance between you and them and then try to ram them. Though you can still try to knock them over or to the ground.
Tuesday: You are still stunned for 3 more Melee Rounds

VERY IMPORTANT NOTE: As I now have vehicle combat rules posted, they are now in effect from this point forward. However feedback is welcome if you think there are ways they can be improved.
Captain Cook
 

Re: The Long Road

Postby Cooper » Thu Jan 14, 2016 10:18 pm

Percep: 1d20+2 = 17:
15

JIC: 1d20:
10
1d100:
89

Actions: 4
Init: 1d20+2 = 14:
12


Cooper keeps the pedal down, trying to keep the speed around 60 mph if she can. If the terrain doesn't allow it, she will fall off to no slower that 40 mph as she maneuvers to avoid the attacks focused on the Romper by the two motorcycles and the dune buggy.

Screaming back at Jack, Cooper says, "You still alive?" as she keeps her eyes on the motionless hover car with William and Tuesday still in it. Crap, they're taking a beating. Hang in there guys, we're coming. She plans, if they're lined up right, to pass between the hover car and the bandit's sports car. Those dumb asses are out of their car. Then an idea comes to her and she yells back to Jack again as she lowers the Romper all the way, "Buckle Up!".

Shifting her aim straight at the sports car, Cooper watches it get closer and closer. Then she slams on her brakes, hoping to slow down to 10 or 15 mph before she hits it. As soon as contact is made she jams the accelerator to the floor in an attempt to push the sports car away from the bandits out on foot and leave them perfect targets for Pyro and Billy.

1. Drive: Pilot: Automobile 74%=1d100:
1

2. Drive: Pilot: Automobile 74%=1d100:
87

3. Drive: Pilot: Automobile 74%=1d100:
1

4. Drive: Pilot: Automobile 74%=1d100:
68
, Strike 1d20:
17


Dodge as needed: 1d20+3 = 6:
3
, 1d20+3 = 21:
18
, 1d20+3 = 14:
11
, 1d20+3 = 21:
18
Cooper
 

Re: The Long Road

Postby Jack Killian » Fri Jan 15, 2016 6:02 pm

Perception: 1d20+3 = 14:
11

JIC d20: 1d20:
13

JIC d100: 1d100:
4

Init: 1d20+2 = 9:
7
5 Actions

Jack is ready he uses his Fire Bolt if out of range but the flame thrower to any who get into range,

Action 1
Fire Bolt or Flame thrower
Strike: 1d20+4 = 9:
5
ISP 4 Strike: 1d20+2 = 14:
12

Damage: 2d6:
4, 6
MD Damage: 4d6+1 = 14:
3, 3, 1, 6
SDC

Action 2
Fire Bolt or Flame thrower
Strike: 1d20+4 = 20:
16
ISP 4 Strike: 1d20+2 = 22:
20
Crit
Damage: 2d6:
3, 5
MD Damage: 4d6+1 = 14:
1, 4, 6, 2
SDC

Action 3
Fire Bolt or Flame thrower
Strike: 1d20+4 = 24:
20
Crit ISP 4 Strike: 1d20+2 = 18:
16

Damage: 2d6:
2, 1
MD Damage: 4d6+1 = 15:
3, 4, 3, 4
SDC

Action 4
He Targets the Rocket launcher/or the actual rockets with a Fire Bolt hoping for secondary explosions
Fire Bolt
Strike: 1d20+4 = 5:
1
ISP 4
Damage: 2d6:
3, 3
MD

Action 5
Reserved for any grenades that are tossed he will TK them back or away, if more than one Grenade is tossed will use
one of my previous strikes instead.

Strike: 1d20+3 = 9:
6
(8 ISP for objects up to 20 LBS.)
Last edited by Jack Killian on Sun Jan 17, 2016 3:48 pm, edited 1 time in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


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Jack Killian
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Posts: 354
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Re: The Long Road

Postby William Lanne » Sat Jan 16, 2016 10:11 am

Perception: 1d20+2 = 8:
6

Just in Case: 1d20:
15
/1d100:
91

Conditions: None.

Initiative: 1d20+5 = 24:
19

Number of Attacks: 5

Action One: Open door.
Action Two: Step out of Hover Car and Burst Fire on man with spare rocket. (Strike: 1d20+1 = 19:
18
; Damage: 6d6:
6, 3, 1, 3, 6, 2
S.D.C.)
Action Three: Move towards Cover and Burst Fire on man with Rocket Launcher. (Strike: 1d20+1 = 5:
4
; Damage: 6d6:
5, 6, 3, 5, 6, 6
S.D.C.)
Action Four: Find Cover and Burts Fire on man with spare rocket. (Strike: 1d20+1 = 20:
19
; Damage: 6d6:
2, 6, 4, 3, 3, 3
S.D.C.)
Action Five: From Cover Burst Fire on man with Rocket Launcher. (Strike: 1d20+1 = 19:
18
; Damage: 6d6:
2, 1, 5, 3, 2, 6
S.D.C.)

Parries as needed: 1d20+10 = 22:
12
, 1d20+10 = 27:
17
, 1d20+10 = 12:
2
, 1d20+10 = 11:
1
, 1d20+10 = 14:
4
.
Dodges (If the Raiders get the rocket launcher reloaded): 1d20+10 = 24:
14
, 1d20+10 = 11:
1
, 1d20+10 = 25:
15
, 1d20+10 = 13:
3
, 1d20+10 = 24:
14
.

"Damnit!" William yells as he tears the driver-side door open and proceeds to fire three round bursts at the raider trying to fire RPG's into his hovercar. William moves with the intent of finding some cover, not one to chance an encounter with a rocket propelled grenade. Maybe I can take them down and get into that truck bed and use their own artillery against them. William thinks quickly as he dodges whatever is bound to come his way.
William "Teeth Taker" Lanne EP
H.P.: 25/25
S.D.C.: 81/72
P.P.E.: 12/12
Constant Conditions:
None.
Armor:Pre-Rifts Light Body Armour
Modifiers: -2% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance.
AR: 16 (Applicable only in SDC Combat)
M.D.C. by Location:
Left Arm: 14/14, Right Arm: 14/14, Left Leg: 18/18, Right Leg: 18/18, Main Body: 35/35.
Weapons on Hand:
F88 Austeyr 5.56mm Assault Rifle Ammo: 21/30; Extra Ammo: 12 Magazines.
Vibro-Bayonet
Survival Knife
Silver-Plated Knife
Vehicle:
Bandit Sports Car
MAX Speed: 200 mph.
Range: 220 miles/tank (19/17 liters (11.5 miles/liter)
AR: 14 Main Body: Main Body: 1,500/1,137
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Re: The Long Road

Postby Billy Barber » Mon Jan 18, 2016 3:19 am

Perception: 1d20+2 = 7:
5

JIC: 1d20:
11
/ 1d100:
41


Unhitched....more like unhinged. Seeing the chaos of combat Billy drives like a madman toward some of the bikers, "Best get some of the flies off". Once Pyro is in position he does his best to avoid fire and line his side door up for a "braod side" from the big man's grenade launcher.

Definitely adding a cupola.

APM: 4
Initiative: 1d20:
7

One-Three (Called Shot): Ram a motorcycle driver
Pilot: Truck 1d100:
72
/ 63%
Strike: 1d20+2 = 13:
11

Four: Dodge incoming fire
Pilot: Truck 1d100:
93
/ 63%
Dodge: 1d20-3 = 17:
20
(natural 20 before penalty!)
Billy Barber
NeraTech P-18 9mm Sidearm: 18/18
Pre-Rifts Bullet-Proof Vest (AR 15) MDC: 25/25


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Re: The Long Road

Postby Pyro » Mon Jan 18, 2016 11:38 pm

Perception: 1d20+2 | 1d20+2 = 16:
14

JIC #1: 1d20 | 1d20:
12

JIC #2: 1d100 | 1d100:
89

Init: 1d20:
8


APM: 5

Pyro doesn't really have much to contribute right now. Other than setting his feet and changing the drum of his grenade launcher to the shotgun rounds. "Billy, we're gonna have to work something out here. I can't hit shit while we're moving. If I fuck up with a grenade we're done. Hit the brakes when I yell stop."

That isn't going to be immediate though, he needs to wait for Billy to acknowledge what he said.

In the meantime? He'll rake one of the motorcycles (or other target of opportunity) with shotgun slugs out of the window.

Action #1: Talk/Change Drum
Action #2: Shotgun Slug @ Motorcycle Driver (Wild) 1d20:
11
Damage: 6d6:
1, 4, 6, 6, 5, 4
SDC
Action #3: Shotgun Slug @ Motorcycle Driver (Wild) 1d20:
8
Damage: 6d6:
4, 5, 1, 6, 4, 5
SDC
Action #4: Shotgun Slug @ Motorcycle Driver (Wild) 1d20:
3
Damage: 6d6:
4, 1, 1, 2, 1, 6
SDC
Action #5: Shotgun Slug @ Motorcycle Driver (Wild): 1d20:
13
Damage: 6d6:
1, 6, 5, 4, 1, 2
SDC
Pyro
 

Re: The Long Road

Postby Captain Cook » Tue Jan 19, 2016 2:23 am

Current Situation wrote:Location: Near Coastal Settlement (Nemtown)
Time: 21:41, Day 1 along the coast, June 2396
Weather: Hot, cloudless and arid.
Local Statistics:
•Temperature: 22 °C
•Water: Salt Water common, drinkable water scarce.
•William and Tuesday are in Trouble. Jack is dying!
•Raider Truck and Williams vehicles have come to a dead stop.
•While you are now some distance from the main compound, it's not too hard with a high perception roll to notice that everyone at the walls is still watching you. A nat 20 perception will show that some seem to even be taking bets with the apparent leader egging on the crowd and one of his cronies collecting the bets.


William bursts out of the smoking car, just in time it might seem as another rocket slams into the front of his hovercraft. The blast is (albeit perhaps somewhat surprisingly) stopped once more by the armoured windshield. However it's extremely badly damaged now and the blast shorts out the hovercraft's headlights. Tuesday meanwhile is still stunned, and for now is apparently unmoving. however with at least one car door open the smoke from the burning radio won't likely kill him any time soon, but it's certainly not doing him any favours.

Meanwhile further along the battlefield the Gunner on the dune buggy opens up on Jack who narrowly avoids getting hit again, while the driver of said buggy lets loose a flurry of road spikes in Cooper's path. Cooper however manages to deftly dodge the spikes. However meanwhile the truck that William hit starts off again all of a sudden, making for the Romper Stomper. The co-pilot even reaching out the window to fire his SMG at Jack, though he does no damage, the rounds either bouncing off of Jack's force field.

Over in Billy's vehicle, Pyro quickly swaps out his grenade drum for one loaded with shotgun shells while two motorcycles start in on Billy's vehicle. As with Cooper, Billy suddenly finds himself faced with a sudden shower of road spikes. Either because he didn't believe they'd do anything, or simply due to slow reactions, he fails to avoid the spikes, driving right over them (-14 MDC to front right tire. -12 MDC to other 3 Tires). Jack meanwhile takes a solid hit to his force field when the remaining motorcycle pilot opens up on him, shattering his force field but otherwise leaving him unharmed.

By this point the Romper Stomper and Billy's Truck are running fairly close together, with Billy just a ways behind Cooper, and both vehicles are quickly converging on William and Tuesday's position. This however has the effect of clustering everyone up and as it turns out, it's all Cooper can do to keep control of her vehicle (OOC note: Cooper, FYI for the future. If you want to ram some one you need Pilot + Strike Roll)

Back over at the Hovercraft, William keeps his cool and opens fire on the ganger holding the launcher, stitching a line of bullets up along the man's body. He dives for cover, but William feels certain he heard the man cry out in pain. Meanwhile the gunner with the machine gun opens up on Jack again, without his protective field up, several rounds find chinks in his armour and all Jack feels is a sort of numbing pain before darkness takes over. (Jack is now at 0 HP and is loosing 1 HP per minute (4 melees). He will bleed out in 17 minutes unless given medical care. FYI Jack. Technically this should have killed you outright. The burst went over your AR and did 150 SDC. So you should be at -64 HP (IE Dead) but I decided to be nice. This is why you should always include contingency dodge rolls folks, I'll use your JIC as a one time dodge roll if you haven't posted any but after that it's used up.)

Cooper notices Jack go down, and all the blood that's sprayed about, however she's too busy at the moment to check on him as the car with the machine gun on it suddenly side slams one of the Romper's legs. Cooper however manages to stay in control of the vehicle, but she realizes she's now effectively on her own. Meanwhile the truck that had started up again pulls up on the other side of the Romper, the driver keeping the vehicle steady while the co-pilot climbs out and into the truck bed. Meanwhile, back with William both the bandits take cover near their car, having to keep their heads down for the moment while he keeps firing at them. Over in Billy's truck, Pyro takes a shot at one of the bikes but misses. He can see the pilot of the motorcycle who has what can only be called a 'hand cannon' is busy chambering a new round for the next shot. However before he gets a really good look at it, he's opened up on by the other cyclist, and finds himself peppered with buckshot, half of which just expends itself against the side of Billy's truck. Fortunately, his armour saves him from the blast.

Billy meanwhile does his best to try to hit one of the motorcycles but just misses the mark. Close, but not quite. Meanwhile Cooper finds the driver of the combat car trying to get beneath the Romper, however she manages to swerve and keep him from achieving his goal, while the machine gunner opens up on the Romper's front tire, but misses his mark, or at least doesn't manage to do any noticeable damage to it. However the serve she makes to one side, also brings her closer to the truck on the other, and the bandit that had climbed into the back of the truck suddenly leaps, landing on the rear tire strut. He almost falls but manages to hang on, and worse yet, is quickly starting to climb up it, clearly intent on getting into the vehicle. Back over at the Hover vehicle, the bandit with the rocket launcher is staying out of sight for the moment while the guy who had been helping him reload opens fire on William with a handgun and seems to miss by a mile. It does however cause William to duck for a moment behind cover. On the upside, William so far finds he's at least holding his own against the pair. For now.

Back over at Billy's truck, Pyro manages to land a solid hit on one of the cyclists, but other than a serious wobble, which the cyclist manages to compensate for, he seems to keep on going. Pyro has only enough time to figure the man's armour stopped the slug when another shotgun blast splatters against the side of Billy's truck, with more of the pellets bouncing off of Pyros armour. The other mortocyclist then opens fire on Billy's truck with his hand cannon (-15 MDC Billy's Truck. Pyro recognizes the weapon as an ATA 003 (A somewhat slow firing but very effective military grade handgun). Meanwhile Cooper finds herself ever deeper into a mess when the combat car manages to slip in under her and the machine gunner starts opening up point blank into the underside of the Romper Stomper (-2 MD Romper). Meanwhile the Co-pilot from the truck is about half way up the leg of the Romper's by this point with no signs of shaking him off any time soon. During all this however, Cooper manages to catch a lucky break when the Truck driving along side her suddenly tries to swerve out of the way of a large rock in it's way, only to catch the edge of it and completely flip over before rolling once and coming to a stop. The gunner in the back who was unconscious is half flung out of the truck before it lands on top of him and he shows no signs of movement. The driver however can be seen slowly starting to crawl out of the wreck.

Cooper isn't out of the woods yet however, as the bandit that had been climbing the side of the Romper is now at the top and is climbing into the vehicle through the hatch Jack had been standing out of. Back at Billy's truck, Pyro and the cyclists have a bit of a back and forth, with neither managing to land a telling blow on the other. Pryo finds however he has at least one advantage, because while the cyclists have to reload on the run between shots, he's got a nice full drum of ammo and won't have to reload it any time soon!

Butcher's Bill:
Forward Bank of Headlights: 872/1500 (Shorted out until they can be fixed)
2 (of 4) Main Hover Jets: 1681/1700
Maneuvering Jets (1-3): 1441/1500
Maneuvering Jets (4-6): 1330/1500
Driver Door: 830/1,000
Door Window 360/500
Passenger Door: 960/1,000
Door Window 460/500
High-Impact Windshield: 50/1,200
Main Body: 1602/2,600
NOTE: Radio is still burning and causing smoke to fill the inside of the vehicle. The open door however is letting out most of it.

Romper Stomper:
Extendable Robotic Legs (4): 50/115
Headlights (2): 2 each
Wheels (4): 25/50 each
Main Body: 138/225

Toyota Outbacker:
Tire 1: 36/60
Tires 2-4 38/60 each
Windshield (1, front) - 75/80
Door Windows (2) - 40 each
Cabin Windows (4) - 40 each
Cabin Door (1) - 35/80
Cab Doors (2) - 65/80 each
Main Body - 135/150

Jack: 0HP. -1 HP per Minute (4 Melees.) -20 ISP (Error in my previous ISP calculation from last round). Some one will have to stabilize Jack with a successful medical roll. Jack will then have to start rolling Save vs Coma to stabilize. (additional medical rolls to stabilize him will also assist his odds. The only PCs with the skills to help him at the moment are Cooper and Tuesday)
William: 72/81 SDC. -40% to Piloting Rolls. -6 Rounds (2 bursts)
Tuesday: 44/55 SDC
Pyro: -4 shotgun rounds

Enemy Pickup Truck: Crashed and catching fire. Gunner appears to be dead. Driver is crawling out of wreck.
Enemy Motorcycle 1: Scorched but still going.
Romper Stomper: Bandit is climbing into the Vehicle

NOTES:
Tuesday: You are still stunned for 2 more Melee Rounds. You can however manage some basic non combat movement.
Captain Cook
 

Re: The Long Road

Postby Billy Barber » Tue Jan 19, 2016 3:31 am

Perception: 1d20+2 = 13:
11

JIC: 1d20:
4
/ 1d100:
25


"Bloody hell!" Seeing Jack go down makes Billy pale a little. However, getting the man off the battle field seems like a priority. He makes a quick radio call then winds his way toward the flame throwing, blooming, idiot.

"Looks like Jack-o is down! Anyone know how to patch a bloke up? Let's make a sort 'o wedge on me to keep him covered and give us a solid firing line against these dingos. We can pull him into my truck but someone will have to do the needle work."

Gunning the engine he calls over his shoulder to Pyro: "When we get to Jack, pull his bloody ass in here."

APM: 4
Initiative: 1d20:
6

One: Dodge and weave toward Jack
Pilot: Truck 1d100:
14
/ 63%
Dodge: 1d20+3 = 23:
20
- natural 20, +4 from piloting success

Two: Dodge and weave toward Jack
Pilot: Truck 1d100:
95
/ 63%
Dodge: 1d20+3 = 13:
10
-3 from piloting failure

Three: Dodge and weave toward Jack
Pilot: Truck 1d100:
94
/ 63%
Dodge: 1d20+3 = 15:
12
-3 from piloting failure

Four: Dodge and weave toward Jack
Pilot: Truck 1d100:
48
/ 63%
Dodge: 1d20+3 = 5:
2
+1 from piloting success

Contingency: If any vehicles or enemy combatants are in his way Billy will run them down/ram them and keep moving toward Jack.
Billy Barber
NeraTech P-18 9mm Sidearm: 18/18
Pre-Rifts Bullet-Proof Vest (AR 15) MDC: 25/25


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Re: The Long Road

Postby Pyro » Thu Jan 21, 2016 2:02 pm

Perception: 1d20+2 | 1d20+2 = 18:
16

JIC #1: 1d20 | 1d20:
10

JIC #2: 1d100 | 1d100:
96

Init: 1d20:
18


Pyro watches all of this with the eye of a soldier that has seen this kind of chaos way too much. Time is running slow, for him.

"Fuck sakes, close up people! Too spread out!"

Normally he would argue with Billy on this one about the wisdom of trying to rescue Jack but the bunching up is a decent idea anyway. If Billy is listening to Pyro he might notice something interesting. He's mumbling something or other under his breath.

When the rider with the shotgun is seen again, Pyro will make a face at him; a sneering challenge in fluent roadganger. The expression looks something like what a fan of the ancient rock band 'Kiss' would do. As he does this he switches out the drum again. He just drops the shotgun ammo to the seat as the lethal grenades lock into place.

If he gets a shot, he'll take it and try to blow that biker's bike to kingdom come. He doesn't care about the rider that much really he's just aiming center of mass. He'd even be happy catching him in the blast radius.

Action #1: Change drum/make this face: Image
Action #2: Fire at biker. with launcher. I'm counting this as an aimed shot even though it's a wild one for the following reasons. Despite being hastily aimed, Pyro WOULD NOT fire if another friendly was in the line. So, I'm spending an extra action to line it up.
Action #3: See Above, Roll: 1d20:
15
- Damage: 4d6:
1, 1, 4, 4
MDC - 12 foot blast radius
Action #4: Dodge as necessary - 1d20+6 = 7:
1

Action #5: Dodge as necessary - 1d20+6 = 13:
7
Last edited by Pyro on Fri Jan 22, 2016 4:14 pm, edited 1 time in total.
Pyro
 

Re: The Long Road

Postby Cooper » Thu Jan 21, 2016 2:50 pm

Percep: 1d20+2 = 11:
9

JIC: 1d20:
14
1d100:
95

Actions: 4
Init: 1d20+2 = 22:
20


Crap Crap Crap Crap, this is going from bad to worse Cooper thinks as she floors the Romper in a feign to pull away from the combat car that got underneath the odd vehicle, then she slams on the brakes. Sorry Jack, gotta get safe before we can help you She's hoping that the car will fly past and that the boarder will fall off.

Regardless Cooper will keep her foot on the brake until the Romper comes to a stop. Then she will jump from the seat as she slaps the height lever to its lowest setting with one hand and pulls her I-20 with the other. Wondering what Jack's condition is after the splatter of blood sprayed over the cab, cooper moves toward the hatch, hoping to haul the man into the cab and dog the hatch.

If Cooper can actually see the man climbing in, she'll attempt blast the fellow. If the boarder is coming in feet first, she'll shove the pistol against his chest as she pulls the trigger. If he's coming in head first she'll press the pistol to that and blast him.

If she misses the first shot or he doesn't go down, she'll try another shot.

If Cooper can't see the boarder in the cab or coming through the hatch, she will pull Jack in then close and lock the hatch.

1. Drive: Pilot: Automobile 74%=1d100:
38
, stop and lower Romper
2. stand and Pull I-20
3. Shoot Boarder Strike 1d20:
3
Dmg: SDC 4d6:
3, 3, 6, 1
OR pull Jack in
4. Shoot Boarder Strike 1d20:
12
Dmg: SDC 4d6:
6, 3, 3, 1
OR lock hatch

Dodge as needed: 1d20+3 = 6:
3
, 1d20+3 = 12:
9
, 1d20+3 = 5:
2
, 1d20+3 = 7:
4



OOC: I changed up the post and removed d20 rolls that should have been d100.
Then removed the pilot rolls since I changed the post to stop the Romper.
1d20:
6

1d20:
3

1d20:
20
feel free to sub this Nat 20 for the 3 strike roll

1d20:
11

1d100:
97

1d100:
15

1d100:
53
Last edited by Cooper on Fri Jan 22, 2016 12:05 pm, edited 13 times in total.
Cooper
 

Re: The Long Road

Postby Tuesday » Fri Jan 22, 2016 7:41 am

Perception: 1d20+4 = 8:
4

JiC d20/d100: 1d20:
4
/ 1d100:
15


Tuesday sat stunned in the passenger side of the hover car, his grip loose on his laser rifle. Another explosion rocked his steel cocoon, turning up the volume on the ringing in his ears. He started to involuntarily cough as the smoke reached his lungs.
Tuesday
 

Re: The Long Road

Postby William Lanne » Sat Jan 23, 2016 3:06 pm

Perception: 1d20+2 = 11:
9

Just in Case: 1d20:
20
/1d100:
14

Conditions: None.

Initiative: 1d20+5 = 16:
11

Number of Attacks: 5

Action One: Move towards bandits cover while firing. (Strike: 1d20:
6
; Damage: 6d6:
1, 6, 6, 1, 1, 1
S.D.C.)
Action Two: Get behind bandits cover while firing. (Strike: 1d20:
12
; Damage: 6d6:
2, 3, 2, 6, 3, 5
S.D.C.)
Action Three-Four: Called Shot to bandits head. (Strike: 1d20+1 = 14:
13
; Damage: 6d6:
2, 6, 3, 3, 1, 3
S.D.C.)
Action Five: Fire on bandits. (Strike: 1d20+1 = 11:
10
; Damage: 6d6:
3, 5, 3, 1, 6, 2
S.D.C.)

Parries as Needed: 1d20+10 = 18:
8
, 1d20+10 = 13:
3
, 1d20+10 = 18:
8
, 1d20+10 = 20:
10
, 1d20+10 = 25:
15
.
Dodge (if Armor is reduced to 50%): 1d20+10 = 11:
1
, 1d20+10 = 21:
11
, 1d20+10 = 24:
14
, 1d20+10 = 19:
9
, 1d20+10 = 21:
11
.

Shit! Shit! Shit! William thinks as the situation worsens. William moves towards the bandits cover and makes his way behind it. Firing short bursts at the bandits in an attempt to either hit them or force their heads down. William will attempt to pop behind their cover and fire a burst into one of the bandit's head. Not having further time to line up shots William just fires a final burst.
William "Teeth Taker" Lanne EP
H.P.: 25/25
S.D.C.: 81/72
P.P.E.: 12/12
Constant Conditions:
None.
Armor:Pre-Rifts Light Body Armour
Modifiers: -2% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance.
AR: 16 (Applicable only in SDC Combat)
M.D.C. by Location:
Left Arm: 14/14, Right Arm: 14/14, Left Leg: 18/18, Right Leg: 18/18, Main Body: 35/35.
Weapons on Hand:
F88 Austeyr 5.56mm Assault Rifle Ammo: 21/30; Extra Ammo: 12 Magazines.
Vibro-Bayonet
Survival Knife
Silver-Plated Knife
Vehicle:
Bandit Sports Car
MAX Speed: 200 mph.
Range: 220 miles/tank (19/17 liters (11.5 miles/liter)
AR: 14 Main Body: Main Body: 1,500/1,137
User avatar
William Lanne
Diamond Level Patron
Diamond Level Patron
 
Posts: 77
Joined: Sat Jan 03, 2015 10:49 am
Location: Rifts: Australia PC

Re: The Long Road

Postby Captain Cook » Sat Jan 23, 2016 6:41 pm

Current Situation wrote:Location: Near Coastal Settlement (Nemtown)
Time: 21:41, Day 1 along the coast, June 2396
Weather: Hot, cloudless and arid.
Local Statistics:
•Temperature: 22 °C
•Water: Salt Water common, drinkable water scarce.
•William and Tuesday are in Trouble. Jack is dying!
•Raider Truck and Williams vehicles have come to a dead stop.
•While you are now some distance from the main compound, it's not too hard with a high perception roll to notice that everyone at the walls is still watching you. A nat 20 perception will show that some seem to even be taking bets with the apparent leader egging on the crowd and one of his cronies collecting the bets.
•Melee Round: 5


When Cooper slams on the breaks the car attacking the Romper from beneath manages to neatly serve out from underneath before a crash happens, though it's a fairly close thing from anyone's viewpoint out side. Still the driver seemed pretty confident if a touch worried and surprised by the move, and it left the vehicle rocketing past the Romper before doing a quick 180 slide to turn around and start heading back over towards the now halted Romper. At the same time, the Bandit that had been busy climbing into the Romper is flung right off his feet and impacts into the back of Cooper's seat. Seems he was a little closer than she expected, but the sudden stop had likely saved her life. At least for now!

Meanwhile the three motorcycles continue to dog the armoured truck, the one with the pump action shotgun taking a blast but missing by a mile. Meanwhile the one packing the double barred sawed off shotgun seems to have temporarily racked his gun in favour of fiddling with.. something while driving with his other hand. Pryo meanwhile ducks down behind the door and once more swaps the drum on his grenade launcher while Billy keeps on driving, doing his best to reach the Romper as a slug from the heavy pistol the third biker carried wizzes past the windshield so close he could almost see the bullet. (And certainly could hear the whine)

Back over at the hovercraft William continues to battle it out with the two bandits who had the rocket launcher, and gets winged in the process by the bandit with the handgun (-19 SDC William). Shortly after however William burst from cover, firing back as he moves. (-3 rounds William) but only seems to manage to miss. It does however at least seem to buy him enough time to get next to their car, leaving the trio fighting around it.

Over at the demolished truck, the apparent lone survivor of the crash is busy trying to grab what he can from the wrecked vehicle while flames start to visibly leap up from the wreck as it begins to start to really burn. Meanwhile over in the Romper, with the vehicle stopped and parked, while almost face to face with one of the bandits, Cooper hastily reaches for her pistol, and it's clearly a race between the two, Cooper trying to shoot the man, and the man trying to regain his feet before Cooper shoots him. Outside the vehicle Cooper can hear the sounds of combat coming even closer, meaning backup was probably on it's way, but with it would come even more bandits. Not a good position to be in.

Pyro for his part is just about to pop up and fire a grenade, when the biker fiddling with the device tosses it at him. Fortunately the relatively small opening saves him as the device turns out to be a hand grenade that hits the lip of the window he was shooting out of and falls to the ground, detonating shortly after with a blast big enough to slightly rock the truck, but do no apparent damage. Billy meanwhile continues to make for the Romper, though he can see the combat car with the machine gun has now turned it's attention on his vehicle, the machine gun unloading in his direction. However other than a few odd rounds that bounce harmlessly off of the truck's front, most of the bullets seem to go wide.

William meanwhile gets nicked by another pistol slug being fired by the one bandit with the handgun, the round piercing through a soft spot in his armour (-19 SDC William) and soon he comes almost face to face with the other bandit, whom, wielding a knife promptly jumps him, and manages to get the tip of his knife through a gap in William's Armour (-3 SDC William) though William does manage to fire a burst into the bandit almost point blank (-3 rounds Wililam) and he can see a solid splash of blood as he manages to land a lucky shot in the man's neck, though while he grabs at the wound with a free hand, he doesn't seem to go down.

Back inside the Romper Stomper, Cooper doesn't seem to be having much more luck either, her opening shot at the bandit in the vehicle goes completely wide, hitting one of the windows instead of her intended target. (-1 round Cooper) however the Raider promptly takes a swing at her with a crowbar, giving her a good solid whack (-10 SDC Cooper) In the interim, Billy finally starts to near the Romper Stomper as the bandit vehicles continue to buzz around the group and Pyro manages to pop off a grenade at one of the cyclists and manages to make a good solid connection. (in this instance the one with the double barrelled shotgun that had just thrown the hand grenade). The blast throws the man clear while the bike itself partially shatters and tumbles. William meanwhile attempts to finish off the knife wielding bandit, though as the man hastily dives for cover once again he hits nothing but dirt (-6 rounds William)

By this point Billy has finally reached the Romper Stomper, while bullets continue to whizz around the vehicle, though so far he and Pyro actually seem to have managed to avoid getting hit.

Image

Light Blue: Friendly Vehicles
Orange: Enemy cars
Yellow: Enemy Motorcycles
Red: Destroyed vehicles

Butcher's Bill:
Forward Bank of Headlights: 872/1500 (Shorted out until they can be fixed)
2 (of 4) Main Hover Jets: 1681/1700
Maneuvering Jets (1-3): 1441/1500
Maneuvering Jets (4-6): 1330/1500
Driver Door: 830/1,000
Door Window 360/500
Passenger Door: 960/1,000
Door Window 460/500
High-Impact Windshield: 50/1,200
Main Body: 1602/2,600
NOTE: Radio is still burning and causing smoke to fill the inside of the vehicle. The open door however is letting out most of it.

Romper Stomper:
Extendable Robotic Legs (4): 50/115
Headlights (2): 2 each
Wheels (4): 25/50 each
Main Body: 138/225

Toyota Outbacker:
Tire 1: 36/60
Tires 2-4 38/60 each
Windshield (1, front) - 75/80
Door Windows (2) - 40 each
Cabin Windows (4) - 40 each
Cabin Door (1) - 35/80
Cab Doors (2) - 65/80 each
Main Body - 135/150

Jack: 0HP. -1 HP per Minute (4 Melees.) -20 ISP (Error in my previous ISP calculation from last round). Some one will have to stabilize Jack with a successful medical roll. Jack will then have to start rolling Save vs Coma to stabilize. (additional medical rolls to stabilize him will also assist his odds. The only PCs with the skills to help him at the moment are Cooper and Tuesday)
William: 31/81 SDC. -18 Rounds
Tuesday: 44/55 SDC
Pyro: -4 shotgun rounds, -1 Grenade
Cooper: 31/41 SDC, -1 pistol round

Enemy Pickup Truck: Crashed and catching fire. Gunner appears to be dead. Driver is crawling out of wreck.
Enemy Motorcycle 1: Scorched but still going.
Enemy Motorcycle 2: Destroyed
Romper Stomper: Bandit is fighting Cooper inside vehicle

NOTES:
Tuesday: You are still stunned for 1 more Melee Round. You can however manage some basic non combat movement.

Jack: at 0/17 HP and will loose 1 HP in 3 Melee rounds.
Captain Cook
 

Re: The Long Road

Postby Jack Killian » Sun Jan 24, 2016 3:16 pm

Perception: 1d20+3 = 5:
2

JIC d20: 1d20:
19

JIC d100: 1d100:
68

Init: 1d20+2 = 8:
6
5 Actions

In Dream land!?
The area seems to be a large white thick coiled cylinder shape room where he doesn’t see the ceiling. Jack is on laying the floor looking up. Over the top of him he sees two faces. One seems to be a City Administrator and the other an Aussie Cowboy. Jack with intensity states, “What the Hell!”

City Administrator smiling, “Oh I see the next one in the cue is up now, let’s hurry up and get a move on to the light like a good chap. Can’t keep everyone waiting."

Aussie Cowboy laughs, “Just hold on their partner, let the man get his bearings.”

Jack sits up, “What happened?” Jack starts to stand, still a little shaky he finally gets to his knees and manages to stand up right.

Aussie Cowboy with a grave look upon his face, “You were in a bit of a fire fight, don’t look to good from your point of view. Your down and bleeding out. Your friends seem to be slugging it out down there. You know your mates and all, they’re not doing too hot.”

City Administrator smiles, “Yes, yes, so time for you to head into the light. Hurry up don’t want to stall, your mates should be following you shortly.”

Aussie Cowboy with a stern look, “Hey bean counter, take it easy on the fellow.” A bright beam of light shines in the middle of the room.

City Administrator pushing Jack, “Hurry up and move along, we are busy here more to move out, and all.”

From the light a females voice is heard, “Leave him alone, he can make his own choice.”

City Administrator to the light, “You are not following the rules, now shut your mouth till he enters.”

Out of the light steps a tall red headed female with fire in her eyes dressed in a long fiery gown.

Aussie Cowboy a smile crosses over the cowboys face but his eyes shows concern for the lady. ”Well I never seen that before.”

The Administrator looks with distain to the Cowboy and then focus on the Lady. He levels his pen at her and a burst of lightning spews forth from it and hits the lady square in her chest. She is sent sprawling across the floor.

The Lady in Red looks up and fire erupts on the administrator as she stands up and moves toward him.

The scared looking administrator looks to the cowboy, “Well help me put her back in her place!”

Aussie Cowboy grins and shakes his head, “Nope I ain’t taken any sides in this, you gotta be some kinda of special stupid to get between a mom and her kid and she’s a red head to boot. You are on your own Bean counter.”

The City Administrator looks up and screams out “Boss we have trouble here at AU 42.” Then his hands makes a big gesture and he vanishes.

The Lady in Red quickly turns toward the cowboy fire in her eyes as they narrow on him.

Aussie Cowboy quickly states, “Mam I’m neutral, here just to support and offer assistance to the lad. Don’t tell anyone but I’m glad you gave that stuffed shirt a bloody nose. He has been a pain for more than I can remember.”

Jack disbelief looking at the Lady in Red, “Mother? You’re dead?”

The Lady in Red face saddens, “Died a while ago, can’t tell you much.” Tears running down her cheeks, "You’re in charge of your own fate, weather you want to go back or with me. It is your choice.”

Jack looks down and sees the view in the cab of the Romper Stomper with Cooper through the floor of the white room. He looks up to his mother and the cowboy and says, “Can I stay here a bit?”

Jack mother looks to the Cowboy and the Cowboy looks at them both, “Hell yes. I ain’t going to stop ya or rather I don’t want to get my ass kicked by your mother. I am just going to hang with ya all till a decision is made. I think that way I keep the folk upstairs and downstairs happy. I hear a lot of laughter going on in both places.”

The Lady in Red moving closer to Jack, ”Yes, don’t listen to that Bean counter he wants to make things easier for him. The fight down there isn’t over. You might make it out of there. Remember you can heal yourself if they can get you stabilized.“

Jack looks to the Cowboy questioning.

Aussie Cowboy, “Yep Jack things aren’t written in stone, your mother is proof of that, I never seen one come out of the light. They all stay back and call. So Jack anything is possible.” the Cowboy turns his attention to The Lady in Red, “Lady I hear the hot air bag is trying to send some help. They are arguing with him about this not being their area to patrol. I got to get them blokes a Foster when I get back.”

The Lady in Red looks to Jack, “I’ll be in the light dear always waiting for you, I will go now and wait.” She moves back into the light.

Jack and the Cowboy watches what happens below.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


Image
User avatar
Jack Killian
Diamond Level Patron
Diamond Level Patron
 
Posts: 354
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: The Long Road

Postby Billy Barber » Mon Jan 25, 2016 4:49 am

Perception: 1d20+2 = 9:
7

JIC: 1d20:
8
/ 1d100:
93


As things get hairy Billy's mind goes into overdrive. The idea of getting caught by this band of raiders is less than ideal. Billy has no doubts that they will sell him to Melbourne or Perth in a heartbeat. As soon as they get a look at that generator it'll be game over for everyone. The multitude of possible outcomes spinning through his head like a stream of binary code. In a nanosecond dozens of scenarios play out in his mind, flashing through his mind's eye at breakneck speed. Settling on one of many options his head spins the math, looking at the angles, and figuring the weight and durability of his vehicle against all others on the plain. He is no Road Sentinel but right now he's the only one in a position to make a difference.

Finally he guns the engine and calls over his shoulder, "Pyro, get ready."

Immediately he charges toward the nearest motorcycle driving straight and fast in order to make a collision unavoidable. Regardless of the outcome he spins the wheel hard and drives toward the second bike trying to catch him with a side-swipe before and then angling himself for a side on collision with the gun car.

Billy Barbers Bush Bad-assery
Image

Action 1: Ram 1st Motorcycle
Pilot Truck: 1 EP Auto Success
Strike: 1d20:
6


Action 2: Sideswipe 2nd Motorcycle
Pilot Truck: 1 EP Auto Critical Success
Strike: 1 EP Auto-Critical Success

Action 3-4: Side on Collision with Gun Car
Pilot Truck: 1 EP Auto Critical Success
Strike: 1 EP Auto Critical Success

OOC: If I messed up the Driving Combat let me know what I can get away with and I'll re-apply the EP successes accordingly.
Billy Barber
NeraTech P-18 9mm Sidearm: 18/18
Pre-Rifts Bullet-Proof Vest (AR 15) MDC: 25/25


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Billy Barber
 
Posts: 80
Joined: Sat Jan 03, 2015 2:50 am
Location: Rifts: Australia

Re: The Long Road

Postby Pyro » Mon Jan 25, 2016 12:26 pm

Perception: 1d20+2 | 1d20+2 = 6:
4

JIC #1: 1d20 | 1d20:
3

JIC #2: 1d100 | 1d100:
27

Init: 1d20 | 1d20:
14


There are moments in time that stick in people's memories. There are moments in time that define men as characters and as people and there are moments of time that permanently and forever alter people's perceptions. This is one of those defining moments for Pyro and Billy as no matter what anyone says about Billy's insanity from this point forward he is always going to have Pyro's respect.

Courage and action are the two qualities he admires most in people around them and this is demonstrated in spades. "10-4." He says to Billy. "I'll back your play. Let's do this."

And together? The two will ride for war. A fight they had been in already but this? This is war.

Pyro drops his launcher to the floor and goes for his pistol. With this he can brace himself with his feet and one hand while he attempts to rake two big .44 magnum slugs into the gunner on the back of the buggy as Billy maneuvers; gun smoke and the high caliber boom of the hand cannon adding to the scraping of tires and the roar of engines.

Action #0: Drop launcher on floor of cab, free action I think?
Action #1: Draw pistol.
Action #2: Brace Self
Action #3: Fire pistol at buggy gunner - Wild - 1d20:
15
- Damage: 4d6+3 = 17:
1, 5, 2, 6
SDC
Action #4: Fire pistol at buggy gunner - Wild - 1d20:
13
- Damage: 4d6+3 = 21:
2, 4, 6, 6
SDC
Action #5: Dodge - 1d20+6 = 18:
12
Pyro
 

Re: The Long Road

Postby Tuesday » Wed Jan 27, 2016 8:30 am

Perception: 1d20+4 = 19:
15

JiC d20/d100: 1d20:
15
/ 1d100:
75


Blend, 1d100 = 86/34%

Coughing loudly, Tuesday paws at the hover car door. Finding the handle, he opens it wide. Before going anywhere, he desperately feels around for his gear. Once he has it, he rolls out onto the ground. Still coughing, he grabs his vibro-spear with both hands and tries to use it as a brace to stand up, or at least kneel, and assess the situation.

As the sound of gunfire continues to fill the air, Tuesday starts feeling exposed. Hide. Got to hide.
Tuesday
 

Re: The Long Road

Postby Cooper » Thu Jan 28, 2016 2:05 pm

Percep: 1d20+2 = 18:
16

JIC: 1d20:
9
1d100:
20

Actions: 4
Init: 1d20+2 = 14:
12


Holistic Medicine 60%/50%= 1d100:
83
/ 1d100:
37


Cooper winces as the crowbar smacks against her side, the rubber armor springing back out after drilling into her side. "Get the hell outta here!!!" She screams as she starts squeezing the trigger on her I-20, blasting away at the boarder. Just die you ass.... Or scurry home!

If the bandit goes/dies, Cooper hurries to the hatch to close and lock it down. Once she has the hatch closed and locked she turns to Jack. Looking at him she winces again as she kneels, checking to see if he's still alive.

If something unfortunate happens with her pistol, Cooper will drop it and pull her knife. Her brows furrow under her armor as she stabs at the bandit.

1. Shoot Boarder Strike 1d20:
4
Dmg: SDC 4d6:
4, 4, 1, 3

2. Shoot Boarder Strike 1d20:
1
(Crit Fail) Dmg: SDC 4d6:
1, 5, 3, 6
OR move to hatch
3. Shoot Boarder Strike 1d20:
18
Dmg: SDC 4d6:
5, 5, 6, 1
OR move to hatch OR close hatch OR pull knife
4. Shoot Boarder Strike 1d20:
2
Dmg: SDC 4d6:
5, 2, 5, 4
OR move to hatch OR close hatch OR move to Jack OR stab bandit +1 to strike/+2 to parry Dmg: 1d6:
4


Dodge as needed: 1d20+3 = 21:
18
, 1d20+3 = 16:
13
, 1d20+3 = 14:
11
, 1d20+3 = 4:
1
Last edited by Cooper on Mon Feb 01, 2016 2:43 pm, edited 1 time in total.
Cooper
 

Re: The Long Road

Postby Captain Cook » Mon Feb 01, 2016 1:29 am

Current Situation wrote:Location: Near Coastal Settlement (Nemtown)
Time: 21:41, Day 1 along the coast, June 2396
Weather: Hot, cloudless and arid.
Local Statistics:
•Temperature: 22 °C
•Water: Salt Water common, drinkable water scarce.
•Jack is dying!
•Cooper is bleeding!
•Tuesday recovers!
•Pyro gets stunned!
•Raider Truck & Motorcycles are destroyed!
•All vehicles are at a dead stop at the end of this round.
• Those with good perception rolls can see, and maybe even hear continued cheering from the Raider Compound to the south. Oddly it doesn't seem to matter that 'their side' might be loosing this fight. What's up with that?
•Melee Round: 6


While things had shifted to a very lopsided tilt against the group earlier on, things seemed to be evening out as the battle wore on. Despite this both sides were taking losses and injuries and the whole battle was starting to really turn into a bloody rumble that left scattered vehicle, vehicle parts and bodies across a fairly big stretch of land.

Over by Wililams' vehicle and the bandit race car the gunfight continues on with both Williams and the bandit with a handgun constantly exchanging fire. Williams however does manage to round the corner of the enemy vehicle and finish off the bandit he had previously wounded with a well placed burst. However Williams takes another solid round past the protection of his armour (-10 SDC Williams, -12 Rounds Williams) Despite this his armour however saves him from several other rounds while he either misses, or his rounds spark off the armour of the pistol wielding bandit. However Williams nets a small boon in that while he still has 9 rounds left in his Magazine, the remaining bandit he's currently fighting is busy trying to hastily reload his handgun, leaving him a potential opening.

Over in the Romper Stomper, things are not going at all well for poor Cooper. Her follow up shot at the bandit misses and then her gun Jams on her. However in dropping her pistol to swap to her knife he's initially able to block another swing from the Bandit's crowbar. However as he pulls it back he manages to take another good swing and lands decent blow (-7 SDC Cooper). Now with her knife out the two engage in hand to hand combat, however yet again continues to be outmatched. While she does manage to jab the bandit pretty good with her knife, in return she takes two rather nasty hits with the end of the crowbar when the bandit first hooks into a gap on the elbow of her armour and then turns it about to stab her in the leg (-26 SDC Cooper, Now bleeding at -1 HP per 2 Melees)

Outside around the Romper Billy and Pyro get to work, though at the moment it seems Billy and his truck are doing the grunt of the work. Despite his vehicle taking several hits from the dune buggy and the cyclists he manages to ram and run over one of the motorcyclists, crushing him. Pyro however wasn't yet braced and gets knocked about, while Billy, not quite prepared for the weight of the blow bumps his head off the steering wheel. Not only that but he hits the bike hard enough to actually dent in the bumper of his truck, adding to the damage done by the enemy (-29 MDC Billy's Truck, -6 SDC to Billy and Pyro) Undeterred Billy continues on his madman rampage while Pyro manages to recover himself and at least somewhat brace himself as Billy goes in for the kill on the remaining biker. Again he manages to smash into the motorcycle and run the bandit over, though his own vehicle takes a serious denting in the process, as well as a getting shot up by the dune buggy (-9 MDC Billy's truck, -12 SDC/HP Billy, -15 SDC Pyro). Pyro manages to get one shot off during all of this towards the Buggy's gunner, but misses by a mile, probably due to all the bumping around he's getting from Billy's wild driving. And then Billy's driving right at the side of the buggy, the gunner hitting the windshield to only barely noticeable effect (-1 MDC to Billy's Windshield) however the impact of the two vehicles colliding is not only quite loud, but brings both vehicles to a complete stop with a huge crash (-10 MDC to Billy's Truck, Bandit Driver and Gunner are stunned. Pyro is stunned for 4 Melees, Billy manages to avoid getting stunned. -14 HP billy, -12 SDC Pyro)

During all this chaos, the driver of the crashed truck seems to have met up with the cyclist who had earlier been thrown off his bike (The only one who was alive at this point as Billy had run right over the other two) and made their way over to the Romper Stomper and are busy climbing into the vehicle.

Butcher's Bill:
William's Hover Car:
Forward Bank of Headlights: 872/1500 (Shorted out until they can be fixed)
2 (of 4) Main Hover Jets: 1681/1700
Maneuvering Jets (1-3): 1441/1500
Maneuvering Jets (4-6): 1330/1500
Driver Door: 830/1,000
Door Window 360/500
Passenger Door: 960/1,000
Door Window 460/500
High-Impact Windshield: 50/1,200
Main Body: 1602/2,600
NOTE: Radio is still burning and causing smoke to fill the inside of the vehicle. The open door however is letting out most of it.

Romper Stomper:
Extendable Robotic Legs (4): 50/115
Headlights (2): 2 each
Wheels (4): 25/50 each
Main Body: 138/225

Toyota Outbacker:
Tire 1: 36/60
Tires 2-4 38/60 each
Windshield (1, front) - 74/80
Door Windows (2) - 40 each
Cabin Windows (4) - 40 each
Cabin Door (1) - 35/80
Cab Doors (2) - 65/80 each
Main Body - 86/150

Jack: 0HP. -1 HP per Minute (4 Melees) -20 ISP (Error in my previous ISP calculation from last round). Some one will have to stabilize Jack with a successful medical roll. Jack will then have to start rolling Save vs Coma to stabilize. (additional medical rolls to stabilize him will also assist his odds. The only PCs with the skills to help him at the moment are Cooper and Tuesday)
William: 21/81 SDC. -18 Rounds
Tuesday: 44/55 SDC
Pyro: 21/54 SDC -4 shotgun rounds, -1 Grenade, -1 Pistol Round
Cooper: 8/41 SDC, (Bleeding: -1 HP every 2 Melees), -2 pistol rounds
Billy: 0/15 SDC 19/34 HP

Enemy Pickup Truck: Crashed and on Fire fire. Gunner appears to be dead. Driver is at Romper Stomper.
Enemy Motorcycle 1: Destroyed, Pilot Killed
Enemy Motorcycle 2: Destroyed, Pilot at Romper Stomper
Enemy Motorcycle 3: Destroyed, Pilot Killed
Romper Stomper: Bandit is fighting Cooper inside vehicle

NOTES:
Tuesday: You are no longer stunned.
Pyro: You are Stunned for 4 Melee Rounds
Jack: Is at 0/17 HP and will loose 1 HP in 2 Melee rounds.
Cooper: Is bleeding and will loose 1 HP in 2 Melee Rounds
Captain Cook
 

Re: The Long Road

Postby Billy Barber » Mon Feb 01, 2016 11:49 am

Perception: 1d20+2 = 20:
18

JIC: 1d20:
19
/ 1d100:
18



"Bloody hell, everything hurts!" Billy mutters after careening around the driver seats leaves him battered, bruised, but not broken...yet. Seeing the buggy, and its occupants stationary Billy calls out to Pyro, "Jump out and clear the buggy you useless monkey!" With no response Billy's muttering intensifies. Nearby a group of bandits is swarming Cooper's position, where the hell are William and Tuesday.

They want to leave me out here to die...pick over my carcass like vultures...experiment on my cadaver...not while I still draw breath. Billy cues his radio and calls out to Tuesday and William. "Cooper is surrounded we have to get the flies off of her."

Drawing his pistol Billy kicks open the driver's side door of his outbacker and leaps to the ground. Gently closing it behind him he moves to the gunner's position on the buggy. Once close enough takes merciless aim and shoots the gunner in the head with his 9mm pistol. Stepping over the body he jumps behind the machine gun.

APM: 4
Initiative: 1d20:
10

Action One: Leave truck and head to gunner's position.
Action Two-Three: Shoot gunner in the head
Strike (called shot): 1d20+1 = 5:
4

Damage: 2d6+2 = 7:
1, 4

Action Four (Contingent on mortally wounding/killing gunner): Wild Spray the Machine gun toward the guys closing on the Romper
Strike: 1d20:
8

Damage: ??
Action Four (If gunner doesn't got down easy, another quick shot)
Strike: 1d20+1 = 8:
7

Damage: 2d6+2 = 8:
1, 5


Contingency dodges: Dodge anything sent my way.
1d20+3 = 7:
4
1d20+3 = 20:
17
1d20+3 = 23:
20
1d20+3 = 7:
4
Billy Barber
NeraTech P-18 9mm Sidearm: 18/18
Pre-Rifts Bullet-Proof Vest (AR 15) MDC: 25/25


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Billy Barber
 
Posts: 80
Joined: Sat Jan 03, 2015 2:50 am
Location: Rifts: Australia

Re: The Long Road

Postby Pyro » Tue Feb 02, 2016 10:47 pm

Perception: 1d20+2 | 1d20+2 = 3:
1

JIC #1: 1d20 | 1d20:
6

JIC #2: 1d100 | 1d100:
54

Init: 1d20 | Unconscious

Six of one. Half a dozen of the other. Sometimes the wolf gets you, sometimes you get the wolf. That is the reality of the Australian outback. Pyro knows this as much as anyone else. He's been a career soldier for as long as he's been an adult ... minus these last few weeks on his own and he's aware that sometimes you have to risk everything for the prize at the end of the day. Sometimes risks play off and you win, sometimes risks fail and you don't. And sometimes it comes in half successes and half failures. The good with the bad.

Everything happens very quickly in a fight as well. The pounding of the motorcycles beneath Billy's vehicle; the discharge of Pyro's own large bore revolver which causes him a pang of genuine embarrassment that he was as far off as he was. But he hasn't time to think about that for before long they are in the final stretch towards the buggy. Pyro just has time to think... "Once this shit is all over, I really need to get some leather straps and buckles and make a five point harness." when with a horrible rending crash the impact of the two vehicles happens.

He's a strong man. He's been fighting fit for as long as he can remember but this wasn't expected and he fails to brace himself adequately. Being a big man doesn't do him any favors either as the sudden stop throws him face first against the glass with a tremendous impact. His nose bursts and both lips are flattened, leaving a smear of blood that will later be an ominous indication of his condition.

"Fuck."

Pyro finds himself sinking downwards, slumped in an awkward position with his body half between the seats and half against the dash. Distantly, he can feel something dripping off of his face. Even more distantly he can hear the truck door open. Nearby, he can hear the sounds of gunfire. First the popping of pistol shots and possibly later on the staccato sound of machine gun fire. It's all so close. He's distantly aware of the vibrating of the running truck's engine as well.

Slowly, his left hand reaches up. Feeling along the dashboard he sinks his fingers into the vents under the windshield that are meant to blow dust away or defrost it if it was in a colder climate. Finding purchase there he hauls himself up a bit, reaching out with the other hand for the oh shit handle above the passenger side window.

The world spins a bit.

"Fuck."

Pyro blinks his eyes to try and steady himself. Dimly, he can see that the door is in fact still open. The keys in the ignition. He can see the outside through the open door and the parched Australian dirt. But everything has a strange quality to it, as though he were underwater. As though he was drunk. Drunk, heh. He can't remember drinking any beer before the fight started.

"Fuck."

Pulling himself a little more and a little harder he manages to get his head level with the dash board so he can see out the window. Through the haze of dust on the glass and the surreal, slow-motion underwater quality he can see Billy and his adventures. Heh. Not drunk. Like watching the world through the bottom of a beer glass. A beer glass over each of his eyes.

"Fuck."

Reaching downwards, he feels over the floor of the truck. His hand touches the butt of his grenade launcher. No, that isn't what he was looking for. It touches his pistol, feeling the cool metal. So different from the warmer wood of the polished butt where he'd been holding it. And he reaches for it, lifting it a few inches with a smile. He'll get the bastards now.

And that is what his undoing is as with a slight gurgling sound from the blood in his nose his brain goes into screensaver mode to make a few hasty repairs and the big man slumps completely forward, all the way to the floor and leaving a long smear across the dashboard as well. The only thing that can be said for how it happens is it leaves him in a position where his bleeding nose won't clog his airways.

His last thought?

"Fuck."
Pyro
 

Re: The Long Road

Postby Tuesday » Wed Feb 03, 2016 8:35 am

Perception: 1d20+4 = 23:
19

JiC d20/d100: 1d20:
1
/ 1d100:
14


The gunfire in the immediete vicinity seems to have stopped. Above and in the car, Tuesday heard the crackle of the radio. Something about "flies on Cooper." In the distance he saw strangers climbing on the Romper Stomper. He knew what to do.

Staying in a kneel, Tuesday dropped his spear and brought his laser rifle up, switching the damage to it's lowest setting. This was going to be a delicate procedure, so hopefully these guys weren't wearing flash armor. He took careful aim while willing himself not to cough, inhaled, held it, exhaled and pulled the trigger.

OOC: He'll keep shooting Gangers on the Romper Stomper unless he can't see them anymore, in which case Tuesday will try to retrieve one of their motorbikes. If the SDC setting on the laser rifle isn't working, he'll switch it to the highest MDC setting.

Attacks per melee: 5
Initiative: 1d20+1 = 12
Action 1: Aiming
Action 2: Shooting at a Ganger on the Romper Stomper. Strike: 1d20+5 = 16, Damage: 1d6*10 = 50 SDC.
Action 3: Aiming
Action 4: Shooting at a Ganger on the Romper Stomper. Strike: 1d20+5 = 19, Damage: 1d6*10 = 60 SDC, or 4d6 = 18 MDC if that setting is needed.
Action 5: Aiming as needed, or running to a downed motorcycle.
Tuesday
 

Re: The Long Road

Postby Cooper » Wed Feb 03, 2016 2:55 pm

Percep: 1d20+2 = 21:
19

JIC: 1d20:
6
1d100:
54

Actions: 5
Init: 1d20+2 = 12:
10


Holistic Medicine 60%/50%= 1d100:
62
/ 1d100:
50

Invoke Trust/Intimidate: 50%=1d100:
30


Cooper gasps as the bandit's crowbar sinks into her leg and comes away bloody. She knows she's hurt, but to give up know would mean death or slavery, so she fights on.

"JACK! SHOOT THIS GUY!" She shouts at the unconscious man, hoping the bandit turns to check and see if someone has gotten behind him.

Cooper swings her knife up, trying to catch the bandit in the neck. Just die you son of a bitch! Hoping to find a weak place in his armor, she follows up the strike at the man's neck with a quick succession of additional jabs.


1. Stab Boarder; Strike 1d20:
2
Dmg: SDC 1d6:
6

2. Stab Boarder; Strike 1d20+1 = 13:
12
Dmg: SDC 1d6:
5
OR move to hatch
3. Stab Boarder; Strike 1d20+1 = 3:
2
Dmg: SDC 1d6:
3
OR move to hatch OR close hatch
4. Stab Boarder; Strike 1d20+1 = 7:
6
Dmg: SDC 1d6:
5
OR move to hatch OR close hatch OR move to Jack
5. Stab Boarder; Strike 1d20+1 = 21:
20
Nat 20 Dmg: SDC 1d6:
5
x2=10 OR move to hatch OR close hatch OR move to Jack OR assess Jack's condition

Parry with knife as needed: 1d20+5 = 18:
13
, 1d20+5 = 15:
10
, 1d20+5 = 19:
14
, 1d20+5 = 13:
8


If a parry isn't logical, Dodge as needed: 1d20+3 = 10:
7
, 1d20+3 = 9:
6
, 1d20+3 = 15:
12
, 1d20+3 = 19:
16
Cooper
 

Re: The Long Road

Postby Jack Killian » Wed Feb 03, 2016 7:17 pm

Perception: 1d20+3 = 21:
18

JIC d20: 1d20:
14

JIC d100: 1d100:
29


As Jack watches the scene unfold through the out of dimensional space, he is getting real upset. “Come on Mates take them bloody dingo steaks out! Dang Coop your one tough Lady. Give them what for.”

Then time seems to stop in the room. From one side of the white room a giant eye opens, reptilian in nature and Jack hears with a voice with a hiss, “You may think that your sssside isssss losing. But there isssss no win or lossssse. There isssss jusssst the now!” The giant snake head extends more as everything is quite still.
part of you, mabe leftover part of Dingo that was sburnt
The Snake speaks again with tongue flicking out over the cowboy. “You sssssee you exissssst, and you will continue to exissssssst. Time issssss nothing and it issssss everything, there are millionssssss of billionsssss of different pathsssssss that you have taken. One combination have led you to thissssss reality. Ssssssso don’t worry, too much. There issssss no life without death, without the beyond.”

Jack watching the giant white snake, "But I don't Understand, Who, What are you? What should I do?"

The giant white snake's tongue now flickers over Jack, "Um, part of the meal that your Cooper burnt, may be a god, maybe you trying to figure out what you can do or maybe everything and nothing. I musssst go and let the thissss thing working out, Jussssst remember the Red Headed Lady did something that wasn't ssssssupposssssse to happen, maybe you can try to do thingsssss to, Maybe you can help yoursssssself." The snake then blends back into the Wall and time slowly seems to come back to normal, as much as this can be considered normal for the young burster.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


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Jack Killian
Diamond Level Patron
Diamond Level Patron
 
Posts: 354
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia

Re: The Long Road

Postby Pyro » Thu Feb 04, 2016 10:26 am

Carried over Rolls:
Perception: 1d20+2 | 1d20+2 = 3.
JIC #1: 1d20 | 1d20 = 6.
JIC #2: 1d100 | 1d100 = 54.

Dreamland Rolls:
Perception: 1d20+2 | 1d20+2 = 14:
12

JIC #1: 1d20 | 1d20:
6

JIC #2: 1d100 | 1d100:
94


The droning of the NT-V40's rotors felt like it had been going on for hours. Pyro had always hated the sound. There was something that was lulling about it. Too much exposure to it and men began to lose their sense of awareness and that was the sort of thing that got people killed. He'd been at New Brisbane for over two years now, long enough to see the futility in trying to hold on to the little parcel of land that it was. Sure, it was fertile as all get out but the croc-men were fighting the settlers every inch. Men and women who left the city with a sense of adventure and the desire for a better life were sent to a place that resembled a firebase more than a community and every day was a constant threat.

These patrol flights had become exhausting and routine. Using thermal sensors to try and spot the crocs before they got close enough to sabotage some of the agri-vehicles or pick off some of the farmers. They were getting increasingly violent. There was a time they had been content enough to pull the tires off of a tractor and throw them over the walls but now it was getting to be the operators as well. So, Command responded with more guns. Railgun and missile emplacements along the walls to defend the colonists while they spent their days in the fields trying to get some work done and looking over their shoulders at the same time. It was no way for anyone to live.

The VHT was carrying his squad on a search and destroy mission. Find any croc movements in the jungle below and deal with them. A ten kilometer zone of exclusion around New Brisbane that no croc man was supposed to be allowed to live in. His squad too, he'd recently been made sergeant. That thought made him chuckle over the rotors. Sgt. Walter McPherson. Sgt. Pyro. That was rich.

"Sir, we've got something on thermal."
"Fucking hell, here we go." "Pipe it over here to my display, pilot."

The pilot complied and Pyro could see a small group of armed Mokoloi. They seemed to be setting up some sort of device on the shore of a large lake.

Pyro sighed. "All right, mates. Look alive. Pilot's going to make a missile and rail gun pass. Get your sticks into the firing ports and make it a good one. Once they stop moving we'll land and see what the fuck they are doing."

Orders were obeyed quickly. Every one of his men were young. Fresh out out of training. Only his master corporal had seen any amount of combat beyond a few brief firefights. Abruptly the pitch of the droning change as the helicopter wheeled about on it's central axis and made a pass over the group of reptile men. Railguns chattered and missiles roared but there was too much smoke for Pyro to see on the rear camera what damage had been done.

What he did see were the two big males rising dripping from the water, each of them carrying one of those flaming cum guns or whatever the fuck they were called. Command had some fancy word for it, so did the reptile men themselves but it was still a flaming cum gun as far as Pyro was concerned.

"Fuckers. They'd been hiding under the water to keep from being seen on thermal. Heard us coming."

Thump, Thump, Thump. He could hear the vehicle taking fire as several rounds of burning, lava like glop. But everything was okay. The helicopters were heavily armored. They'd make another pass with missiles and that would be that. The reptile men were tough but the mini-missile always was the great equalizer.

"Sir, some of that shit got in the rotor head. It's eating away at the swash plates."

Pyro shrugged helplessly. "English, Motherfucker! English!"

"We've got a few minutes of powered flight and then a whole lot of nothing."

"Fucking hell." "I thought this was the latest shit the eggheads came up with? Reserve rotors and all."

"It is, sir, but the rotor heads are being eaten away. We won't be able to engage them."

"Hit for the jungle, Pilot. Get us out of here, set it down in the first clear spot you can find."

The droning didn't sound quite right and already the helicopter was beginning to shake. Just like some of Pyro's men as the increasingly wobbly vehicle hurtled over the jungle and away from the ambush site.

This was going to be bad.
Pyro
 

Re: The Long Road

Postby Captain Cook » Fri Feb 05, 2016 11:11 pm

Current Situation wrote:Location: Near Coastal Settlement (Nemtown)
Time: 21:41, Day 1 along the coast, June 2396
Weather: Hot, cloudless and arid.
Local Statistics:
•Temperature: 22 °C
•Water: Salt Water common, drinkable water scarce.
•Jack is dying!
•Cooper is bleeding!
• Those with good perception rolls can see, and maybe even hear continued cheering from the Raider Compound to the south. Oddly it doesn't seem to matter that 'their side' might be loosing this fight. What's up with that?
•Melee Round: 7


Things just seem to be getting worse and worse for the team at first, when the bandits reach the Romper and start climbing in to join their friend that Cooper was still busy fighting. However, despite appearances things start slowly turning around for the group.

The first sign comes when Tueday manages to pick off one of the bandits climbing the Romper at about the same time Billy shoots the buggy's gunner in the head and starts dragging him out of the seat behind the machine gun. It's not quite obvious yet however, since by the time Billy manages to get behind the machine gun the remaining bandit manages to get into the romper where neither Billy or Tuesday can shoot at him. Meanwhile William and the bandit with the pistol keep up their exchange of gunfire. With no other viable target, and the bandit so close by, Tuesday simply turns his aim on the bandit with the pistol, and between William and Tuesday, the pistol brandishing pilot is soon killed, though not before William takes another hit (-8 SDC William, 6 rounds left in William's gun). Tuesday also notices the bikes are destroyed, but with the local bandit situation taken care of he and William hop in the still running bandit's car and take off towards the romper.

Meanwhile inside the Romper, despite Cooper's initial success with distracting the bandit with the crowbar she's been fighting, her swing at him misses. There's a brief flurry of exchanged blows, though the bandit was clearly a better fighter than Cooper and she winds up even more roughed up than before (-8 SDC Cooper, - 6 HP Cooper). Worse still the bandit that clambers in shoves Jack's body out of the way of the hatch and locks it before joining in. "Alive you idiot!" are the only words of solace Cooper finds when they pair up on her. At first she's able to hold them off but in the end she gets pinned by the truck driver, at the same time her blade manages to sink home into his chest. Slowly and so close up she can see the life draining out of his eyes, along with the blood that pools all over her.

In the end the bandit with the crow bar grabs the SMG the truck driver had been carrying and points it at her head while rather callously keeping a foot on his dying friends back (And keeping Cooper thus pinned) "Don't fucking move." he growls at her. While outside the only surviving bandit in the buggy shifts a little in the driver seat with a groan. Billy might not be able to shoot the bandit in the Romper but clearly the driver wasn't out for the count, yet.

Butcher's Bill:
William's Hover Car:
Forward Bank of Headlights: 872/1500 (Shorted out until they can be fixed)
2 (of 4) Main Hover Jets: 1681/1700
Maneuvering Jets (1-3): 1441/1500
Maneuvering Jets (4-6): 1330/1500
Driver Door: 830/1,000
Door Window 360/500
Passenger Door: 960/1,000
Door Window 460/500
High-Impact Windshield: 50/1,200
Main Body: 1602/2,600
NOTE: Radio is still burning and causing smoke to fill the inside of the vehicle. The open door however is letting out most of it.

Romper Stomper:
Extendable Robotic Legs (4): 50/115
Headlights (2): 2 each
Wheels (4): 25/50 each
Main Body: 138/225

Toyota Outbacker:
Tire 1: 36/60
Tires 2-4 38/60 each
Windshield (1, front) - 74/80
Door Windows (2) - 40 each
Cabin Windows (4) - 40 each
Cabin Door (1) - 35/80
Cab Doors (2) - 65/80 each
Main Body - 86/150

Jack: 0HP. -1 HP per Minute (4 Melees) -20 ISP (Error in my previous ISP calculation from last round). Some one will have to stabilize Jack with a successful medical roll. Jack will then have to start rolling Save vs Coma to stabilize. (additional medical rolls to stabilize him will also assist his odds. The only PCs with the skills to help him at the moment are Cooper and Tuesday)
William: 21/81 SDC. -24 Rounds
Tuesday: 44/55 SDC -2 SDC Shots
Pyro: 21/54 SDC -4 shotgun rounds, -1 Grenade, -1 Pistol Round
Cooper: 0/41 SDC, 21/27 HP (Bleeding: -1 HP every 2 Melees), -2 pistol rounds
Billy: 0/15 SDC 19/34 HP -1 pistol round

Enemy Pickup Truck: Crashed and on Fire fire. Gunner appears to be dead. Driver is in Romper Stomper dying atop Cooper.
Enemy Motorcycle 1: Destroyed, Pilot Killed
Enemy Motorcycle 2: Destroyed, Pilot at Killed by Tuesday at Romper Stomper
Enemy Motorcycle 3: Destroyed, Pilot Killed
Romper Stomper: Cooper pinned beneath dying Driver, remaining bandit (Truck Co-Pilot) has gun pointed at her head.
Enemy Buggy: Gunner dead, Pistol still alive, Billy in Gunner's seat.

NOTES:
Pyro: is Stunned for 3 Melee Rounds
Jack: Is at 0/17 HP and will loose 1 HP in 1 Melee round.
Cooper: Is bleeding and will loose 1 HP in 1 Melee Round.
Captain Cook
 

Re: The Long Road

Postby Billy Barber » Sat Feb 06, 2016 7:12 pm

Perception: 1d20+2 = 10:
8

JIC: 1d20:
7
/ 1d100:
8


Seeing the driver move sets Billy into a near psychotic break, The dead are moving. The bloody city has turned men into zombies. Screaming at the top of his lungs he lets go of the light machine gun and points his pistol into the driver's compartment a quick shot into the unconscious man's head. "Stay down you mangy dingo." Looking back at the closed hatch on the Romper Billy makes sure it can take a hit (Mechanical Engineer 1d100:
14
/75%) and just opens fire with the light machine gun anyway hoping maybe the glancing bullets will cause the bandit to flinch and be distracted in order to give Cooper an opening.

Initiative: 1d20:
2

APM: 5
Action 1-3: Called Aimed Shot To Driver's Head
Strike: 1d20+5 = 15:
10

Damage: 2d6+2 = 6:
3, 1

Actions Four: Return to LMG and assess hatch
Action Five: Short burst toward Romper hatch
Strike: 1d20:
10

Damage: 4d6*10 = 180:
6, 1, 6, 5
S.D.C.

Contingency: If any shots are fired/attacks directed his way Billy will attempt to dodge them.
1d20+3 = 23:
20
1d20+3 = 10:
7
1d20+3 = 22:
19
1d20+3 = 20:
17
1d20+3 = 10:
7
1d20+3 = 5:
2
Billy Barber
NeraTech P-18 9mm Sidearm: 18/18
Pre-Rifts Bullet-Proof Vest (AR 15) MDC: 25/25


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Re: The Long Road

Postby Cooper » Sun Feb 07, 2016 6:05 am

Percep: 1d20+2 = 19:
17

JIC: 1d20:
13
1d100:
22

Actions: 5
Init: 1d20+2 = 20:
18


Invoke Trust/Intimidate: 50%=1d100:
100


Cooper focuses on breathing as the weight of the dying bandit and his compatriot's foot push down on her. She looks at the man training the SMG on her and nods. Well #$%^!! At least alive I'll get a chance to escape...... I hope I don't regret not being dead.

Cooper keeps her eyes locked on the bandit, Son of a... my leg hurts like a mother. she says, "What now?" as she grimaces through the pain. With no idea what the bandits plan is, she keeps her mouth shut, So are we a sport? Why do they want us alive? Or do they just want me, the woman. Her worries grow as she leaves the next move up to the bandit.

1-5. not moving

Dodge as needed: 1d20+3 = 6:
3
, 1d20+3 = 5:
2
, 1d20+3 = 17:
14
, 1d20+3 = 7:
4
, 1d20+3 = 22:
19
Cooper
 

Re: The Long Road

Postby Jack Killian » Sun Feb 07, 2016 12:24 pm

Perception: 1d20+3 = 16:
13

JIC d20: 1d20:
18

JIC d100: 1d100:
18


Jack Is startled by the Cowboy speaking behind him, “What the Bloody hell is with the white Snake, I never saw that before. I thought we were all goners, but we are already gone. My, you and your mother are full of surprises aren’t you?”

Jack looks at the cowboy, “I’m not sure but that might have been part of the Rainbow Serpent. Might be interested in me because the people adopted me kinda.”

Jack looks to the floor and the continual battle going on between Cooper and the Gangers.

Jack gets involved with the fight “Bloody Hell she took one out. Dang she is giving it to them. Don’t give up Cooper find the leg controls, shake the Romper send him flying backward, he is off balanced. Do something! We are starting to Win!”

The Cowboy chimes in, “I’m not supposed to take sides, But hell lady, think and do something, give your other mates a signal that there is hope. Seduce that bastardy dingo whelp.”

The Cowboy looks to Jack and back to the light, “Meaning no disrespect Mrs. Jack. Aww hell if there was anything I could do I would do it.”


Jack concentrates on the adjustment levers trying to cause the Romper to sit it butt down using his TK.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


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Re: The Long Road

Postby Tuesday » Mon Feb 08, 2016 10:07 am

Perception: 1d20+4 = 24:
20

JiC d20/d100: 1d20:
18
/ 1d100:
98


Hollistic Medicine, if I get the chance to use it, 1d100 = 58/50%

Tuesday's heart was pounding. It had been a while since he had to turn his laser on a fellow human and he wasn't enjoying it. After William and himself dropped the nearest Ganger, Tuesday ran over to the nearby motorcycles. After propping one up and giving it a few kickstarts, it became pretty clear it wasn't going to start. The other bikes looked pretty trashed, too.

William moved towards the last Gangers still running car and Tuesday followed suit. "I'm guessing you can drive this thing." Tuesday cranked down the window and propped the barrel of his laser rifle on the door from the passenger's seat.

Attacks per melee: 6
Action 1: checking motorcycles
Action 2: getting into the car with William
Action 3-6: Taking SDC shots at any targets and switching to MDC shots if they are ineffective.

Strike, if possible: (+2 when stationary, -6 strike when moving): 4d20:
7, 12, 8, 10

Damage: 1d6*10 = 10, 1d6*10 = 60, 1d6*10 = 60, 1d6*10 = 40
Tuesday
 

Re: The Long Road

Postby William Lanne » Mon Feb 08, 2016 4:46 pm

Perception: 1d20+2 = 6:
4

Just in Case: 1d20:
7
/1d100:
3

Conditions: None.

Initiative: 1d20+5 = 25:
20

Number of Attacks: 6

Action One: Drive quickly towards the remaining bandits. (Pilot: Automobile 1d100:
68
/84%)
Action Two: Pull alongside to give Tuesday a better shot at the Bandit holding Cooper at gunpoint.
Action Three: Stop Vehicle and sit in window to fire over the roof of the car.
Action Four: Fire on bandit with 3-round burst. (Strike: 1d20+1 = 5:
4
; Damage: 6d6:
1, 1, 6, 1, 4, 2
S.D.C.)
Action Five: Fire on bandit with 3-round burst. (Strike: 1d20+1 = 20:
19
; Damage: 6d6:
1, 3, 1, 1, 6, 4
S.D.C.)
Action Six: Reload F88.

Parries as Needed: 1d20+10 = 30:
20
, 1d20+10 = 19:
9
, 1d20+10 = 20:
10
, 1d20+10 = 23:
13
, 1d20+10 = 25:
15
, 1d20+10 = 15:
5
.
Dodges (If armor is compromised; or S.D.C. is lost) 1d20+12 = 31:
19
, 1d20+12 = 30:
18
,1d20+12 = 13:
1
, 1d20+12 = 19:
7
, 1d20+12 = 13:
1
, 1d20+12 = 21:
9


William smirks at Tuesday's question. "Of course Mate!" William drives the stolen vehicle across the badlands of wrecked vehicles to a point closer to the action. Taking care to set his co-pilot/gunner up for a better shot, William puts the passenger side to the action. William brings the car to a quick halt before partially climbing out of the car to sit i the window so that he can fire across the roof. Not having a marksman rifle William resorts to his usual tactic of spraying lead down range in hopes of scaring off or severely wounding the Bandit holding Cooper hostage. Once William has fired two bursts he realizes he's out of ammo and switches clips from one at his hip, letting the old one fall into the driver's seat.
William "Teeth Taker" Lanne EP
H.P.: 25/25
S.D.C.: 81/72
P.P.E.: 12/12
Constant Conditions:
None.
Armor:Pre-Rifts Light Body Armour
Modifiers: -2% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance.
AR: 16 (Applicable only in SDC Combat)
M.D.C. by Location:
Left Arm: 14/14, Right Arm: 14/14, Left Leg: 18/18, Right Leg: 18/18, Main Body: 35/35.
Weapons on Hand:
F88 Austeyr 5.56mm Assault Rifle Ammo: 21/30; Extra Ammo: 12 Magazines.
Vibro-Bayonet
Survival Knife
Silver-Plated Knife
Vehicle:
Bandit Sports Car
MAX Speed: 200 mph.
Range: 220 miles/tank (19/17 liters (11.5 miles/liter)
AR: 14 Main Body: Main Body: 1,500/1,137
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Re: The Long Road

Postby Pyro » Tue Feb 09, 2016 8:41 pm

Real World Rolls:
Perception: 1d20+2 | 1d20+2 = 11:
9

JIC #1: 1d20 | 1d20:
18

JIC #2: 1d100 | 1d100:
99


Dreamland Rolls:
Perception: 1d20+2 | 1d20+2 = 20:
18

JIC #1: 1d20 | 1d20:
7

JIC #2: 1d100 | 1d100:
60


"It's bad, sir. It's the swash plates being eaten away. If that motherfucker had of had a bullseye to aim for he couldn't have done any better."

It was actually worse than expected, really. Pyro wasn't someone who knew much about aircraft. Well, that was a lie. He wasn't an aircraft mechanic but he understood the principles of what was going on. Rotary flight was a pretty complicated thing. Way more so than most people thought and rotor heads he knew were probably the most complicated part of the aircraft. The vehicle that they were flying was a new model design that was supposed to be able to eject damaged rotor blades and bring in new ones in under a few hundred feet of lost altitude but that wasn't going to be of any help in this case. The lava like glop fired by the croc men's guns was eating away at the delicate assemblies. Pyro knew that helicopters could do a neat trick called auto rotating, which was letting the blades spin free and buying a few seconds that way. But the pilot had said that the swash plates were being eaten away which meant that in a very short time there would be no control over the angle and pitch of the blades anyway and the brand new NVT-40 would become something of a falling stone.

"Set it down, mate. We don't have time to wait for..."

The pilot had said a few minutes. They couldn't have been more than ten kilometers from where they'd been fired on when a metallic grinding sound began to make itself known from the top of the aircraft. A few seconds later, everything was free fall and a tremendous, tremendous crash. The last thing Pyro could remember was jungle, sky, jungle, sky, jungle, sky, jungle, sky. Then the taste of blood and a burning feeling across his torso.

And nothing.

"Looks like he's alive!"

He had no idea how long it'd been. Seconds? Hours? It couldn't be too long because he could smell burning avgas and singed metal. Somehow, Pyro didn't feel burned but he could /feel/ the blood dripping down him as strong hands pulled him out of the crashed machine. He recognized the face of Pvt. Paulson, his team's medic along with several other faces he didn't. "Baker Squad, Sir. They saw us come down and came to reinforce us before the crocs made a push. I'm not hurt, you've got a nasty cut but I'm going to crazy glue that for now, it'll leave a scar but you'll live. O'neil has a broken leg, Mitchell didn't make it, neither did the pilot. Some other bumps and bruises. We went down in a bunch of some fucked up alien vines and it looks like that took most of the impact. Helo's never going to fly again but Spider pulled out some of the missiles for his launcher."

The situation report came almost on deaf ears. He was still recovering, still processing everything as they dragged him away from the wreck and threw him on the ground. Someone tore his shirt off. One man ran his finger and thumb down the length of the wound as the medic applied the battlefield glue. It wasn't pretty but the wound, as big as it was? It was mostly superficial, just torn skin and a few more layers. This shit that the eggheads said was like, a hundred and fifty years old or something and was just coming back would sterilize the wound and keep his guts from spilling out. Good enough for him.

Slowly, Pyro got to his feet as someone handed him his pistol that had fallen clear of his holster. He tucked it into place.

"Baker Squad's down Sgt. Wilhem, Corporal Smith in command. So I guess that makes you the ranking officer. Where's a lieutenant when you need someone to make a bad situation worse, huh?"

Pyro couldn't help but smile.

"How long was I out?"

"About ten, sir. We were lucky Baker was as close as they are. We're working on cutting down some wood and using these vines to make litters for the wounded. Then we'll start humping it back to base. They have to know we've gone down."

"So do the crocs."
Pyro
 

Re: The Long Road

Postby Captain Cook » Tue Feb 09, 2016 9:33 pm

Current Situation wrote:Location: Near Coastal Settlement (Nemtown)
Time: 21:42, Day 1 along the coast, June 2396
Weather: Hot, cloudless and arid.
Local Statistics:
•Temperature: 22 °C
•Water: Salt Water common, drinkable water scarce.
•Jack is dying! (-1 HP to Jack)
•Cooper is bleeding! (-1 HP to Cooper)
• Those with good perception rolls can see, and maybe even hear continued cheering from the Raider Compound to the south. Oddly it doesn't seem to matter that 'their side' might be loosing this fight. What's up with that?
•Melee Round: 8


Things grew much simpler, and yet in some ways, much worse all at once. Billy, spooked by the still (well now deceased) driver moving promptly panicked, thinking him a zombie in his paranoid delusional state, shot him in the head and killed him before turning to fire a spray of machine gun fire at the Romper's window in an attempt to distract the bandit(s) inside and give Cooper a better fighting chance. It's around this point that William and Tuesday roll up on the scene, but rather than having the clear shot they were hoping for, find instead the romper was by now locked up tight, and none of the bodies hanging about in the back were moving much. One was, but upon closer inspection it was Jack. Down and out, but not yet dead.

Which only makes things worse when the Romper suddenly roars to life and starts making a full on run towards the fortified bandit base!

Meanwhile in the Romper itself the bandit just grins an ugly grin at Cooper. And it was perhaps all the more terrifying for the fact that the man had clearly filed his teeth down to sharp points! "You shut up and be a good girl, and suck on this and don't try anything or I'll shoot you." He declares before shoving the muzzle of his SMG in her mouth as he clambers into the driver's seat, and promptly starts making off with the vehicle and captives in tow!

Butcher's Bill:
William's Hover Car:
Forward Bank of Headlights: 872/1500 (Shorted out until they can be fixed)
2 (of 4) Main Hover Jets: 1681/1700
Maneuvering Jets (1-3): 1441/1500
Maneuvering Jets (4-6): 1330/1500
Driver Door: 830/1,000
Door Window 360/500
Passenger Door: 960/1,000
Door Window 460/500
High-Impact Windshield: 50/1,200
Main Body: 1602/2,600
NOTE: Radio is still burning and causing smoke to fill the inside of the vehicle. The open door however is letting out most of it.

Romper Stomper:
Extendable Robotic Legs (4): 50/115
Headlights (2): 2 each
Wheels (4): 25/50 each
Main Body: 136/225

Toyota Outbacker:
Tire 1: 36/60
Tires 2-4 38/60 each
Windshield (1, front) - 74/80
Door Windows (2) - 40 each
Cabin Windows (4) - 40 each
Cabin Door (1) - 35/80
Cab Doors (2) - 65/80 each
Main Body - 86/150

Jack: 0HP. -1 HP per Minute (4 Melees) -20 ISP (Error in my previous ISP calculation from last round). Some one will have to stabilize Jack with a successful medical roll. Jack will then have to start rolling Save vs Coma to stabilize. (additional medical rolls to stabilize him will also assist his odds. The only PCs with the skills to help him at the moment are Cooper and Tuesday)
William: 21/81 SDC. -24 Rounds
Tuesday: 44/55 SDC -2 SDC Shots
Pyro: 21/54 SDC -4 shotgun rounds, -1 Grenade, -1 Pistol Round
Cooper: 0/41 SDC, 20/27 HP (Bleeding: -1 HP every 2 Melees), -2 pistol rounds
Billy: 0/15 SDC 19/34 HP -1 pistol round

Enemy Pickup Truck: Crashed and on Fire fire. Gunner Dead and Burning. Driver is in Romper Stomper dead and bleeding all over Cooper.
Enemy Motorcycle 1: Destroyed, Pilot Killed
Enemy Motorcycle 2: Destroyed, Pilot at Killed by Tuesday at Romper Stomper
Enemy Motorcycle 3: Destroyed, Pilot Killed
Romper Stomper: Cooper pinned beneath dead Driver, remaining bandit (Truck Co-Pilot) has gun pointed at her head.
Enemy Buggy: Gunner dead, Pilot Dead, Billy in Gunner's seat.
Enemy Race Car: Pilot and Co-Pilot Dead. Car comandeered by William and Tuesday
William's car: Still running, at a dead stop, billowing smoke.
Romper Stomper: Starting on the Move
Billy's Truck: Made close and personal friends with Bandit Buggy.

NOTES:
Pyro: is Stunned for 2 Melee Rounds
Jack: Is at -1/17 HP and will loose 1 HP in 4 Melee round.
Cooper: Is bleeding and will loose 1 HP in 2 Melee Rounds.
Captain Cook
 

Re: The Long Road

Postby Cooper » Wed Feb 10, 2016 2:34 pm

Percep: 1d20+2 = 9:
7

JIC: 1d20:
4
1d100:
41

Actions: 5
Init: 1d20+2 = 20:
18


Invoke Trust/Intimidate: 50%=1d100:
8


Well, this could be better. Cooper thinks as she feels the warm blood oozing out of her leg. That's it. Watch the road dumb ass. Cooper eases her hand under the body of the dead bandit that's still holding her knife. But that's not what she's going for. Keeping her eyes on the Sawtooth bandit, she readies herself to roll the gun out of her mouth with a twist of her head. Meanwhile her hand uses the dead bandit as cover while she slowly draws her other pistol.

With the P-18 in hand she waits for her chance. Something is bound to happen between here and his destination that will pull his attention away. Come on! Another crash or something. If any of the group is still alive they'll try and stop the Romper. At the very least she'll hold out until he pulls the corpse off of her.

Why the !#$ didn't we get Billy to install kill switches in the damn vehicles.

1. move hand
2. draw pistol
3. wait
4. wait OR twist gun from mouth and raise pistol
5. wait OR shoot Sawtooth: strike 1d20+1 = 6:
5
Dmg: 2d6+2 = 11:
4, 5


Dodge as needed: 1d20+3 = 16:
13
, 1d20+3 = 12:
9
, 1d20+3 = 11:
8
, 1d20+3 = 4:
1
, 1d20+3 = 10:
7
Cooper
 

Re: The Long Road

Postby Billy Barber » Wed Feb 10, 2016 6:36 pm

Perception: 1d20+2 = 11:
9

JIC: 1d20:
11
/ 1d100:
1


As the Romper Stomper rolls away Billy's mind goes into overdrive, Cooper is in there. If they torture her she'll tell them about me. Then they might sell that information to the city. I gotta stop the vehicle or kill Cooper. Either way my truck is too far away. With no radio Billy just yells "Take out the wheel! His dubious skills with a machine gun make this an unlikely course of action but the technologist sees no other choice. Disable or destroy the romper before it hits the bandit gate. If they can save Cooper that's a bonus. Hopefully the others catch on. William might be able to slow him down and Tuesday is a good shot.

"Jack is gonna bloody kill me." Billy mutters out loud as he draws a bead on the Stomper's wheels.

Initiative: 1d20:
5

APM: 5
One: Try to take out wheels of stomper
Strike: 1d20:
18

Damage: 3d6*10 = 130:
2, 5, 6

Two: Try to take out of stomper
Strike: 1d20:
6

Damage: 3d6*10 = 110:
2, 3, 6

Three: Try to take out wheels of stomper
Strike: 1d20-2 = 4:
6

Damage: 3d6*10 = 90:
4, 2, 3

Four: Try to take out wheels of stomper
Strike: 1d20-2 = -1:
1

Damage: 3d6*10 = 90:
5, 3, 1

Five: Jump down and run back to truck to give chase.

Dodge as needed: 1d20+3 = 4:
1
1d20+3 = 13:
10
1d20+3 = 6:
3
1d20+3 = 19:
16
1d20+3 = 19:
16
Billy Barber
NeraTech P-18 9mm Sidearm: 18/18
Pre-Rifts Bullet-Proof Vest (AR 15) MDC: 25/25


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Re: The Long Road

Postby Tuesday » Thu Feb 11, 2016 7:51 am

Perception: 1d20+4 = 14:
10

JiC d20/d100: 1d20:
17
/ 1d100:
37


As William drove closer to the Romper, Tuesday couldn't see any more Gangers. Was that Jack on the back? He looked injured. Just as he was assessing the situation, he was dismayed to see the Romper start driving off!

Billy Barber wrote:"Take out the wheel!


"Shit. William, I think I can hit the wheel, but I have to get out of this rusty billy." Stepping out of the car, Tuesday quickly brought his laser rifle up and looked the wheel with the most damage. Where are you? Seeing a target he held his breath, exhaled, and then pulled the trigger.

Attacks per melee: 6
Action 1: Aiming at the most damaged wheel, otherwise any wheel on the Romper will do
Action 2: Aiming
Action 3: Strike: 1d20+8 = 11, Damage: 4d6 = 12 MDC
Action 4: Aiming at the same wheel
Action 5: Aiming
Action 6: Strike: 1d20+8 = 21, Damage: 4d6 = 14 MDC
Tuesday
 

Re: The Long Road

Postby Jack Killian » Thu Feb 11, 2016 7:03 pm

Perception: 1d20+3 = 8:
5

JIC d20: 1d20:
5

JIC d100: 1d100:
91


Jack continues to watch and wishing he could do something. “Is this going to be the end of me? Bleed out in the back of my Stomper. Com on Cooper wait for the right opportunity then give it your all.”

Jack minds starts to see his life, in a sort of collage. His first memories of growing up on the Killian’s ranch with all the older brothers and sisters. His summers in the Outback with the Aborigines learning survival skills getting the snakes tattooed on his body by the elders. Snakes, it would have been great to have one in the cab to take care of intruders. “I wonder if I will try that security device. How does one keep a snake of death in the same place?”

His then going in to a gang in the city and being part of it’s defense force, wow those were exciting times especially when he made friends with a brodkil and a gargoyle. Those were fun times they called him their pet, gofer, and bag with a limited shelf life. Limited Shelf Life. Was his expiration day coming up? Is this all that was meant to be?

Jack stiffens up, “No the end is not over, there is the now and I must continue. The Future is still there as is the Past. I will be a vengeance for the people. I will be a force like my mother, like the Rainbow Serpent.”

Jack looks down, “We will win Cooper, no we have won Cooper!" the leader said to the death! all of them are dead even if he dies the rest live.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


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Re: The Long Road

Postby William Lanne » Sun Feb 14, 2016 9:59 am

Perception: 1d20+2 = 14:
12

Just in Case: 1d20:
5
/1d100:
87

Conditions: None.

Initiative: 1d20+5 = 10:
5

Number of Attacks: 6

Action One: Get back into the car.
Action Two: Drive towards the Stomper. (Pilot: Automobile 1d100:
4
/84%)
Action Three: Get in front of Stomper. (Pilot: Automobile 1d100:
87
/84%)
Action Four: Brake Check Stomper. (Strike: 1d20:
14
Pilot: Automobile 1d100:
84
/84%)
(OOC: I'm trying to get ran over it seems.)
Action Five: (Pilot: Automobile 1d100:
73
/84%)
Action Six: (Pilot: Automobile 1d100:
25
/84%)

"Got it!" William says to Tuesday as he clambers back into the drivers seat. "I'm gonna slow him down!" William yells as he tears off towards the Stomper. This is the dumbest plan you've come up with yet mate. William grits his teeth and screams wordlessly as he brings the stolen car up to the Stomper, and attempts to maneuver himself under the front wheels, before stomping on the brake pedal.
William "Teeth Taker" Lanne EP
H.P.: 25/25
S.D.C.: 81/72
P.P.E.: 12/12
Constant Conditions:
None.
Armor:Pre-Rifts Light Body Armour
Modifiers: -2% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance.
AR: 16 (Applicable only in SDC Combat)
M.D.C. by Location:
Left Arm: 14/14, Right Arm: 14/14, Left Leg: 18/18, Right Leg: 18/18, Main Body: 35/35.
Weapons on Hand:
F88 Austeyr 5.56mm Assault Rifle Ammo: 21/30; Extra Ammo: 12 Magazines.
Vibro-Bayonet
Survival Knife
Silver-Plated Knife
Vehicle:
Bandit Sports Car
MAX Speed: 200 mph.
Range: 220 miles/tank (19/17 liters (11.5 miles/liter)
AR: 14 Main Body: Main Body: 1,500/1,137
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William Lanne
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Re: The Long Road

Postby Pyro » Mon Feb 15, 2016 5:47 pm

Real World Rolls:
Perception: 1d20+2 | 1d20+2 = 16:
14

JIC #1: 1d20 | 1d20:
1

JIC #2: 1d100 | 1d100:
85


Dreamland Rolls:
Perception: 1d20+2 | 1d20+2 = 5:
3

JIC #1: 1d20 | 1d20:
12

JIC #2: 1d100 | 1d100:
89


The chattering of the squad automatic weapon at such close range is almost enough to rouse Pyro from his unconsciousness. He hears it in his dream which makes him lapse into another cycle of it. A fast forward to later on in the memory that he is re-living. As Billy thunders rounds downrange towards the Romper-Stomper (Which really needs to be called something else, hell calling it George would make it sound less ridiculous), Pyro in his dream thunders rounds downrange towards something quite different...

The whole thing was stupid. That's what he thought to himself. He was never able to figure out why Melbourne had decided this stupid patch of land meant so much to them in the first place. It wasn't their business to be here. It wasn't anyone's business to be here. As much as he hated the idea he had to agree the stupid Crocs had a point. They were there before the city came and now they were spending all kinds of men and machines for an altogether useless purpose.

Now, they were stuck between a waterway and home with a crashed helicopter, a bunch of wounded people and the crocs that had shot them down closing in for the kill. Both of the squad's railguns were almost out of ammo and he didn't think that they'd managed to kill even one of them. They were tough, easily the equal of a suit of powered armor and he wasn't even sure the first over flight had put any of them down.

That's strange.

It was railguns that his men were firing, but he could swear that was a machine gun of some kind? Or was that off in the distance? Pyro couldn't tell.

And he'd been cut across the chest, why did his face hurt?

In the real world, Pyro begins to stir. The first signs of returning to consciousness.

OOC: I know this post sucks, but I'm not feeling well tonight. Headache. I'll get something creative to close the story off next post.
Pyro
 

Re: The Long Road

Postby Captain Cook » Mon Feb 15, 2016 6:19 pm

Current Situation wrote:Location: Near Coastal Settlement (Nemtown)
Time: 21:42, Day 1 along the coast, June 2396
Weather: Hot, cloudless and arid.
Local Statistics:
•Temperature: 22 °C
•Water: Salt Water common, drinkable water scarce.
•Jack is dying!
•Cooper is bleeding!
• Those with good perception rolls can see, and maybe even hear continued cheering from the Raider Compound to the south. Oddly it doesn't seem to matter that 'their side' might be loosing this fight. What's up with that?
•Melee Round: 9


The chase is soon on for the group in their attempt to stop the bandit getting away with Cooper and the downed Jack in the Romper Stomper. William takes off after the romper in the race car like hell on wheels while Billy starts opening fire on the Romper in an attempt to try and stop it. Tuesday meanwhile readies his rifle after having gotten out of the car and takes his time, trying to keep sight of one of the romper's wheels, a task made difficult by the speed the target was going, the terrain and various other factors. For Billy's part his firing in the direction of the Romper doesn't seem to accomplish too much, and indeed misses quite a bit before the gun finally jams on him and he winds up jumping out of the wrecked buggy and running over to get into his truck (-30 rounds for MG, MG is jammed -1 MD romper). Tuesday meanwhile misses his first shot though scores a fairly solid hit with his second (-2 MD shots Tuesday, -14 MD to romper's wheel). William on the other hand finds it takes him a little bit to catch up to the Romper, but the race car clearly had a good speed advantage over the Romper he manages to overtake it though when he slams on the breaks to try and cause a collision, the Romper just narrowly avoids the move, scraping along the side of the car before passing.

Inside the Romper however, the story is a little different. Cooper can tell the driver is getting increasingly agitated as he swears loudly, and often. Biding her time for the right moment she slowly creeps her hand down to her other pistol, managing to pull it without being noticed. Waiting a few moments longer she finds her chance comes when the Romper suddenly lurches followed by more swearing from the driver. Springing into action she pulls herself free from under the corpse and away from the Bandit's gun, the bandit having been a little too distracted to pull the trigger in his attempts to avoid William's intended block. Swiftly she goes to fire but the bandit twists and slams his gun hand into her arm, making her fire wide. This however leaves the bandit in a bad position. He's busy trying to drive at top speed, and now Cooper's gotten free with a gun. (-1 pistol round, Cooper) The bandit looks about ready to turn his SMG on Cooper at nearly point blank range when William manages to catch up a second time and try the stunt all over again. This time however the bandit's distraction (via Cooper) is too much and the two vehicles collide. This at least brings the Romper to a complete stop, and the bandit has just enough time to start breaking before the collision occurs, meaning it's not as bad as it could be. Still, the Romper was a heavy beast of a machine and the bang was pretty loud (-3MD Romper, -363 SDC Race Car)

William this time, managing to properly brace himself for the impact manages to not only keep his head about him when the Romper collides, but also avoids getting too bad a case of whiplash. The sudden deployment of an airbag it seems, helps considerably in this respect (-5 SDC William) Cooper and the bandit however don't fare quite so well. The pair are suddenly slammed forward, guns clattering away from their grips, the bandit slamming his head off the steering wheel and then remains unmoving while Cooper's own forward momentum is thankfully slowed by the back of the front seat. (-11 HP Cooper, stunned for 3 melees) this of course also doesn't do the downed Jack any favours either (-12 HP Jack)

Butcher's Bill:
William's Hover Car:
Forward Bank of Headlights: 872/1500 (Shorted out until they can be fixed)
2 (of 4) Main Hover Jets: 1681/1700
Maneuvering Jets (1-3): 1441/1500
Maneuvering Jets (4-6): 1330/1500
Driver Door: 830/1,000
Door Window 360/500
Passenger Door: 960/1,000
Door Window 460/500
High-Impact Windshield: 50/1,200
Main Body: 1602/2,600
NOTE: Radio is still burning and causing smoke to fill the inside of the vehicle. The open door however is letting out most of it.

Romper Stomper:
Extendable Robotic Legs (4): 50/115
Headlights (2): 2 each
Wheel (1): 10/50
Wheels (2-4): 25/50 each
Main Body: 136/225

Toyota Outbacker:
Tire 1: 36/60
Tires 2-4 38/60 each
Windshield (1, front) - 74/80
Door Windows (2) - 40 each
Cabin Windows (4) - 40 each
Cabin Door (1) - 35/80
Cab Doors (2) - 65/80 each
Main Body - 86/150

Bandit Race Car: -363 SDC main body

Jack: -13/21 HP. -1 HP per Minute (4 Melees) -20 ISP Some one will have to stabilize Jack with a successful medical roll. Jack will then have to start rolling Save vs Coma to stabilize. (additional medical rolls to stabilize him will also assist his odds. The only PCs with the skills to help him at the moment are Cooper and Tuesday)
William: 16/81 SDC. -24 Rounds
Tuesday: 44/55 SDC -2 SDC Shots, -2 MD shots
Pyro: 21/54 SDC -4 shotgun rounds, -1 Grenade, -1 Pistol Round
Cooper: 0/41 SDC, 9/27 HP (Bleeding: -1 HP every 2 Melees), -2 energy pistol rounds, -1 pistol round
Billy: 0/15 SDC 19/34 HP -1 pistol round

Enemy Pickup Truck: Crashed and on Fire fire. Gunner Dead and Burning. Driver is in Romper Stomper dead and bleeding all over Cooper.
Enemy Motorcycle 1: Destroyed, Pilot Killed
Enemy Motorcycle 2: Destroyed, Pilot at Killed by Tuesday at Romper Stomper
Enemy Motorcycle 3: Destroyed, Pilot Killed
Romper Stomper: Cooper pinned beneath dead Driver, remaining bandit (Truck Co-Pilot) has gun pointed at her head.
Enemy Buggy: Gunner dead, Pilot Dead, Gunner's dead on ground, MG Jammed
Enemy Race Car: Pilot and Co-Pilot Dead. Car commandeered by William
William's car: Still running, at a dead stop, billowing smoke.
Romper Stomper: On the Run
Billy's Truck: Back in his Truck

NOTES:
Pyro: is Stunned for 1 Melee Rounds
Jack: will loose 1 HP in 3 Melee rounds.
Cooper: Is bleeding and will loose 1 HP in 1 Melee Round. Cooper is stunned for 3 Melee rounds.
Captain Cook
 

Re: The Long Road

Postby Cooper » Mon Feb 15, 2016 9:20 pm

Percep: 1d20+2 = 9:
7

JIC: 1d20:
5
1d100:
82


Cooper gasps for air as she pushes herself away from the pilots chair she was slammed into when the Romper suddenly stopped. Her eyes flick and flash across the cockpit of the Romper and she fights to get her breath back.

What? Where? What? Can't breath.... Breath! She fights to pull some oxygen back into her lungs as she lifts her hand and makes a fist. Wait. I was holding something. Wasn't I? What was it... Are the ideas, more than words that pass through here head, but "huh?" is the thing to escape her lips as she staggers back, away from the seat that nearly impaled her.
Cooper
 

Re: The Long Road

Postby Tuesday » Tue Feb 16, 2016 8:23 am

Perception: 1d20+4 = 14:
10

JiC d20/d100: 1d20:
12
/ 1d100:
24


Hollistic Medicine, 1d100 = 77/50%, to stabalize Jack if Tuesday can run the distance in time

Balls! Tuesday thinks as his first shot goes wide. After calming himself down, the second shot connects, but it's the car William was driving that finally stops the Romper with a wicked collision.

Tuesday lowers his laser rifle. "Woooo-oo!" he gave a little victory cry, but then realized his people may be hurt. Slinging the rifle over his shoulder, he broke into a run. The distance dissapeared under his bare feet. He had always been fast. Hopefully everyone was alive. Hopefully it wasn't too late.

OOC: Running full speed, Spd is 32, or 21.8 mph
Tuesday
 

Re: The Long Road

Postby William Lanne » Tue Feb 16, 2016 10:43 am

Perception: 1d20+2 = 22:
20

Just in Case: 1d20:
16
/1d100:
99

Condition: None.

"Wooo!" William yells. before making his way out of the rust bucket. Cooper, Jack! William thinks alarmedly as he runs and climbs up the Romper. (Climbing 1d100:
71
/55%, 1d100:
97
/55% Fail
, 1d100:
20
/55% Pass
) Which takes longer then can be expected. Breathing heavily William looks for a way into the cockpit. "You okay in their Cooper." William asks as he grabs the unconscious raider and pulls him from the Romper, only to toss him to the earth below. William jumps down after the Raider and proceeds to tie his hands behind his back. "I look forward to taking your teeth."
William "Teeth Taker" Lanne EP
H.P.: 25/25
S.D.C.: 81/72
P.P.E.: 12/12
Constant Conditions:
None.
Armor:Pre-Rifts Light Body Armour
Modifiers: -2% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance.
AR: 16 (Applicable only in SDC Combat)
M.D.C. by Location:
Left Arm: 14/14, Right Arm: 14/14, Left Leg: 18/18, Right Leg: 18/18, Main Body: 35/35.
Weapons on Hand:
F88 Austeyr 5.56mm Assault Rifle Ammo: 21/30; Extra Ammo: 12 Magazines.
Vibro-Bayonet
Survival Knife
Silver-Plated Knife
Vehicle:
Bandit Sports Car
MAX Speed: 200 mph.
Range: 220 miles/tank (19/17 liters (11.5 miles/liter)
AR: 14 Main Body: Main Body: 1,500/1,137
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William Lanne
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Location: Rifts: Australia PC

Re: The Long Road

Postby Billy Barber » Tue Feb 16, 2016 2:40 pm

Perception: 1d20+2 = 16:
14

JIC: 1d20:
15
/ 1d100:
55


"Crikey!" Billy shouts as William brings the Romper to a halt. Seeing the carnage across the battle field Billy starts to mentally take stock of the time to repair, This dingo screw is going to cost us big bikkies. Part of his cost counting includes a roll call. Seeing Cooper and Jack unaccounted for Billy drives his Outbacker over to the Romper and clambers up into the vehicle to see how they're doing.

Seeing Jack sprawled on the floor and Cooper hunched over a seat Billy shakes his head, "What a bloody mess. Jack's probably got Buckley's Chance of making it through this one. Anyone got a med kit? Some strong alcohol?"

Taking a quick survey of the scene Billy looks for anything that might serve to stop the bleeding and stabilize Jack's condition. Using his multi-tool he fashions some rudimentary bandages from his scarf and any other spare cloth lying around. Pulling on his protective gloves the zany technologist does his best to keep things under control. Once he's done all his basic skills allow Billy turns his attention to Cooper.

While he works on the two injured people Billy just mutters quietly to himself, "So much blood...Just like fixing an oil leak...Find the faulty hose, patch it up, get things flowing again...No problem...Could just let 'em die, then less people where know where I am...well at least there's an upside."

First Aid, Jack - 1 EP Expenditure for auto critical success, 2nd Roll 1d100:
74
will use 2nd EP for third roll, if needed
First Aid, Cooper - If Cooper send an EP I'll use it, otherwise,
Minute 1: 1d100:
90
/ 60%
Minute 2: 1d100:
48
/ 60%
Minute 3: 1d100:
84
/ 60%
Minute 4: 1d100:
49
/ 60%
Last edited by Billy Barber on Tue Feb 16, 2016 3:57 pm, edited 2 times in total.
Billy Barber
NeraTech P-18 9mm Sidearm: 18/18
Pre-Rifts Bullet-Proof Vest (AR 15) MDC: 25/25


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Re: The Long Road

Postby Captain Cook » Tue Feb 16, 2016 2:53 pm

GM Mini-Update:

Both William and Billy find the Romper is locked from the inside. However through the windows they can see there are three people inside. Cooper who is moving about, though sluggishly, and two bandits. One of whom is covered in blood and has a knife sticking hilt deep in his chest, the other slumped over the steering wheel and unmoving.

Cooper: While you are still stunned you can move and can unlock the romper etc. You're just very disoriented for the next minute.

Pyro: Your stun effect will wear off in the next 15 seconds.

Jack: As Billy has successfully treated you, you may make a roll for Save vs Coma at 18% + your save vs Coma bonus. You need to make 3 rolls and succeed at least twice. If you fail you may try again in an hour's time, and/or when some one else tries to treat you (Such as some one with Holistic Medicine or better)
Captain Cook
 

Re: The Long Road

Postby Billy Barber » Tue Feb 16, 2016 3:21 pm

((rolls held))

After dealing with Jack in the back, Billy encounters a locked door. He immediately mutters and bangs on the glass to see if Cooper is capable of opening it up. If she can't get the door open Billy flips open his multi-tool and starts working the lock to try and pop it open.

"Bloody lock, why didn't they lock it in the first bloody place then this jackaroo wouldn't have gotten in!"

Locksmith 1d100:
66
/ 70%
Mechanical Engineer 1d100:
70
/ 75%
Billy Barber
NeraTech P-18 9mm Sidearm: 18/18
Pre-Rifts Bullet-Proof Vest (AR 15) MDC: 25/25


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Location: Rifts: Australia

Re: The Long Road

Postby Captain Cook » Tue Feb 16, 2016 3:58 pm

GM mini-update:

Cooper counts as having internal Injuries. Holistic Medicine attempts to stop the bleeding have a -10% skill penalty as a result.

Cooper may try to treat herself after 1 minute (Once stun wears off sufficiently) at -30%

Cooper will go into a coma in 4 minutes if the bleeding can't be stopped.

Those with appropriate skills may make a treatment roll once every minute to try and stop the bleeding)

NOTE: Even if some one else has already rolled medical skills, it can't hurt for you to roll them as well if you have them as time is still on the clock and your actions may go first or help prevent bleeding sooner etc.
Captain Cook
 

Re: The Long Road

Postby Tuesday » Wed Feb 17, 2016 2:57 pm

Perception: 1d20+4 = 19:
15

JiC d20/d100: 1d20:
5
/ 1d100:
74


Minute 1: Hollistic Medicine, 1d100 = 47/50%
Minute 2: Hollistic Medicine, 1d100 = 47/50%
Minute 3: Hollistic Medicine, 1d100 = 92/50%
Minute 4: Hollistic Medicine, 1d100 = 76/50%

As Tuesday arrives at the Romper, he sees Jack in a crude bandage and Cooper getting out of the vehicle. She was bleeding.

Tuesday runs over to help her down and encourage her to sit. "Crikey Coop, you're leaking. Were you shot? Someone put pressure on the wound."

He darted his head around looking for any sort of greenery. Some tea tree leaves, or any leaves really, would do as a bandage. No sign of anything like that in this wasteland. He removes enough of his armor so he can remove his tank top, revealing cerimonial scars on his chest. This would do as a bandage.

"Does anyone have a shovel? We can dress the wound with clay if we find any. Dip into our water supply to make some, if we have to." He'd use his hatchet if he had to. Do we even have time? "Any sign of more trouble? Is Jack alright?"
Tuesday
 

Re: The Long Road

Postby Captain Cook » Wed Feb 17, 2016 3:57 pm

GM Mini Update:

As time wound ever onward while the team rushed to aid their fellow companions and tend to their wounds, anyone looking out towards the bandit village would see that bit by bit the crowd initially gathered was starting to dissipate. The show was apparently over. For now at least. Notably however the man with the megaphone and his small retinue, including the beat up suit of power armour remain, clearly watching the group from afar. Beyond that the sound of cheers and jeers petered off before too long
Captain Cook
 

Re: The Long Road

Postby Jack Killian » Wed Feb 17, 2016 5:21 pm

Perception: 1d20+3 = 13:
10

JIC d20: 1d20:
18

JIC d100: 1d100:
98


Jack cheers as the Romper Stomper comes to a screeching halt. The Cowboy dos a bit of a jig and tosses his hat in the air. They turn to each other and give a High Ten. Before the realization that others might be hurt or dying.
Jack looks at his crumpled body and then at the still body of Cooper, in what seems like a life time of waiting he spots the first signs of life in her body. “Way to go Cooper, but boy do we look bad, like a pair of Jack Rabbits in a Hungry Dingo Convention.”


The Cowboy taps Jacks shoulder and says, “It is time to decide mate, the light or back there. You’re mates are trying their hardest.” Then the light beam starts to fade. The cowboy speaks up quickly, “Get back down there someone, something else is making your choice. Just view your body and move back in before the light goes.”

Jack stares at his body and he seems to travel back toward it as his mates trying to save him, back to the here and now jack merges.

A faint voice of the Lady in Red seems to follow him, “I love you son, and I’m proud of you. Don’t forget to find a woman.”


Jack knows that his friends are there working with him a Cooper, he tries to force himself to come back, he is sick and tired of not being with his mates. Mad at himself for not being more useful.

Save verses Coma: needs 26%: 1d100:
94
, spends an EP to save verses coma and another one if needed to pass critical rolls. used 2 EPs to save verses Coma.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.


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Jack Killian
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Posts: 354
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