First Op: Where Have All the Cadizians Gone?

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Re: First Op: Where Have All the Cadizians Gone?

Postby Kat Porter » Sun Jun 02, 2019 12:52 pm

Perception 56%: 1d100 = 85
JIC d20: 1d20 = 5
JIC d100: 1d100 = 76

Prowl 78-10(armor)=68%: 1d100 = 25
Sensory Equipment 53%: 1d100 = 74

Kat slings her family heirloom over her shoulder and takes point in front of the brain trust with the Naruni Lever Action in hand. "Stick behind me. You don't want to be in my field of fire." Kat makes her way down the tunnel as stealthily as possible toward Jez's position.
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Conditions
P.P.E.: 19
H.P.: 24
S.D.C.: 39
Perception Bonus: +5
Charm/Impress: 20%
Invoke Trust/Intimidate: 65%

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Re: First Op: Where Have All the Cadizians Gone?

Postby Townsend » Sun Jun 02, 2019 4:57 pm

Townsend wrote:
    Date: Wednesday, February 5th, 111 PA
    Time: 1:50 pm
    Temp: 48 degrees F
    Weather: Sunlight is beginning to come out more, raising the ambient temperature.
    Ley Line info: Nearest known ley line is 85 miles west in MercTown
    Location: Dawson Springs/mine near Dawson Springs


Jez quietly stalks down the western tunnel, making less noise than a prowling house cat. The tunnel has a few prisoners, most of them huddled around connecting tunnels, but there are a few who are propped up against the walls. At first glance they seem to be dead, but on closer examination you can see them breathing, slightly, and in pain. Continuing down the tunnel, she notices each tunnel that connects to the one she’s in is filled with people, most of whom are propped up against the walls. In one chamber, she notices what looks like a bejeweled radar set with some scorch marks on the dish. Turning the corner at the northern end of the tunnel, Jez sees at the western corner two figures walking out of a recent addition, one is a woman far more stunning than even Jez, practically divine in looks, while the other person is very tall and hunched over due to the ceiling of the mines, but looks like they would stand about 8 feet tall fully erect and wearing royal blue robes and a mask on his face. ”I’ve just finished overseeing the mechanic who was among the slaves finish installing fresh treads on the machine, so we can proceed without delay, master.” the woman says to the taller figure, who responds in a raspy and gravelly voice ”It had better, otherwise it will be your life force that will power the machine next! These delays have already cost us precious time and now we have meddlers snooping about. Now I will go speak with our dragon friend to see if I can coax any information out of it.”. The tall robed figure stalks off to the south, out of Jez’s line of view. James sees much of the same that Jez saw with the prisoners as he makes his way through the south tunnel as it gradually turns north. He almost makes it to the northeast corner when he hears the conversation above. By the sounds of the movement, it sounded like the robed figure moved into a chamber that is on the opposite side of the wall to James left.

Cordelia worries about the prisoners welfare when she notices an odd smell. Upon mentioning this to Susan, Susan points out that Cordelia’s armor should be environmentally sealed, causing Cordelia that she had removed her helmet at one point. Checking her suit’s computer, she notices that the air filtration system has a system warning with an error code 110. They hear Jez give them orders over the radio to advance if they are not actively keeping the prisoners alive to advance through the mine. Susan replies over the radio with their situation as Kat takes point, leading the remaining members of the team forward.

Map Closeup 06-05-19.png


What are you doing?

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Analoy (Armor of Ithan): -(25/2) MDC = -13 MDC
Cordelia: -25 MDC[/color]
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Re: First Op: Where Have All the Cadizians Gone?

Postby Cordelia » Mon Jun 03, 2019 6:04 am

Perception: 1d100 = 71
JIC: 1d20 = 14
JIC: 1d100 = 29
Perception: 60%


code 110 must have fried something important. That'll teach me to run next time I see a dragon
Cordelia is not panicking so much as just showing anxiety over her situation. She gets in line behind Susan and Kat and draws her weapon and tries to stay quiet.
As they pass the people they meet in the tunnel she scurries up and waves at Kat. She whispers"Should we tell these people to head for the surface."

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• Helmet: 35
• Arms: 15 each
• Legs: 25 each
• Main Body: 45
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Re: First Op: Where Have All the Cadizians Gone?

Postby The Bos » Wed Jun 05, 2019 5:58 pm

GM Post addition (note to self, don't count this as a GM post at the end of the quad) to show what -- or rather who -- Jez sees.

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Re: First Op: Where Have All the Cadizians Gone?

Postby Kat Porter » Thu Jun 06, 2019 9:20 pm

Perception 56%: 1d100 = 50
JIC d20: 1d20 = 9
JIC d100: 1d100 = 100

Prowl 78-10(armor)=68%: 1d100 = 53
Sensory Equipment 53%: 1d100 = 89
Lore: Magic (General Knowledge) 63%: 1d100 = 79 (Theorizing if these people are being used as magic batteries)

Kat follows Jez's path to the left as quietly as possible. If she spots Jez before Jez spots her, Kat squaks the radio mike twice to alert her touchy co-leader to her arrival.

Kat ponders Cordilia's question when she raises it. Messing with them didn't turn out to well this time. I don't like how they're chained together like cells in a battery either. Can't spellcasters and demons use living things for power? "If you see our payday, get him to the surface. Otherwise, leave them be. They might be powering a ritual, and I'm pretty sure we'd alert someone if we interrupted it. Hecate, I could sure use some wisdom about now."
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Conditions
P.P.E.: 19
H.P.: 24
S.D.C.: 39
Perception Bonus: +5
Charm/Impress: 20%
Invoke Trust/Intimidate: 65%

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Re: First Op: Where Have All the Cadizians Gone?

Postby Jezebel » Sun Jun 09, 2019 7:04 am

Perception: 74% / 1d100 = 81
JIC: 1d20 = 1 / 1d100 = 84

Prowl ☞ 85% / 1d100 = 13 (obvious intent)
Detect Ambush ☞ 80% / 1d100 = 29 (to keep an eye out for traps, things camouflaged, etc.)
Trap/Mine Detection ☞ 75% / 1d100 = 93 (to keep an eye out for traps, things camouflaged, etc.)
Detect Concealment ☞ 75% / 1d100 = 65 (to keep an eye out for traps, things camouflaged, etc.)
Sensory Equipment ☞ 65%+25% (merged) 90% / 1d100 = 31 (using her suit's sophisticated sensors)

Jez backs out of line of sight of the pair of sinister figures, then edges back around a blind corner so as to be able to get the jump on one if they round the corner. What the frak is it about fancy bitches like that which always makes me want to shoot them between the eyes? Merged to her suit, Jez wills open a secure comm line to James "I'm waiting for back-up, James. Keep an eye on at least one of them. If you can magically keep tabs on both, do it, but top priority is to remain out of sight." She then switches to the group's secure frequency, "I'm holding position while you catch up. Make it fast, we need back-up. We can extricate the hostages after we eliminate the threats." She then eyes the scorched & jeweled radar and opens up a secure line to Kat. "Kat, there's a machine here that looks like a radar array but it's got precious gems on it and some scorch marks. I don't know what the frak I'm looking at, but maybe you can judge what this thing is." Lords know I don't know what the hell to make of much of your world's weird-ass technology, but you're a street-smart indig, so maybe you'll prove useful.
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
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Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 51
S.D.C.: 98/98
P.T.P.: 1550/1550
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

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Re: First Op: Where Have All the Cadizians Gone?

Postby Kat Porter » Sun Jun 09, 2019 8:11 am

(Rolls Held)

Sensory Equipment 53%: 1d100 = 13
Lore : Magic (Recog. Enchantment) 46%: 1d100 = 29
Gemology 63%: 1d100 = 74

Kat responds to Jez's inquiry, wracking her brain about what she knows about radar and magic and gems. Not sure but that might be the mind control device. Radar emits a long range signal that bounces back. Yeah. That sounds like the sorta thing Pete would use for this kinda device. "Not sure without seeing which gems are in it, but I'm gonna bet it's that mind control device. What colors are the gems?"
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Kat Porter
Conditions
P.P.E.: 19
H.P.: 24
S.D.C.: 39
Perception Bonus: +5
Charm/Impress: 20%
Invoke Trust/Intimidate: 65%

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Re: First Op: Where Have All the Cadizians Gone?

Postby Jezebel » Sun Jun 09, 2019 6:46 pm

(rolls carried over)

Kat Porter wrote:"Not sure without seeing which gems are in it, but I'm gonna bet it's that mind control device. What colors are the gems?"


Jez's eyes narrow behind her visor. Technological frakking mind-benders! Jez replies back to Kat on their secure channel. "Can't tell from here, but they'll be black in about fifteen seconds. I'm gonna blast this thing to plasma ash. Get folks here in a hurry."

Jez switches channels to speak to James. "I'm gonna blast that device. It's what's causing the mind control. If you have explosives, use 'em, otherwise I'm just gonna slag it with my rifle. Hope you're ready for some action, this'll likely bring a whole lotta heat down on this location." She brings the Naruni rifle merged to her right hand up to her shoulder and takes aim while keeping her senses alert to her surroundings & sensor readings. Three blasts should more than suffice, right?
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
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Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 51
S.D.C.: 98/98
P.T.P.: 1550/1550
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

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Re: First Op: Where Have All the Cadizians Gone?

Postby Susan Lee » Mon Jun 10, 2019 8:19 am

Perception: 1d100 = 82 / 26%
JiC d20/d100: 1d20 = 11 / 1d100 = 64

Susan moves as stealthily as possible, rifle at the ready and keeping an eye out for any danger or prisoners.

Where is everyone? We've been down here forever and nothing has happened. Being a mercenary has been incredibly boring. Except for the dragon. Which I'm still not sure wasn't an illusion.

As they pass the chained up people, she examines them to try to determine their general health and what's going on with them.

Medical Doctor: 1d100 = 55 / 73%

Should we release them? It might draw out our targets, considering they seem to be hiding from us more than presenting an actual danger.
It's DNA, all the way down.

H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90

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Re: First Op: Where Have All the Cadizians Gone?

Postby Kat Porter » Tue Jun 11, 2019 7:49 pm

(Roll Held)

When Susan asks the question about the people in the side tunnels after Cordelia, Kat wonders if Susan was snooping on her and Jez's private frequency. Behind her mirror visor, Kat's face contorts into a puzzled expression. "Not until Jez starts shooting. But then, yes get them outta here. I'm gonna move up to support her." The City Rat responds in a whispered tone and then continues up the left hand path until she spots Jez.
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Conditions
P.P.E.: 19
H.P.: 24
S.D.C.: 39
Perception Bonus: +5
Charm/Impress: 20%
Invoke Trust/Intimidate: 65%

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Re: First Op: Where Have All the Cadizians Gone?

Postby James Miller » Wed Jun 12, 2019 12:07 pm

Perception: 95% |1d100 = 92
JIC: 1d20 = 19, 1d100 = 86

Disguise 73%| 1d100 = 62
Radio Basic 88%| 1d100 = 15
Prowl 78%+5% 83%, (-20% for other to detect, -21% for infrared and thermal to detect) | 1d100 = 53
Detect Ambush 68% |1d100 = 74
Detect Concealment 53% | 1d100 = 50
Pick Locks 89%| 1d100 = 93


The instant the spy hears voices his training automatically starts listening for tone and inflection as well as accent. He does all he can to keep the sound of the voices in the front of his mind in case he may need them. Fuck me, there is no way to know if I can stay hidden if I try to follow this guy into the room. I think I have to try and get him or someone else in the room to come back out. Just as he is formulating a strategy he hears Jez give instructions,
Jezebel wrote:"I'm waiting for back-up, James. Keep an eye on at least one of them. If you can magically keep tabs on both, do it, but top priority is to remain out of sight."


James quickly replies in a barely audible voice, "I'm on the big guy."

James moves around quietly, (Prowl, Detect Concealment/Ambush) to the entrance the big guy went through but doesn't have a chance to do anything before further instructions break over the radio in his ear.
Jezebel wrote: "I'm gonna blast that device. It's what's causing the mind control. If you have explosives, use 'em, otherwise I'm just gonna slag it with my rifle. Hope you're ready for some action, this'll likely bring a whole lotta heat down on this location."


James doesn't reply as he knows enough about Jez to know that once she decides to blow something up, he doesn't have a lot of time to fuck around. Moving as quickly as he can to not give away his position, the spy moves back down the tunnel and finds one of the unconscious prisoners. He quickly removes their outer clothing and moves the prisoner in a way to hide the fact that he or she is missing clothing. He puts the stolen clothing on over top of his armor in an attempt to make himself look like one of the injured people. He takes one last look at the injured person's body language so he can mimic their look of pained unconsciousness. A small part of his mind tells him he should feel bad for these people that have been through a terrible ordeal but its not a very convincing part of his mind, Fuck that shit! Everybody has been through some shit and right now this fucker's jacket and pants might keep me alive and give me a chance to get the drop on someone. If he didn't want me to take his shit he should have gotten caught in the first place. James puts himself back against the wall in a spot with a view of the entrance the tall man went through and begins to copy the look and movements of the unconscious prisoners, (Disguise).

Once Jez starts shooting and blowing things up:

Contingency one:
If the man comes back out the entrance James will let him pass and follow at a distance immediately radioing Jez informing her of his movements. If he is absolutely certain he can do it covertly, James will toss a sticky tracer bug on the man as he passes, (roll to strike: 1d20+5 = 25, prowl roll to keep it a quiet strike: Prowl 83%| 1d100 = 69).

Contingency two:
If someone other than the tall man comes out the entrance James will give Jez the details of who they are and their armaments before moving to the entrance. If the coast seems clear, he will move through the entrance into the room doing everything to stay hidden and silent.

Contingency three:
If no one comes out the entrance James will survey they area and what he can hear from inside the room. If the coast seems clear, he will move through the entrance into the room doing everything to stay hidden and silent.
James
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NE-CW20 Camouflage Variable Armor
M.D.C. by Location:
• Helmet: 40/40
• Arms: 20/20, 20/20
• Legs: 30/30, 30/30
• Main Body: 80/80
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill
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Re: First Op: Where Have All the Cadizians Gone?

Postby Susan Lee » Fri Jun 14, 2019 2:39 pm

Susan nods at Kat and whips out her laser knife so she can cut the people free.

Finally something's happening. I didn't pop all those awesome drugs for nothing.
It's DNA, all the way down.

H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90

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Re: First Op: Where Have All the Cadizians Gone?

Postby The Bos » Mon Jun 24, 2019 1:04 pm

Townsend wrote:
    Date: Wednesday, February 5th, 111 PA
    Time: 1:55 pm
    Temp: 49 degrees F
    Weather: Sunlight is beginning to come out more, raising the ambient temperature. Because this is TOTALLY relevant down in the mine.
    Ley Line info: Nearest known ley line is 85 miles west in MercTown
    Location: Dawson Springs/mine near Dawson Springs



Susan examines the unconscious prisoners, and the closer she looks the more hideous their condition becomes. Dimly visible in the poor light of the tunnels are what appears to be giant, fleshy sacks with three tentacles about 4-5 feet long that are attached to the prisoners. When lying in the shadows they can easily be overlooked as rocks. As for the prisoners themselves, her inspection reveals that they’re all experiencing unusually rapid heartbeats, shortness of breath, pale skin, cracks at the corner of their mouths, and in some cases their fingernails are starting to curve slightly upwards. They are almost textbook cases of patients suffering from anemia.

She along with Cordelia and Kat discuss whether or not to release the prisoners. Kat, while not indifferent to their plight, re-emphasizes the need to prioritize Fixer’s missing cousin before moving up to support Jez.

James finds a prisoner whose tentacles don’t interfere much with the removing of their clothes, and before you can say ‘indecent exposure’ he’s draped himself as well as he can in them. Fortunately for James the prisoner was a bit on the hefty side (though he’s lost a good bit of weight recently assuming they fit him beforehand) so the fit over all his gear, while certainly isn’t perfect, could at least be worse. He stealthily inches his way around the corner and peeks inside the chamber the person with the raspy voice entered. He sees the tall figure, male, powerfully built, dressed in royal blue robes and wearing a mask that looks more ‘grown’ than ‘carved.’ There are more prisoners around the perimeter of the room, and a jewel-encrusted radar-type device off to one side that looks similar to the one Jez described over the comms, but it’s what lies in the center of the room that almost takes James by surprise. A fully-grown dragon lies on the floor of the room wrapped in multiple glowing ‘carpets’ that look to have it stuck tight. The dragon appears to be roughly 60' long with a 100' wingspan, with bright red scales that glisten even in the relatively dim light. The masked man gestures, and with a few accompanying wisps of mist… energy… whatever… the dragon slowly starts to stir.

"You are strong. You fight valiantly against fate, guardian, but I am stronger here…" he rasps out. “You cannot flee me, Zollassi. You cannot fight me. You are in my power here. You will now tell me about these wards of yours. Cooperate, and I may let you live. Resist, and I will collect a lifetime’s worth of energy from your blood. You will beg for death long before I consume your soul.”

The scene might make for dramatic entertainment, but nothing cuts the tension in the air quite like the sound of three shots from a Naruni rifle into an unknown piece of machinery. The device shatters obligingly and falls onto the floor of the room in appropriately charred/fractured pieces, but there is no spectacular explosion. There is no brilliant flash of light. There is no 'earth-shattering kaboom.' It’s almost like shooting a row of unplugged toasters. ((OOC: -3 shots from the clip, Jez))

If Jez was disappointed in the lack of reaction from the device upon its destruction, however, she shouldn’t be in the reaction from the tall masked man. James barely has just enough time to duck back out of sight as he whirls around. “It looks like our conversation will have to wait, Zollassi…” he glances back over his shoulder at the trapped dragon. “How annoying.” He gestures with a soft chant in a language James can’t recognize, and a faintly glowing area identical to the one underneath the dragon appears in the entranceway to the chamber. James hears footsteps leading away and when he risks another glance he sees the tall man with his back to him facing two other entrances to the chamber.

“So, my meddling little cave roaches, you’ve made it this far. Congratulations.” His voice, while still raspy and gravelly, suddenly has a feeling of power behind it. “The Seven were a cut above my assistant’s regular choice in hired muscle, but it would seem they ultimately proved to be… disappointing.” He pauses. “So tell me, little roaches, why are you here? Lapdog mercenaries for the city, hired to fetch a vehicle for a pat on the head from your masters? Treasure seekers, drawn like so many other greedy fools over wild stories about piles of gold? Or are you here to rescue your precious pet dragon? No matter -- the batteries will have more souls, and I will unlock the secrets of the Chained One if I have to strip this mountain down to its bare bedrock to do it!”

Butcher’s Bill:
Jez: -3 shots from your rifle clip


Map Closeup 06-24-19.png


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Re: First Op: Where Have All the Cadizians Gone?

Postby Jezebel » Mon Jun 24, 2019 5:28 pm

Perception: 74% / 1d100 = 31
JIC: 1d20 = 2 / 1d100 = 49
Prowl 90% / 1d100 = 28 (obvious purpose)

What the frak is this? A long-winded speech shouted into the tunnels? Is this guy for real? Am I hallucinating? No frakking brushhead would drop intel like that unless your corpse was already cooling at her feet!Jez rolls her eyes inside the confines of her helmet and consults the map image on her HUD. She keys her mic on a secure line to the group. "Girls, Temptress. James should be somewhere to the north of the target chamber. The bad guy has a captive of some sort. There is access to the chamber from the West, North, and South. I'll take the West access point. The rest of you improvise; get his frakking attention, but don't get killed doing it. Temptress, out."

She starts to stealthily move into position near the West access point, keying her mic once again as she does so. This time, she opens up a secure channel to James. "James, Temptress. Stay quiet until after the others have got this asshole's attention. Free his captive if it's a high value target or a potential ally. If you can't...ambush. Temptress, out." She activates her integrated force field as she moves into position along the southern wall of the western access point. Wish we'd had these in the fleet.

Initiative: 1d20+8 = 9 (will remain in position/taking aim until one of the fun bunch has drawn bad guy's attention)
Action 1-3: Aimed called shot to head of bad guy: 1d20+8 = 28; M.D.: 1d4*10 = 10 x2 (crit)
Action 4-6: Aimed called shot to head of bad guy: 1d20+8 = 13; M.D.: 1d4*10 = 40
Action 7-9: Aimed called shot to head of bad guy: 1d20+8 = 21; M.D.: 1d4*10 = 10
Action 10: Fire grenade from NE-95 at bad guy: 1d20+5 = 25; M.D.: 6d6 = 15 x2 to 12' AoE (crit!)

Auto-Dodges (+9 included):
1d20+9 = 26, 1d20+9 = 21, 1d20+9 = 26, 1d20+9 = 20, 1d20+9 = 17, 1d20+9 = 17, 1d20+9 = 17, 1d20+9 = 21, 1d20+9 = 19, 1d20+9 = 23
Parries (+15 included):
1d20+15 = 18, 1d20+15 = 24, 1d20+15 = 21, 1d20+15 = 27, 1d20+15 = 34, 1d20+15 = 21, 1d20+15 = 17, 1d20+15 = 35, 1d20+15 = 28, 1d20+15 = 30


(Strike bonus breakdown: +3 from aimed/called, +5 from W.P. while merged)


NE-95 "Double Threat" Assault Rifle: 20/13; NE-10G Grenades: 12/12
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
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Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 51
S.D.C.: 98/98
P.T.P.: 1550/1550
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

Gear
(Equipment post is up to date.)

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Re: First Op: Where Have All the Cadizians Gone?

Postby Cordelia » Thu Jun 27, 2019 3:54 pm

Perception: 1d20+3 = 18 Perception 60%
JIC: 1d20 = 18
JIC: 1d100 = 79
Initiative: 1d20+2 = 6


Cordelia turns to Dr. Susan, "Well, lets cause a diversion. We should go this way" She points towards the tunnel next to Kat and Jez "And find a corner we can shoot at the bad guy from around." Cordelia is scared out of her wits. Oh yeah be an action hero and right a book about it, Great idea She attempts to drag Susan down the tunnel to a shooting position. Cordelia barely sticks her head out around the corner. She sticks her gun around the rock and begins to shoot in the direction of the bad guy. She shoots then cries and runs back away from the danger.



Action #1:shoots at bad guy 1d20 = 19 ; 3d6 = 6MD
Action #2: shoots at bad guy 1d20 = 3 ; 3d6 = 15MD
Action #3: shoots at bad guy 1d20 = 1 ; 3d6 = 12MD
Action #4: shoots at bad guy 1d20 = 14 ; 3d6 = 9MD
Action #5: cries and moves for cover.

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• Arms: 15 each
• Legs: 25 each
• Main Body: 45
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Re: First Op: Where Have All the Cadizians Gone?

Postby Susan Lee » Mon Jul 01, 2019 10:42 pm

Perception: 1d100 = 30 / 26%
JiC d20/d100: 1d20 = 6 / 1d100 = 85

We have to rescue these people...

Susan realizes that to save this many people will take a long, long time. Time that won't happen without first removing the creatures who enslaved these poor bloodsacks in the first place. She follows Cordelia. "Yes, Cordy. We should go do the thing the Captain said."

Buzz buzz boing.

She considers going to the South entrance as instructed, but as soon as she begins to turn the corner with Cordelia, she shudders. I don't believe in an 'either/or' world. "Cordelia. It's crucial that you take a shot from here. Or throw your camera. Whatever it is you do."

Instead, she continues to move directly to the East wall of the room, drops her rifle to waist level, and plows a blast through the wall at where she glimpsed the Glowing Monster.

Actions 1/2: SPEND 1 EP to CRIT TEMPORAL RAIDER through wall. Laser Damage: 4d6 = 10

Zaaaap!

Action 3: Shoot Temporal Raider through hole in wall with ion blast - Strike: 1d20+4 = 7 Damage: 3d6 = 6
Action 4: Shoot Temporal Raider through hole in wall with ion blast - Strike: 1d20+4 = 11 Damage: 3d6 = 9
Action 5: Shoot Temporal Raider through hole in wall with ion blast - Strike: 1d20+4 = 8 Damage: 3d6 = 14

If the magic lady appears in this tunnel, shoot her instead after the first shot.
It's DNA, all the way down.

H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90

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Re: First Op: Where Have All the Cadizians Gone?

Postby James Miller » Wed Jul 03, 2019 8:00 am

Perception: 95% |1d100 = 80
JIC: 1d20 = 17, 1d100 = 83

Radio Basic 88%| 1d100 = 37
Surveillance 73%| 1d100 = 96

James takes in all of the information and as usual is a little surly about the whole thing, Why in sweet fuck does it have to be magic and dragons? What ever happened to the simple life? I miss the good old days where people just put all their important shit on a computer and I stole it. Now I have to deal with this masked lunatic and a god damn dragon? What did I do to deserve this shit?

Jezebel wrote:"James, Temptress. Stay quiet until after the others have got this asshole's attention. Free his captive if it's a high value target or a potential ally. If you can't...ambush. Temptress, out."

James activates his inner ear radio and replies to everyone as quietly as possible, "Be aware, the prisoner is a full grown dragon. The capture is a tall figure, male, powerfully built, dressed in royal blue robes and wearing a mask that looks more ‘grown’ than ‘carved'. He has not left the north east chamber where he has the dragon trapped in glowing sheets of some kind."
Changing to Jez alone James adds, "There is also one of those glowing sheets in front of my entrance. I can probably get in but not quietly and it's not a grantee I won't end up trapped like the dragon at my entrance. Unless you have a way of making this magic sheet disappear I am pretty useless back here. I will stay hidden and continue to relay data unless an opportunity arises.

James stays where he is but keeps an eye on the chamber and will immediately notify the group of any change in the room.
James
OOC Comments
NE-CW20 Camouflage Variable Armor
M.D.C. by Location:
• Helmet: 40/40
• Arms: 20/20, 20/20
• Legs: 30/30, 30/30
• Main Body: 80/80
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill
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Re: First Op: Where Have All the Cadizians Gone?

Postby The Bos » Thu Jul 04, 2019 5:58 pm

The Proverbial Weatherman wrote:
    Date: Wednesday, February 5th, 111 PA
    Time: 1:56 pm
    Temp: 49 degrees F
    Weather: Sunlight is beginning to come out more, raising the ambient temperature. Because this is still TOTALLY relevant down in the mine.
    Ley Line info: Nearest known ley line is 85 miles west in MercTown
    Location: Dawson Springs/mine near Dawson Springs


James relays his observations to the rest of the group and positions himself where he can more easily observe without stepping onto the softly glowing sheet of energy that lines the floor of the north entrance to the large chamber. Jez takes up firing position at the southwest entrance to the chamber with Kat providing backup while Susan and Cordelia start to work their way around to the south entrance and take up their own firing positions there. Susan loses her cool midway around and is just about to shoot through a hole in the wall, but at the last second changes her mind and follows Cordelia the rest of the way to the other entrance. From their vantage points they’re able to visually confirm James’ reports for themselves.

Determined to get the loudmouth’s attention, Jez lights up her force field and shoulders her rifle. As she does so she notices the masked figure suddenly glance in her direction and grabs a pendant around his neck just as she squeezes off three well-placed rifle shots and one grenade at him. Meanwhile, Susan and Cordelia open fire as well. The target starts moving back towards one of the walls of the chamber and while he manages to avoid some shots all three of the ladies manage to land solid hits (Susan hitting the guy right between the mask’s eyes), but Cordelia’s next shot goes wide and the third actually hits the captive dragon – who lets out a surprised grunt despite its apparent stupor.

When the stranger reaches the wall, there are several holes in his robes (OOC: Jez and Cordelia can see flashes of brushed silvery metal underneath the robes) but he surprisingly doesn’t seem to be nearly as hurt as he should be considering the amount of fire that has been directed at him.

“So my little cave roaches have teeth,” the figure says in a tone of voice that might actually hint at a smile behind the mask. “This might be fun after all.” He mutters something unintelligible under his breath and walks headlong into the cavern wall. Funny thing is, he doesn't stop at the wall (with a 'thud' and an 'ouch' as most people would) and disappears into it.

What are you doing?

Butcher’s Bill
- All ammo used as posted.


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Re: First Op: Where Have All the Cadizians Gone?

Postby Jezebel » Fri Jul 05, 2019 9:12 am

Perception: 74% / 1d100 = 68
JIC: 1d20 = 1 / 1d100 = 85
Prowl 90% / 1d100 = 90 (to be unseen)
Trap/Mine Detection 80% / 1d100 = 93 (to spot any traps)
Detect Concealment 80% / 1d100 = 60 (to spot anything hidden)
Land Navigation 64% / 1d100 = 76 (to navigate in the cave)
Sensory Equipment 70%+25%=95% / 1d100 = 16 (to accurately read the sensor data on her HUD)

What the frak? He can go intangible like some spooks? Oh, this is just peachy. "Girls, target headed through a wall to the northwest. Circle around to ambush. He's tougher than he looks, so don't hold anything back. If anyone can release lizard lips, do so, otherwise focus on taking down our target."

Jez will run in a tactical crouch at half speed (prowl) around the corner and past Kat in pursuit. The moment she sees the target (or the evil broad), Jez will strike first with grenades, then plasma blasts as she closes into melee range.

Initiative (+8 added): 1d20+8 = 24
Non-Combat Action: Use her suit's sensors to track the shit-talker (see above skill roll)
Action 1: Fire grenade at target. Strike: 1d20+5 = 24, Damage: 6d6 = 21 to 12' AoE
Action 2: Fire grenade at target. Strike: 1d20+5 = 25, Damage: 6d6 = 21 to 12' AoE (CRIT!)
Action 3: Fire grenade at target. Strike: 1d20+5 = 10, Damage: 6d6 = 16 to 12' AoE
Action 4: Fire plasma blast at target. Strike: 1d20+5 = 7, Damage: 1d4*10 = 10
Action 5: Fire plasma blast at target. Strike: 1d20+5 = 25, Damage: 1d4*10 = 40 (CRIT!)
Action 6: Fire plasma blast at target. Strike: 1d20+5 = 19, Damage: 1d4*10 = 10
Action 7: Fire plasma blast at target. Strike: 1d20+5 = 12, Damage: 1d4*10 = 10
Action 8: Fire plasma blast at target. Strike: 1d20+5 = 17, Damage: 1d4*10 = 10
Action 9: Fire plasma blast at target. Strike: 1d20+5 = 24, Damage: 1d4*10 = 10
Action 10: Fire plasma blast at target. Strike: 1d20+5 = 6, Damage: 1d4*10 = 20

Parries (+15 included):
1d20+15 = 19, 1d20+15 = 19, 1d20+15 = 20, 1d20+15 = 18, 1d20+15 = 18, 1d20+15 = 34, 1d20+15 = 20, 1d20+15 = 21, 1d20+15 = 17, 1d20+15 = 16

Auto-Dodges (+9 included):
1d20+9 = 12, 1d20+9 = 17, 1d20+9 = 23, 1d20+9 = 10, 1d20+9 = 21, 1d20+9 = 20, 1d20+9 = 25, 1d20+9 = 11, 1d20+9 = 16, 1d20+9 = 17




NE-95 "Double Threat" Assault Rifle: 20/9; NE-10G Grenades: 12/11
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
Don't PM this account. Send all PMs to Augur.
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Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 51
S.D.C.: 98/98
P.T.P.: 1550/1550
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

Gear
(Equipment post is up to date.)

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Re: First Op: Where Have All the Cadizians Gone?

Postby Cordelia » Sun Jul 07, 2019 5:08 pm

Perception: 1d20+3 = 19 Perception 60%
JIC: 1d20 = 19
JIC: 1d100 = 12
Initiative: 1d20+2 = 18

OOOHHH MY GOD. I shot the dragon. Cordelia begins to panic even more than she was. She bolts after Jez toward the tall evil man and away from the dragon. Having the burnt smell of her own barbecued self still in her nostrils, she was compelled to get away from the icon of bad things she remembers from Disney princess movies. Maybe if we stop this dude the dragon wont eat us. She stops just shy of Jez takes cover and blasts away at the which ever bad thing Jezebel finds to shoot at.

Action #1: 1d20 = 18+2 to strike shooting the bad person 3d6 = 11
Action #2: 1d20 = 10+2 to strike shooting the bad person 3d6 = 11
Action #3: 1d20 = 12+2 to strike shooting the bad person 3d6 = 10
Action #4: 1d20 = 15+2 to strike shooting the bad person 3d6 = 6
Action #5: 1d20 = 17+2 to strike shooting the bad person 3d6 = 9

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• Helmet: 35
• Arms: 15 each
• Legs: 25 each
• Main Body: 45
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Re: First Op: Where Have All the Cadizians Gone?

Postby Susan Lee » Mon Jul 08, 2019 9:19 pm

Perception: 1d100 = 1 / 32%
JiC d20/d100: 1d20 = 1 / 1d100 = 65

Susan stares at the retreating figure. Oh good. It's resistant to energy. And addicted to mixed metaphors. Cockroaches with teeth?

Switching out her clip, Susan racks her brain for information on these parasite monstrosities, while crossing to where Jez was just standing to guard their rears and keep an eye on the dragon chamber in case their quarry comes back.

"Dragon, are you awake? We could use some help here. I can't stop magic, so you're going to have to get it together."

What are the parasites?
Lore: Xenology: 1d100 = 59 / 58%
Lore: D-Bees: 1d100 = 30 / 58%
Pathology: 1d100 = 99 / 73%
Lore: Psionics and Psychics: 1d100 = 23 / 58%


Initiative
Initiative: 1d20+3 = 17

If the silver thing comes back, Susan alerts Jez through the radio. "Silver monster is back in dragon room." She then tries to tackle it into the dragon.

If the magic lady shows up, Susan shoots her. If that doesn't work as with the silver critter, she tries to grapple the magic lady, while also alerting the team to her location. "I'm engaged with magic bitch! Anyone want in on this?"

Use the strike rolls as appropriate. Bonus to strike hand-to-hand +5, Shooting +6.

Action 1 - Switch e-clip.
Action 2 - Strike: 1d20 = 2 ; Damage if Ion Blast 3d6 = 7
Action 3 - Strike: 1d20 = 13 ; Damage if Ion Blast 3d6 = 14
Action 4 - Strike: 1d20 = 2 ; Damage if Ion Blast 3d6 = 4
Action 5 - Strike: 1d20 = 4 ; Damage if Ion Blast 3d6 = 13
Action 6 - Strike: 1d20 = 6 ; Damage if Ion Blast 3d6 = 9

Parries: 1d20+6 = 15, 1d20+6 = 11, 1d20+6 = 20, 1d20+6 = 26, 1d20+6 = 13, 1d20+6 = 24, 1d20+6 = 11, 1d20+6 = 18

Saves: 1d20 = 3, 1d20 = 4, 1d20 = 2, 1d20 = 12, 1d20 = 5, 1d20 = 11

If nothing happens, she eventually walks over to the dragon and tries to give it some Boing-Go. "This'll get you back on your feet, buddy. Eat up!"
It's DNA, all the way down.

H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90

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Re: First Op: Where Have All the Cadizians Gone?

Postby James Miller » Fri Jul 12, 2019 6:52 pm

Perception: 95% | 1d100 = 100
JIC: 1d20 = 14 1d100 = 24

Disguise 73%| 1d100 = 33
Prowl 78%+5% 83%, (-20% for other to detect, -21% for infrared and thermal to detect) | 1d100 = 24
Detect Ambush 68% |1d100 = 92
Detect Concealment 53% | 1d100 = 2

Now he's walking though walls, fucking fantastic!! James starts moving back through the caverns in the direction he can best determine would get him to where he saw the man walk into the wall. Having little to no firepower at his command, the spy moves slow making sure he stays hidden. If he hears anyone coming ahead of him he will fall back into the wall and take on the look of one of the prisoners, then relay the information to the rest of the group. James will allow whomever he comes across to move past him but if it's the man or women that seem to be in charge he will attempt to attach a sticky bug to one or both.

Initiative: 1d20+4 = 13

Action 1: Hide with disguise
Action 2: Sticky bug strike | 1d20+5 = 22
Action 3: Sticky bug strike | 1d20+5 = 20
Action 4-5: Reserve for dodge | 1d20+9 = 19, 1d20+9 = 25
James
OOC Comments
NE-CW20 Camouflage Variable Armor
M.D.C. by Location:
• Helmet: 40/40
• Arms: 20/20, 20/20
• Legs: 30/30, 30/30
• Main Body: 80/80
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill
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Re: First Op: Where Have All the Cadizians Gone?

Postby The Bos » Sat Jul 13, 2019 8:20 pm

The Proverbial Weatherman wrote:
    Date: Wednesday, February 5th, 111 PA
    Time: 1:57 pm
    Temp: 49 degrees F
    Weather: Sunlight is beginning to come out more, raising the ambient temperature. Because this is still TOTALLY relevant down in the mine.
    Ley Line info: Nearest known ley line is 85 miles west in MercTown
    Location: Dawson Springs/mine near Dawson Springs


Jez sets off to intercept the robed figure on the other side of the cave wall in the tunnel that runs past the chamber, with Cordelia bounding along up behind her at a much-less-cautious full sprint and Kat bringing up the rear. The robed figure is nowhere to be seen, only unconscious prisoners with fleshy sacs attached that seem a bit more obvious now that the group knows what to look for.

James adopts a similar strategy along the northern tunnel; although he’s nowhere near as fast as Jez or Cordelia he manages to reach the point where his tunnel meets Jez’s/Cordelia’s/Kat’s. As his movements are relatively soundless he is able to pick up the sounds of footsteps -- running footsteps -- somewhere nearby, but with the way sounds are bouncing off the walls he’s totally unable to tell if they’re in front of him, behind him, or even above him for that matter.

Meanwhile, Susan moves over to the general where Jez and Kat had been in order to guard the group’s rear in case of a double-back. As she does so she looks over at the fleshy sacks and tries to wrap her head around them. They’re definitely not any kind of D-bee that’s been documented in North America and a preliminary glance-over doesn’t yield any clues as to how the tentacles could be safely removed from the prisoners without harming them (or killing them). Something does seem vaguely familiar, but she can’t put her finger on it. Turning her attention to the dragon, she tries calling out to it. The dragon responds with an unintelligible grunt or two; the reaction reminds Susan of patients starting to come out from being under anesthesia.

Suddenly there is a slight breeze in the chamber and into view zoom a woman riding on a flying carpet – one that flies silently over the glowing area on the floor in the northern entrance to the chamber. The woman is carrying a double-barreled shotgun and, in a word, is HAWT. So much so that she makes Jez look downright homely by comparison (OOC: just pointing out here that Jez never communicated to the group what the woman looked like). Riding behind her on the carpet is an all-too-familiar-looking dwarf (the air warlock) carrying a musket-like rifle and an and an unfamiliar-looking dwarf carrying an oddly-shaped weapon that looks like the combination of a rifle, a fish, and an insect.

“My lord, are you alright? We heard--”

The woman’s question is answered by Susan’s rifle before she can even finish. While her aim isn’t particularly spectacular she manages to land multiple shots, which seem to strike a nearly invisible barrier before actually hitting her.

The rest of the group hear shots from inside the chamber and Susan’s voice on the comms: "I'm engaged with magic bitch! Anyone want in on this?"

The woman reacts to Susan’s attack with all the disgust one might express if they had witnessed someone licking doughnuts in a store and then putting them back on the counter. “Intruders!” she yells. “Fan out! Get ready, there’s bound to be more of them!” As the dwarves jump off the carpet and start aiming at the entrances, the woman aims her shotgun at Susan. However, it’s not buckshot or slugs that fire out of the barrel when she squeezes the trigger, but rather magical fibers that ensnare the drugged-up doctor and hold her fast.

Butcher’s Bill:
• Jez: -3 shots from current e-clip; -1 grenade
• Cordelia: -4 shots from current e-clip
• Susan: -5 shots from current e-clip | ensnared in Magic Net and unable to attack/defend
• There are unconscious prisoners with fleshy sacs attached along the walls of the chamber and the immediately surrounding tunnels
• The dragon is still trapped and ‘out of it’ but is slowly/barely starting to stir


What are you doing?

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Re: First Op: Where Have All the Cadizians Gone?

Postby Cordelia » Sun Jul 14, 2019 10:24 am

Perception: 1d100 = 17
JIC: 1d20 = 17
JIC: 1d100 = 17
Perception: 60%

There's no one here, where did he go?
Cordelia is lost. She looks at Jezebel and shrugs. She starts searching the tunnel when she hears Susan calling for help on the radio. She looks at her bosses for help. She doesn't want to go back near the dragon. She wants to cry. She turns back toward the sound of gunfire and starts, cautiously now, back toward what she fears. I can do this
When she gets to Susan, Cordelia will hug close to the wall like he life depends on it and waves at Susan and motions for the Dr. to point out the bad guys.

Action #1: Shoots at Jason Momoa dwarf 1d20 = 1+2 =damage 3d6 = 13
Action #2: Shoots at Jason Momoa dwarf 1d20 = 14+2 =damage 3d6 = 8
Action #3: Shoots at Jason Momoa dwarf 1d20 = 16+2 =damage 3d6 = 13
Action #4: Shoots at Jason Momoa dwarf 1d20 = 11+2 =damage 3d6 = 13
Action #5: falls back to reload.

She then looks at the Dr. to see if it looks like she can free her without getting snared as well.



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• Helmet: 35
• Arms: 15 each
• Legs: 25 each
• Main Body: 45
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Re: First Op: Where Have All the Cadizians Gone?

Postby Jezebel » Wed Jul 17, 2019 8:25 am

Perception: 74% / 1d100 = 20
JIC: 1d20 = 11 / 1d100 = 89
Trap/Mine Detection 80% / 1d100 = 28 (to spot any traps)
Detect Concealment 80% / 1d100 = 75 (to spot anything hidden)
Sensory Equipment 70%+25%=95% / 1d100 = 95 (to accurately read the sensor data on her HUD)

Conditions: Critical strike on 18-20, K.O. on N20, Energy Resistance

Susan wrote:"I'm engaged with magic bitch! Anyone want in on this?"


Rounding the corner to find nothing, Jez starts to get irritated. "These mother frakkers are really getting on my nerves ducking out like a bunch of bitches!" James should be farther north. Cordelia & Kat behind me. Pincer movement. "Cord, Kat, head back & hit 'em from south, I'll team up with James & hit 'em from north. Don't hold back, folks. It's time to put these frakkers down like animals. Hold on, Susan, help's on the way!" Jez abandons any pretense at stealth. Their presence is known, so there's no further point in it. She flat out sprints (speed 61 total) to round the north corner and carry out her plan.

(Deduct actions as necessary to close to melee with a target. Primary goal is to close to melee & engage physically. Switch actions from range to melee combat if/when appropriate.)

Initiative (+8 added): 1d20+8 = 27
Non-Combat Action: Throw Susan her NE-RV01 Ripper Vibro-Knife if Susan is within range at any point. Strike (if needed): 1d20+9 = 10
Action 1: Shoot NE-95 "Double Threat" plasma blast at nearest target. Strike: 1d20+5 = 9, Damage: 1d4*10 = 10 M.D.
Action 2: Shoot NE-95 "Double Threat" plasma blast at nearest target. Strike: 1d20+5 = 17, Damage: 1d4*10 = 10 M.D.
Action 3: Shoot NE-95 "Double Threat" plasma blast at nearest target. Strike: 1d20+5 = 25, Damage: 1d4*10 = 10 M.D. (CRIT)
Action 4: Shoot NE-95 "Double Threat" plasma blast at nearest target. Strike: 1d20+5 = 22, Damage: 1d4*10 = 40 M.D.
Action 5: Shoot NE-95 "Double Threat" plasma blast at nearest target. Strike: 1d20+5 = 7, Damage: 1d4*10 = 20 M.D.
Action 6: Shoot NE-95 "Double Threat" NE-10G grenade at nearest target. Strike: 1d20+5 = 9, Damage: 6d6 = 20 M.D. to 12' AoE
Action 7: Shoot NE-95 "Double Threat" NE-10G grenade at nearest target. Strike: 1d20+5 = 6, Damage: 6d6 = 19 M.D. to 12' AoE
Action 8: Shoot NE-95 "Double Threat" NE-10G grenade at nearest target. Strike: 1d20+5 = 24, Damage: 6d6 = 16 M.D. to 12' AoE (CRIT)
Action 9: Shoot NE-95 "Double Threat" NE-10G grenade at nearest target. Strike: 1d20+5 = 11, Damage: 6d6 = 21 M.D. to 12' AoE
Action 10: Shoot NE-95 "Double Threat" NE-10G grenade at nearest target. Strike: 1d20+5 = 15, Damage: 6d6 = 22 M.D. to 12' AoE

Contingency: Should Jez ever manage to get into close combat, she'll punch instead of shoot.
Non-Combat Action: Back-flip over combatant to enable melee strikes from behind. Back Flip 115% / 1d100 = 87
Action 1: Snap Kick strike: 1d20+9 = 23, Damage: 5d8 = 20 M.D.
Action 2: Axe Kick strike: 1d20+9 = 19, Damage: 5d8 = 10 M.D.
Action 3: Tripping Leg Hook strike: 1d20+9 = 23, Damage: No damage, cannot be parried, results in knockdown.
Action 4-5: Power Punch strike: 1d20+9 = 17, Damage: 1d6*10 = 40 M.D.
Action 6: Snap Kick strike: 1d20+9 = 10, Damage: 5d8 = 17 M.D.
Action 7: Punch strike: 1d20+9 = 18, Damage: 3d6 = 6 M.D.
Action 8: Axe Kick strike: 1d20+9 = 21, Damage: 5d8 = 21 M.D.
Action 9-10: Power Punch strike: 1d20+9 = 20, Damage: 1d6*10 = 30 M.D.

Parries (+15 included):
1d20+15 = 32, 1d20+15 = 29, 1d20+15 = 21, 1d20+15 = 18, 1d20+15 = 32, 1d20+15 = 35, 1d20+15 = 17, 1d20+15 = 26, 1d20+15 = 28, 1d20+15 = 19

Auto-Dodges (+9 included):
1d20+9 = 11, 1d20+9 = 20, 1d20+9 = 29, 1d20+9 = 17, 1d20+9 = 17, 1d20+9 = 27, 1d20+9 = 22, 1d20+9 = 10, 1d20+9 = 21, 1d20+9 = 25



NE-95 "Double Threat" Assault Rifle: 20/9; NE-10G Grenades: 12/11
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
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Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 51
S.D.C.: 98/98
P.T.P.: 1550/1550
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

Gear
(Equipment post is up to date.)

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Jezebel
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Re: First Op: Where Have All the Cadizians Gone?

Postby Susan Lee » Wed Jul 17, 2019 8:43 am

Perception: 1d100 = 10 / 32%
JiC d20/d100: 1d20 = 20 / 1d100 = 62

"Cordelia, stop crying. I can hear you snuffling right in my ear - it's like being mentally assaulted by snails! Anyone else, I'm being held in an energy net fired by magic bitch and people are gloating. I do not like this!"

Susan drops the rifle and pulls out her laser knife, trying to saw through the net.

Stupid fucking magic, stupid glowing net. Need different equipment. This is dumb!

"Aaaaagh! Dragon, wake up! Eat these dwarves and this piece of prime genetic material!"


Initiative: 1d20+3 = 11

Contingency: If Susan somehow gets released, she tackles Magic Bitch and stabs her. A lot.
Action 1: Strike - 1d20+7 = 17 / Damage - 3d6 = 9
Action 2: Strike - 1d20+7 = 27 / Damage - 3d6 = 14
Action 3: Strike - 1d20+7 = 22 / Damage - 3d6 = 9
Action 4: Strike - 1d20+7 = 18 / Damage - 3d6 = 13
Action 5: Strike - 1d20+7 = 11 / Damage - 3d6 = 13
Action 6: Strike - 1d20+7 = 14 / Damage - 3d6 = 7

Replace an above action with a Dodge, if Magic Bitch tries the shotgun trick again.

Dodges: 1d20+10 = 17, 1d20+10 = 18, 1d20+10 = 16, 1d20+10 = 30

Saves: 1d20 = 4, 1d20 = 12, 1d20 = 14, 1d20 = 1

Other Contingency: If Susan is both released and the laser knife is having no visible effect, she switches to punching Magic Bitch with her 25 Robotic Strength.
It's DNA, all the way down.

H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90

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Susan Lee
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