The Doom of Nxla, Act 2: Discovery

The Spook Squad & the Roughnecks team up to tackle a dangerous, high stakes mission in the Federation of Magic.

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Re: The Doom of Nxla, Act 2: Discovery

Postby William Summers » Sat Aug 03, 2019 8:40 pm

Perception: 1d100 = 55/48%
JIC: 1d20 = 9/1d100 = 41

As his opponent flees into the woods, Will shouts ”Coward!” and turns around to see the battle wrapping up. He lands his hoverboard and looks around at the carnage. ”Well, this was certainly a mess. Better than if we hadn't arrived at all I suppose. A battle was had, some villagers were saved. Perhaps we will save more. Who knows.”

Will absorbs PPE from the ley line to restore what he lost in the battle and beyond that to his capacity of capturing energy (9 minutes/534 PPE). Damn, that feels good! Now to turn that into something that'll last. He chants the words to create an Energy Sphere (-60 PPE) and then pumps 400 PPE of what he's absorbed into it. Then, using the ley line's energy, he absorbs the remaining 400 PPE and releases it into the Energy Sphere over the next 10 minutes, creating a fully charged Energy Sphere (800 PPE) and leaving him with 74 PPE of his own.

Wakiza wrote:Will, take who you need and make sure the perimeter is covered, so no one can sneak up on us?”

”Sure thing boss. Just charging up over here. Since we're at a ley line, I'm creating an energy sphere of magic. Holds a lot of power, but glows bright enough to give us away if we're trying to be sneaky. But in my experience, it could absolutely be worth it.” Will turns to his group Nope, not a damn one of you can fly. John's busy with the interrogation, it's gonna have to be the Spooks. He turns to the Spooks. ”Hey, I need one of you with me to secure the perimeter. Flyers preferred.”
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

8th Ring of Elder
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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Re: The Doom of Nxla, Act 2: Discovery

Postby Mierin » Mon Aug 05, 2019 7:14 pm

Perception: 1d100 = 40 (82%)
JIC: 1d20 = 17, 1d100 = 86

Condition:
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet
Light Filters: Reduces glare


The Psi-Tech drops his speaker volume an leans down to Mierin, "Well, I guess we see what Deuce turns up. Check to see what the Rat-kid got on film to use in recruiting."


Mierin nods at Lahz. ”Makes sense.” She listens to Lahz's more detailed explanation as to what is going on and understands a little better though she shakes her head at the guy having next to no intelligence. 'Typical' Mierin thinks to herself. 'Though Lahz isn't wrong – might as well get paid for this.'

"So, color me naive on this. Probably shouldn't kill a martyr, that's bad form, but this Necromancer uses magic; can that same said magic be, I don't know, cut off? Mute the sod to this magic? With such a crazy world as this one, I can't imagine the local population didn't create cancellation effects; I know we did back where I came from for extreme cases."


Mierin shrugs at Ronan, ”To be honest, I'm not a mage and what I know about magic could fit into a thimble. If I had to guess, I really don't think that's possible, but Vheld would probably have a better idea as to whether it's possible.”

”Hey, I need one of you with me to secure the perimeter. Flyers preferred.”


Mierin glances over at Will and considers volunteering but when he says flyers were preferred, she stay quiet. While her hovercycle could go up in the air, it only went up about 60 feet so she didn't feel it was enough for securing the perimiter. Mierin glances around and wonders idly if the newcomer, Ronan, could fly or not. 'Who the hell knows since he's apparently not from around here.' Mierin thinks to herself.
Mierin
ISP: 35/35
HP: 57/57
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160

"Do I get bonus points if I act like I care?" House
"Lady, people aren't chocolates. Do you know what they are mostly? Bastards. Bastard coated bastards with bastard filling." Dr Cox, Scrubs
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
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Re: The Doom of Nxla, Act 2: Discovery

Postby Wakiza » Tue Aug 06, 2019 12:06 am

Perception: 1d100 = 13 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 16 1d100 = 36
Save vs Magic: 1d20+9 = 16
Save vs HF: 1d20+4 = 20

Hannibal wrote: The sword replies, I know a great many things. I do my job well. I do my job when it is needed. What is it you do, human? Who is complaining now? If you preferred my time of silence, why ask of my knowledge?


Wak thinks, Well then, what do you know? I wasn't complaining, I've been trying to talk to you several times over the past year and nothing. Now all I get from you are insults and nothing really useful. I've been doing my job killing Sploogs, Vamps and various critters and now you get mouthy?

Wak comes out of his trance, stands up, tries to get his bearings and gets his breathing under control. Well that usually doesn't happen from telepathy. That is one sick puppy. Better to put him out of the world's misery. Vheld's thrall is a bit dark and I communicate with a true Sploog on a regular basis. Better warn John. He switches telepathy to John, "Hey John this is Wak, if one of Vheld's creatures ever get too out of hand with one of the Roughnecks or someone we are protecting, rip off its arms and beat it to death. I'll back you up.

Minerva wrote: ”No. One of these fuckers destroyed the gift Hades gave me. I'm far from OK.”

Wak almost laughs to himself, Well that figures. Not that I can truly say much as I work with Illynncryth to destroy Splnnycryth. But still, it figures that killer gets presents from Hades.

Wak is just waiting to see what the evil Slithn found out from the necromancer, before they make additional plans.
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 111/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 90/90; Force Field: 75
• Helmet: 50; Arms: 40 each; • Legs: 50 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 100 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
Soul of a Man
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Re: The Doom of Nxla, Act 2: Discovery

Postby Hannibal » Tue Aug 06, 2019 5:47 pm

Conditions:
Date: Summer, Friday, June 2, 111 P.A.
Time: 1820
Environmental Effects: None; 90°, dead calm
Location: unknown village, along the Ohio River

Order of Battle
John is blazing the trail afoot.
Minerva leading NE-ATRV on her MBT-300 Black Talon Motorcycle
NE-ATRV (2/18 tons so far)
  • Ray Robot is piloting the ATRV
  • Sil, Sshir, Slithn are in the cargo bay with Whisper's Mecha Knight PA
  • Jack
  • William
  • Mercedes
  • Wakiza
  • Whisper
  • Mierin
Seymour is following in his Cargonaut
Vheld, Brokswa, & Bel'Dar are flying alongside the ATRV
Lahz is following ATRV in his Marauder PA
Tony the Tiger-Bot is shadowing Lahz

Current Mission Goals
  • Recruit help from The True Federation--Achievement Unlocked
  • Recruit help from Magestar--Achievement Unlocked
  • Recruit help from MercTown (Mercs; Another group that's in town even?)
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • Recruit help from Psyscape
  • Investigate rumors of a band of demons in the area.

Posted Players
  • Seymour-Spook
  • Ronan-Spook
  • Lahz-Spook
  • Minerva-Spook
  • Mierin-Spook
  • Vheld-Spook
  • John-Roughneck
  • William-Roughneck
  • Jack-Roughneck
  • Wakiza-Roughneck


Stunned, Just stunned
As his opponent flees into the woods, Will shouts ”Coward!” and turns around to see the battle wrapping up. He lands his hoverboard and looks around at the carnage. ”Well, this was certainly a mess. Better than if we hadn't arrived at all I suppose. A battle was had, some villagers were saved. Perhaps we will save more. Who knows?”
Wakiza wrote:Will, take who you need and make sure the perimeter is covered, so no one can sneak up on us?”

”Sure thing boss. Just charging up over here. Since we're at a ley line, I'm creating an energy sphere of magic. Holds a lot of power, but glows bright enough to give us away if we're trying to be sneaky. But in my experience, it could absolutely be worth it.” Will turns to the group then looks for spooks. ”Hey, I need one of you with me to secure the perimeter. Flyers preferred.” Will goes generally ignored on his request for help.

Obviously still a little shell shocked from the battle, Lahz addresses the group again in what seems to most as deja vous. "Everyone okay?"

”No. One of these fuckers destroyed the gift Hades gave me. I'm far from okay.” Minerva snaps, obviously distraught at the outcome of the battle. ”Get the information we need so we can move on.”

Lahz seemingly ignores Minvera and starts to climb out of his power armor. The tail end of a sigh emits from the Marauder's speakers, followed by the sounds of air and the seals breaking as Lahz begins to emerge from his mechanical cocoon. As he does so, Lahz addresses the New-D-Bee, "Way to ask big vague questions Ronan. Look, this is Rifts Earth man. Frakking the humans started off as dominant race on this planet for thousands of years. Then the Rifts happened. They are magic warps and tears in space-time or whatever, and bam the humans are no longer along. There's magic demons and shit all over, and folks are arriving, many involuntarily, through rifts and portals from all over the known and unknown universe because this planet's like a frakking hotspot. No idea why. Some stuff can only be hurt by specific things like silver, or magic, or wood, I keep waiting to run into something with a special vulnerability to frakking cupcakes, I kid you not." The psi-tech pulls a weird looking gun-reminiscent item from his belt and points it at Ronan, "This thing is supposed to fix stuff hold still."

Two blasts later the Arrow-Ride armor looks unblemished and Lahz is unhitching a knife sheath from his belt, "To give you no response at all to your frakking question, we have been hired to go out and investigate something called Nxla which is apparently an extra-dimensional being that likes to mind-frak things and take over souls to make people into mindless zombies. Not sure why, not sure how to stop it. Basically the guy who gave the job had shit for intelligence of both the literal and figurative nature, or maybe he just thought if he was up front no one would sign on to save the world. Which y'know could happen, but since we're living here for now, I kind of wanna keep that brain-frakking out of my daughter so it seemed better to get paid to investigate or stop it than to do so for free. So anyways, where was I? Magic, which cheats physics and is just wrong on many frakking levels, tends to hurt almost everything. This is my backup and you can damn well be sure I want it back." The Psi-Tech turns and wrinkles his nose a bit at the acrid smell of burning building (and probably flesh) to suit back up in the Marauder, "Do not lose or break that thing or I am going to be very aggravated with you. Then I guess you would get to see the violence I dish out without pay."

The group stands watching Lahz silently as he gives his dissertation on Earth and what has become of it. Ronan in particular watches closely and listens intently, wide eyed and lost in the new world he has found himself. When Lahz hands him the blade he takes it and says, "The only place this dirk will go is back to you once I can find something more permanent. I appreciate the loan. Not too keen on this magic stuff, though having something that can actually hurt the magical beasties takes the edge off."

Ronan watches the interrogation from a comfortable distance. He activates his Flesh Sense to get a read on the mage and find the man seems normal to a standard sense. To Lahz, Mierin or really anyone near enough to hear him, he says, "So, color me naive on this. Probably shouldn't kill a martyr, that's bad form, but this necromancer uses magic; can that same said magic be, I don't know, cut off? Mute the sod to this magic? With such a crazy world as this one, I can't imagine the local population didn't create cancellation effects; I know we did back where I came from for extreme cases."

Mierin shrugs at Ronan, "To be honest, I'm not a mage and what I know about magic could fit into a thimble. If I had to guess, I really don't think that's possible, but Vheld would probably have a better idea as to whether it's possible."

Jack look to see if anyone has any serious injuries and doesn’t find any. He next moves to searching the bone demons and the dead zombies for anything useful. He takes the weapons from them and puts them in a pile then address the group, “Hey mates, get these things in a pile so we can burn them. We don’t need them to be used again against us or others."

As Brokswa struts around, talking smack to Vheld and mortals in general, John reaches over and flicks him in the back. "Don't be a dick. The mortals were fine." The Demon beast does not move as far as John would hope, he turns and hisses. "Your size does not intimidate me. Feel lucky this week being who has control still lives. If he were no longer I would skin you all and drink your souls." Brokswa moves off turning his back to John showing no fear of reprisal from the large pebble creature.

It is in that moment John looks down to see Slithn, Wak and the necromancer intertwined in pain and ecstasy. He feels the necromancer sweating (he hopes). "Oh gross! No! What is that even?!? That's not okay!" John tries to knock Slithn down using the necromancer's head. "And you also shouldn't..." He pauses and frowns as the necromancer passes through Slithn. "...be rude to your...whatever Vheld is. Dom?" John waves the necromancer at Slithn again. "Does this perv know how to keep our souls from getting sucked out and/or how to fix these unsouled guys?" Slithn looks at John, "You intelligence obviously didn’t grow with your body. I don’t answer to you. That would be even more pathetic than answering to my current meat bag." Slithn turns to Vheld and say, "What do you wish to know?"

Wak has an internal argument with his sword before diving into the dark place that is the necromancer’s mind. When he comes out of his trance, stands up, tries to get his bearings and gets his breathing under control he switches telepathy to John, "Hey John this is Wak, if one of Vheld's creatures ever get too out of hand with one of the Roughnecks or someone we are protecting, rip off its arms and beat it to death. I'll back you up.

Weapons Found
  • 3 Skorblade Short Sword
  • 1 M.D. Mace
  • 2 Vibro-Sword
  • 1 Skorblade Pole Arm


Skill Checks

Vheld:
Ronan:
Seymour:
John:


Schedule Note: The next GM post will be posted by Tuesday, August 13th by midnight.

What are your intentions?

Butcher's Bill
[u]Butcher's Bill
Tracks damage & ammo/ISP/PPE spent
ATRV:
Jack Killian: -30 M.D.C. to armor, -40 I.S.P., CP-30: 21 shots/-12 shots,
John Altfeld: -244 M.D.
Lahz: Marauder LPC: 240 shots/-40 shots; -30 M.D. to N-F50A Force Field
  • Tony: -11 M.D. to Cyborg Armor
Mierin: JA-12: 10 shots/-3 shots
Minerva: -30 M.D.C. to crystal armor, -17 I.S.P., -51 M.D. to Psionic Forcefield; Harvester destroyed; 4th Psionic Forcefield activation
Ronan: -15 M.D.C. to armor
Seymour:
Wakiza: -40 I.S.P.; Liberator PB: 50 shots/-7 shots; -38 M.D.C. from FF
Vheld: -90 P.P.E.; -1 charge to invincible armor talisman, -16 S.D.C.; -18 M.D. to Invincible Armor
  • Minions: -1 charge each to minion invincible armor talismans
  • Bel Dar: -4PPE
  • Brokswa: -22 M.D. to Invincible Armor
William Summers: -38 P.P.E., -58 MD
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Re: The Doom of Nxla, Act 2: Discovery

Postby Jack Killian » Thu Aug 08, 2019 7:20 pm

Perception: 64% 1d100 = 17
JIC d20: 1d20 = 17
JIC: 1d100 = 48

Jack drags the downwind, he makes sure the fire would not catch anything else on fire. The then starts a fire. He then increases it so that the bodies burn totally. When things are completely burned he will stop the fire.

Fire Bolt: 4 ISP 2d6 = 7
Super fuel 8 ISP 70 MD
Extinguish Fires: 4 ISP

Jack goes over to the weapons pile and says , "If you don't mind I'll take a pretty Short sword and a Vibroblade. Hey, ronon you might want one of these."
"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 Doom of Nxla, Act 2: Discovery

Postby Ronan » Fri Aug 09, 2019 6:49 am

JiC: 1d20 = 16 / 1d100 = 99
Perception [19%]: 1d100 = 5
Recognize Weapon Quality [39%]:1d100 = 32 (So many new weapons for him to figure out)
Jury Rig [39%]: 1d100 = 1
Charm/Impress [29%]: 1d100 = 3

Ronan scowls but resigns that this is not his world. Great, I definitely landed a kill or be killed world. I'm going to need to adapt to ever make it home. Ronan thinks to himself, looking down at his fist and clenching it, less than pleased with his first few encounters.

Jack wrote:"Hey, Ronon you might want one of these."


Ronan glances over to where Jack is with the small assortment of recovered weapons and nods. Gripping the other Vibro-sword and a Skorblade, he'll look over the weapons [Rec. Weap. Qual.] to ensure it can actually hurt SNs and won't break under his strength, then add, "It'll cut things like those bone monsters? I might as well, thank you." Ronan finishes, taking a Vibro-Sword and Skorblade Shortsword. "What is this sword, looks different compared to the other a sword? Looks like a bug blade." Ronan comments on the Skorblade.

Fashioning the two blades to be secured on his right side, the Vibro-sword under the Skorblade (samurai-esqe). He'll check his rig [Jury-rig] to ensure it won't muck up during a fight before finding his way back to where the Spooks are and comment, "Is it always like this?" Partially joking but also serious as he is still new. "I usually like to have dinner with a team before a mission like this, helps set the mood." He jests. [Charm]

Barring anything else, he will watch and wait.

Note: If no-one else claims the final (third) Skorblade Short Sword, Ronan will grab that as well. He will also collect the remaining weapons and pile them on the APC because you can never have too many weapons.
Ronan Deshe | EP Ledger | Other PCs: Culter (CS 40-4th) | Scythe
Constant Stats and Supers
M.D.C.: 293/293
Active Abilities:
Invulnerability: Invuln to: All Energy Damage Types (to include magic energy), Bullets, punches, falls, etc. | SN Melee does Half-DMG | Gases/Radiation/Drugs: Half-effective | Regen 1d6x10 MDC per min | Hold Breath for 12 minutes | Survive 80 days without food
Supernatural SN: Fatigues 1/10th normal rate.
Fleshworks: Sense Health of Flesh Active: Will declare in post if being used | Range: 15ft away LOS | No cost | Undetectable | Determine general flesh health of another being. | Reveals D-Bee, Human, Mutant and if suffering sick/diseased flesh | Reveals if little or many HP/SDC/MDC and if any magic/psionic/super effect is currently affecting the subject physically, though cannot identify.

Active Gear:
Worn: [Mega Juicer Combat EBA] || M.D.C. by Location; Helm: 50|| Arm(L): 45 || Arm(R): 45 || Leg(L): 55|| Leg(R): 55|| MB: 130
Carried: [WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun] || See Equipment Post -- Will declare which setting is being used.
Carried [Secured on belt]: [TW Lightblade] || DMG: 1d6*10 (2d6*10 vs Supernatural Creature) || Modifiers: +1 Strike || Features: Fueled by wielder's H/S/M.D.C
Slung over Back: [KLS-RG-15X Manpack Electromagnetic Rail Gun] || Range: 5,000m | DMG: 1d12x10 MD v. Organic, No-Regen // 1d12x10 MD v Non-Org, Roll Optional Robot DMG Table (UE, pg 353) // 1d8x10 + 1d8 SDC to HP v Organic, + Bleed // 1d12x10 SDC v Non-Organic, Roll on Optional Robot DMG Table. || RoF: 2 APM || Modifiers: +1 Strike || Payload: 12/12
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Re: The Doom of Nxla, Act 2: Discovery

Postby John Altfeld » Sat Aug 10, 2019 6:32 pm

Perception: 1d100 = 83 / 73%
JiC d20/d100: 1d20 = 16 / 1d100 = 95

CONDITIONS: John is Pebbles and Full Size. Regenerating Growth MDC.

John is about to react to Slithn, when Wak's voice pops into his head. "Can you... hear what I'm thinking?"

If Wak responds, John thinks, "Will do, commander. The red one doesn't seem like a problem. I can't touch whatever this hovering one is, though. And it's clearly the biggest troublemaker."

He then lifts the necromancer up to 'look him in the eye.' "So, you want to die and that's sexy for you. Okay. I'll make you a deal. Tell me how to protect our souls and fix these soulless guys, spill the beans on your plan. In exchange, I'll squish you. I'll do it slow. Don't say anything and I'll make sure you not only survive today, but I'll personally take you to a secure location. Maybe Lazlo. Maybe Kingsdale. Maybe the Splugorth. Somewhere that they can strip your mind and lock you out from this god you're babbling about. And you'll live a long, safe, life."

Invoke Trust: 1d100 = 16 / 35% (John is sincerely making this offer for what that's worth)

"Hey commander, can your psi-sword hurt Vheld's floaty friend?"
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: The Doom of Nxla, Act 2: Discovery

Postby Wakiza » Sat Aug 10, 2019 10:20 pm

Perception: 1d100 = 62 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 14 1d100 = 84

Conditions: Advanced Combat Awareness (All Opponents are -2 to strike Wakiza, -2 to dodge his attacks, and lose one attack per melee); Cloud Targeting Computers and Other Weapon Systems (negate any built-in bonuses and adds a -2 strike penalty with any modern or advanced weaponry) Cloud Sensors (If someone is in PA, Robot or a Vehicle); Combat Acrobatics. Every couple of minutes Wak shifts his MOE to thermal to see if he can spot anything invisible.

John Altfeld wrote: John is about to react to Slithn, when Wak's voice pops into his head. "Can you... hear what I'm thinking?"

Wak responds, "Yes, just your surface thoughts, and I won't do this to a teammate without letting them know I'm here. Kinda rude otherwise.''

John Altfeld wrote: If Wak responds, John thinks, "Will do, commander. The red one doesn't seem like a problem. I can't touch whatever this hovering one is, though. And it's clearly the biggest troublemaker."

"Hey commander, can your psi-sword hurt Vheld's floaty friend?"

Lore: Demon & Monsters-- 1d100 = 10 / 93% (to ID Slithn's strengths and weaknesses)

Wak gives a mental shrug, "Well if it can't, Derilian likely will."

Other than that, Wak just waits for Vheld to question his minion. Been around enough of these 'things' during the war. No use questioning it ourselves, we would just get a derisive response. These things are rather predictable.

Over the radio, "Will, any problems out there?"
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 111/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 90/90; Force Field: 75
• Helmet: 50; Arms: 40 each; • Legs: 50 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 100 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
Soul of a Man
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Re: The Doom of Nxla, Act 2: Discovery

Postby William Summers » Sun Aug 11, 2019 8:01 am

Perception: 1d100 = 56/48%
JIC: 1d20 = 14/1d100 = 28

Conditions
PPE: 74/178
Energy Sphere:
  • PPE: 800/800
Invincible Armor:
  • 200/200 MDC
  • 77:30/96 minutes
  • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply
  • Regenerates damage at the rate of 1D6 M.D.C. per melee round
  • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
  • -15% to prowl, climb, swim or perform other physical skills
Amulet of See The Invisible:
  • See The Invisible
8th Ring of Elder:
  • Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
  • Doubles the duration of any magic feat, ability or spell.
  • Doubles the range of any magic feat, ability or spell.
At Ley Line:
  • Doubles the range, duration, and damage of magic spells.
  • The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds.
  • Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.


With his energy sphere fully charged, Will heads out on his solo scouting mission. You'd think these people had never run an operation before. No response to my damn question. Taking to the air on his wingboard, Will looks around to make sure the area is secure.
Wakiza wrote:Over the radio, "Will, any problems out there?"

If there is any remaining trouble, he'll radio it in.
If everything seems fine, he will radio back such and then spend a moment to take in the scenery before he heads back to the group. With all of the idle time, Will wanders back and forth in the ley line. "It is always glorious when one gets to soak up raw magic like this" he says to no one in particular. While they wait, Will captures PPE from the Ley Line at the same time recovering his own natural PPE by being in the presence of this much magical energy (will update based on timestamp of next GM post).
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

8th Ring of Elder
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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Re: The Doom of Nxla, Act 2: Discovery

Postby Seymour Ruiz » Mon Aug 12, 2019 5:20 am

JIC: 1d20 = 19 / 1d100 = 12
Init: 1d20 = 15
Perc: 27% / 1d100 = 71
Charm/Impress: 5% / 1d100 = 13
Invoke Trust/Intimidate: 10% / 1d100 = 62


Conditions:
Identify scents: 62% 1d100 = 91

Skills
T.V./Video -- 42% / 1d100 = 32

Post -
Seymour shakes his head and with a face palm, ”WTF?? All that and all i got is the first thing i saw?? Stupid me… i need to fix this.” He hits the erase button. After wiping his whole recording, Seymour moves to the others. He sees the bodies and the necro. ”What is going on?” He puts his camera on his shoulder and films the necro, the looted weapons, and any bodies left around. Using all his skills, Seymour does his best to keep the teams off it. ((tv/video))

As he looks over the weapons, Seymour thinks ”Wish i knew how to use those? Those bug blades are cool.” He films what he can, then stops filming, and listens to the others.
Seymour Ruiz
OOC Comments
S.D.C.: 34/34
Hit Points: 22/22
P.P.E.: 8/8

Armor Worn: N-F50A Superheavy Force Field
Image
M.D.C. by Location:
  • Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip
Book Reference: p.122, DB2

Weapon(s) Carried and Locations: “BigBore” Derringer (on CAF Elite Corps Load-Bearing Chest Rig)
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Seymour Ruiz
 
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Re: The Doom of Nxla, Act 2: Discovery

Postby Minerva » Mon Aug 12, 2019 5:55 pm

Perception: 1d100 = 65/51%
JIC: 1d20 = 8/1d100 = 95

Minerva watches as Lahz fixes up Ronan's armor. Me pregunto si eso podría funcionar para mí. She spends the next few minutes scouring the ground for crystalline pieces of her sword. Once she's collected all she can, she'll approach Lahz. "Can you try that machine on my weapon? I took some heavy hits to my body armor as well if you have the ability."

She watches as the Necromancer is questioned and keeps her distance. No necesito ese tipo de negatividad en mi mente.

Translations
Me pregunto si eso podría funcionar para mí.=I wonder if that might work for me?
No necesito ese tipo de negatividad en mi mente.=I don't need that kind of negativity in my mind.
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Re: The Doom of Nxla, Act 2: Discovery

Postby Mierin » Mon Aug 12, 2019 7:11 pm

Perception: 1d100 = 37 (82%)
JIC: 1d20 = 14, 1d100 = 21

Condition:
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet
Light Filters: Reduces glare


Mierin glances over the weapons pile, but doesn't take anything as she has plenty of weapons of her own.

"Is it always like this?" Partially joking but also serious as he is still new. "I usually like to have dinner with a team before a mission like this, helps set the mood." He jests. [Charm]


Mierin nods at Ronan's question. [b[“Pretty much.”[/b] she replies, ”Sometimes the team has gone up against god-like creatures.” Mierin shrugs as if this were a common place thing to happen. She rolls her eyes and smirks at the dinner comment, ”What kind of a meal goes with this kind of mission?”

Briefly considering using her telepathy to scan the necromancer's mind along with Wakiza, Mierin watches what happens and very quickly changes her mind. 'What in the actual fuck? That's... I don't even know what the hell that is.' Mierin waits to hear what information Vheld can get from his minions.
Mierin
ISP: 35/35
HP: 57/57
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160

"Do I get bonus points if I act like I care?" House
"Lady, people aren't chocolates. Do you know what they are mostly? Bastards. Bastard coated bastards with bastard filling." Dr Cox, Scrubs
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
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Re: The Doom of Nxla, Act 2: Discovery

Postby Lahz » Mon Aug 12, 2019 11:00 pm

Perception [42%]: 1d100 = 44 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 12
JiC D100: 1d100 = 91

Conditions: Telemechanics (0 ISP, Constant, 5ft, 98%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Wary], Marauder PA

ISP: 179/211
Telemechanics [98%]: 1d100 = 50

===================

Ronan wrote:To Lahz, Mierin or really anyone near enough to hear him."So, color me naive on this. Probably shouldn't kill a martyr, that's bad form, but this Necromancer uses magic; can that same said magic be, I don't know, cut off? Mute the sod to this magic? With such a crazy world as this one, I can't imagine the local population didn't create cancellation effects; I know we did back where I came from for extreme cases."


"Turning a mage's access to magic off can be difficult. The Coalition are all about brutal ways to do it via gags, or torture, or forced implants. All sorts of weird crap. For my money, a mage you no longer need to question? ... Better to remove the possibility of a long memory. And burn the bodies to ash so you don't end up with walking dead. Yeah, I said that, so better to be safe."

Minerva wrote:”No. One of these fuckers destroyed the gift Hades gave me. I'm far from OK.” Minerva spends a moment gathering fragments from the destroyed item and placing them in one of the pouches of her belt. ”Get the information we need so we can move on.”


Lahz walks over curiously and proffers his Universal Energy to Matter Converter (Patron Item), "Lets give it a couple shots. Couldn't hurt." He will focus his beam into the Pouch of parts and give it a couple blasts to see whether the sword reforms into 1 piece then 3 shots on Minerva's Armor (fix 30 MD (?)). If successful, he offers a smile, "Well now, this thing seems to have been well worth it."

The Psi-Tech proceeds back over to suit up in the Marauder. If John is still holding the Necromancer up there, Lahz draws his heavy silver mace and waves it casually, "Man are you still fondling that Necromancer up there? ..." he shifts position and looks to Vheld, "If your Deevil-Spirit has picked up all the useful info from his mind, then let us know so we can kill this thing and dispose of the body."

If Vheld confirms, then Lahz asks the Atlantean, "Once the Death mage is disposed of, have Slithn advise of all methods the Necro knew to attack or capture the Souls, how the still living Zombies are made, and all methods to protect one's soul by Nxla ... Hell, why are they gathering peasant Zombies?"

Ronan wrote:Partially joking but also serious as he is still new. "I usually like to have dinner with a team before a mission like this, helps set the mood." He jests.


"We had dinner. You are just really frakking late."
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Doom of Nxla, Act 2: Discovery

Postby Vheld » Tue Aug 13, 2019 9:05 am

JIC: 1d20 = 18, 1d100 = 72
PER: 1d100 = 6 vs. 76%

Conditions
  • At a ley line (x2 range, duration, damage of spells/magic effects and +50% range/duration of psychic powers, all factored in below; can draw 10 PPE or 1d6+1 ISP per round).
  • Energy fields have 120 MDC and a duration of 80 minutes after ley line boost.
  • Invincible armor from talismans has 220 MDC, 41.25 melees remaining, regenerates 1d6 MDC/melee, takes half damage from all magical or mundane energy attacks, is fully environmental, and conveys -15% to physical skills.
  • Storm staff remains active for 5 melee rounds, can fire four lightning bolts per melee.
  • Targeted deflection, 6 melees remaining, see auto-parries.
  • Sense magic, 28 minutes remaining, 120ft area.
  • Carpet of adhesion, 87 melees remaining
  • Protection from psionics, +3 to save vs. psionics and impervious to mind control of any kind, 20 minutes remaining.

Vheld glances at the spoils of battle, but nothing there interests him- the primary reward for the encounter in his mind is the opportunity to extract information. And, apparently, deal with some rebellious minions.

Hannibal wrote:"Now that we saved your life, do you need us to wipe the split in your backside for you too, master?" With this, Slithn looks toward Brokswa with a menacing smile and says, "These mortals would be dead without us."
"Pathetic! Do you do anything for yourself? Are you afraid of getting your hands dirty, master? He draws close to Vheld, looks upon him, then turns from him in visible disgust to regard the necromancer.
At first, Vheld ignores the backtalk- he wants to take advantage of the necromancer’s knowledge while he can, and upsetting the current détente with Slithn places that at risk. In a calm, level voice he will interrogate his minion. He doesn’t expect the necromancer to know the answers to all of these, but the shifter errs on the side of caution and casts a broad net. He will also command his minion to answer truthfully according to the necromancer’s memories.
Questions
1) Does the necromancer serve a being known as Nxla?
2) What is Nxla’s objective?
3) How does Nxla absorb the souls of its victims?
4) Is there any way to prevent or reverse the soul-absorption process?
5) What vulnerabilities or weaknesses do a) Nxla, b) the necromancers, and c) these soulless xombies have?
6) Where is Nxla currently operating in the magic zone?
7) What is the process for creating these soulless xombies?
8) Does Nxla’s strategy primarily involve ‘Harvesters’ and Xombies, or does he have any agents operating covertly in the Federation of Magic, Dweomer, Stormspire, or nearby communities such as MercTown? If so, does the necromancer know their names and/or identities?
9) Where was that rift transporting those people, and who opened it?
Lahz wrote:"If your Deevil-Spirit has picked up all the useful info from his mind, then let us know so we can kill this thing and dispose of the body."
Vheld shrugs. ”The mind bond persists for several hours regardless of whether the original subject is still alive. I have no further need of him.” Pausing to digest Slithn’s comments regarding the necromancer’s fate, Vheld shrugs. ”Just kill him- he clearly poses a danger to the innocent. He may think he wants whatever this Nxla promised him in what passes for an afterlife, but in my experience such beings tend not to honor their obligations. He may not find the trip as pleasant as he anticipates. Just don't kill him until I can wipe his mind- we don't want him compromising our base.” Washing his hands of the Necromancer, Vheld will turn his attention to his minions.

Again, the picture of studious calm, Vheld surreptitiously reaches his left hand up to his neck and rubs it absently- drawing PPE from the ley line and activating his magical tattoo there in the process ((-50 PPE, not deducted)). Then, he fixes Slithn with a cold stare and mutters a quick incantation, casting Agony on the wraith ((-20 PPE, not deducted)). Since the attack is in no way intended to be life-threatening, it should catch Slithn by surprise, and he will try it repeatedly if Slithn resists. Once the agony spell takes hold, Vheld will mutter another incantation (casting charismatic aura power/fear; -10 PPE; not deducted), watching Slithn writhe in agony before allowing his cold anger at the wraith’s insubordination to fill his voice.

”I have had just about enough of your whining. If you think your mental tricks will work on me, then go ahead and take your shot. But make no mistake- your ethereal nature will not protect you from me. I will banish you back to Dyval, rift there myself, and end your existence permanently if you ever dare to speak to me that way again. Have I made myself clear?” Vheld will then turn his attention to Brokswa and ask mildly, ”Is there anything you would like to add?”

Assuming his minions are both back in line by this point, Vheld will allow Slithn to writhe in agony for the full duration of the spell while he replenishes his energies from the ley line. Should Brokswa respond hostilely, Vheld will cast impervious to energy on himself, followed by mindshatter on the plasma demon (and then confiscating the hammer Vheld gave him). Either way, once his minions are subdued Vheld will add with a note of finality ”I don’t want to have this conversation again. Return to your posts.” Once he’s satisfied that the two won’t cause any more trouble (for now), Vheld adds to Slithn ”Answer any questions the others pose to you regarding the necromancer’s memories honestly and completely."

Before anyone kills the necromancer, Vheld acts out of an overabundance of caution and will cast mental shock [color=red]((-30 PPE, not deducted)) on the necromancer- ensuring it is successful in wiping Slithn's memories from the necromancer's mind before he goes off to whatever afterlife Nxla promised him. That done, Vheld turns back to the others as if nothing had happened. ”Shall we?” Once the team is ready to move out, he will re-mount Bel’Dar.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (8d remaining)
PPE: 197/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion), 230/230 (Slithn).
2/3 charges on Vheld's and Sil's invincible armor talismans.
Energy Spheres: 904/1000 PPE (29d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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Re: The Doom of Nxla, Act 2: Discovery

Postby Hannibal » Tue Aug 13, 2019 11:34 am

Conditions:
Date: Summer, Friday, June 2, 111 P.A.
Time: 1830
Environmental Effects: None; 90°, dead calm
Location: unknown village, along the Ohio River

Order of Battle
John is blazing the trail afoot.
Minerva leading NE-ATRV on her MBT-300 Black Talon Motorcycle
NE-ATRV (2/18 tons so far)
  • Ray Robot is piloting the ATRV
  • Sil, Sshir, Slithn are in the cargo bay with Whisper's Mecha Knight PA
  • Jack
  • William
  • Mercedes
  • Wakiza
  • Whisper
  • Mierin
Seymour is following in his Cargonaut
Vheld, Brokswa, & Bel'Dar are flying alongside the ATRV
Lahz is following ATRV in his Marauder PA
Tony the Tiger-Bot is shadowing Lahz

Current Mission Goals
  • Recruit help from The True Federation--Achievement Unlocked
  • Recruit help from Magestar--Achievement Unlocked
  • Recruit help from MercTown (Mercs; Another group that's in town even?)
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • Recruit help from Psyscape
  • Investigate rumors of a band of demons in the area.

Posted Players
  • Seymour-Spook
  • Ronan-Spook
  • Lahz-Spook
  • Minerva-Spook
  • Mierin-Spook
  • Vheld-Spook
  • John-Roughneck
  • William-Roughneck
  • Jack-Roughneck
  • Wakiza-Roughneck


Which way do we go George?

John is about to react to Slithn, when Wak's voice pops into his head. In response he focses on the thought, "Can you... hear what I'm thinking?"

Shortly after, and to his wonder, Wak responds, "Yes, just your surface thoughts, and I won't do this to a teammate without letting them know I'm here. Kinda rude otherwise.''

John responds to Waks original question by thought, "Will do, commander. The red one doesn't seem like a problem. I can't touch whatever this hovering one is, though. And it's clearly the biggest troublemaker."

John lifts the necromancer up to 'look him in the eye.' "So, you want to die and that's sexy for you. Okay. I'll make you a deal. Tell me how to protect our souls and fix these soulless guys, spill the beans on your plan. In exchange, I'll squish you. I'll do it slow. Don't say anything and I'll make sure you not only survive today, but I'll personally take you to a secure location. Maybe Lazlo. Maybe Kingsdale. Maybe the Splugorth. Somewhere that they can strip your mind and lock you out from this god you're babbling about. And you'll live a long, safe, life."

The death mage smiles, ”Your child like ignorance is amusing. Does your brain shrink while you body is growing? Maybe it turns to pebbles like the rest of your flesh. That’s it isn’t it. You have rocks for brains.” The mage starts in an open uproar of laughter. After a moment he looks back at John, ”Alive or dead you cannot separate me from the almighty. You miserable beings really have no clue what you are facing.” The necromancer smiles wide, ”Give up now, give in. Let me show you the pleasure in pain. Let me bring you to a place you have never considered.” As the mage talks John can feel his body writhing in his fingers.

After his plea to the death mage John focuses on Wak, "Hey commander, can your psi-sword hurt Vheld's floaty friend?"

Wak thinks about his experience with Deevil Wraith’s and other ceatures of that nature. In specific he tries to recall what might hurt them and comes up with the fact that they are ethereal by nature. They can walk through solid matter as if it were a ghost. All physical attacks (bullets, arrows, swords/melee, energy, cold/fire, explosions, etc.) do no damage. Psionics and magic that attack the mind and emotions have full impact, as do rune weapons and thorns.

Wak gives John a mental shrug, "Well if it can't, Derilian likely will."

With his energy sphere fully charged, Will heads out on his solo scouting mission taking to the air on his wing board, Will looks around to make sure the area is secure. He can see signs of blood and body parts strewn through the woods around them. The villagers they saw were obviously the remnants of the village after the necromancers and their minions had pillaged it. He does not see any signs of current danger around the perimeter.

Wak keys the radio , "Will, any problems out there?"

Will responds, "No current threats. Everything seems, fine," thinking briefly, As fine as a ransacked village can be.

Will wanders back and forth in the ley line. "It is always glorious when one gets to soak up raw magic like this" he says to no one in particular.

Seymour reviews his captured footage. Seeing his mistakes he shakes his head with his face in his palm. He then erases the footage. Once he is finished Seymour moves to the others. He sees the bodies and the necro. ”What is going on?” He puts his camera on his shoulder and films the necro, the looted weapons, and any bodies left around. In particular He sees Jack dragging the bodies of the bone fiends and xombies away from the buildings.

Jack drags the bodies downwind and makes sure to pick a location where the intended fire would not spread. He then starts a magnificent bon fire. He focuses his inner strength and grows the fire to a raging mass incinerating any remains of their fiendish opponents.

When the bodies are burned we walks over to the weapons pile and says , "If you don't mind I'll take a pretty Short sword and a Vibroblade. Hey, Ronan you might want one of these."


Ronan glances over to where Jack is with the small assortment of recovered weapons and nods. He walks over and selects a Vibro-sword and a Skorblade, he looks the weapons over and wonders if they will handle his strength. Not being familiar with the technology or lack thereof in the case of the skorblade he assumes that if the bone fiends didn’t break them then he most likely won’t.

Inquisitively Ronan asks, "It'll cut things like those bone monsters? I might as well, thank you. What is this sword, looks different compared to the other a sword?"

Minerva watches as Lahz fixes up Ronan's armor. Inspired and hopeful she spends the next few minutes scouring the ground for crystalline pieces of her sword. She walks to Lahz, holding very few pieces and asks, "Can you try that machine on my weapon? I took some heavy hits to my body armor as well if you have the ability."

Lahz offers up hisUniversal Energy to Matter Converter, "Let’s give it a couple shots. Couldn't hurt." He will focus his beam into the handful of shards and nothing happens. Not having any luck with the sword he turns the converter to her amor and is able to fix 30 MD. He looks at Minerav and apologizes. The essence of the sword must be more than simple matter.

Ronan lashes his two new toys to his chest rig and makes his way back to where the Spooks are, asking, "Is it always like this? I usually like to have dinner with a team before a mission like this, helps set the mood."

Mierin looks toward him and nods. “Pretty much.” she replies, ”Sometimes the team has gone up against god-like creatures.” Mierin shrugs as if this were a common place thing to happen. She rolls her eyes and smirks at the dinner comment, ”What kind of a meal goes with this kind of mission?”

Lahz truns to Mierin and Ronan, "We had dinner. You are just really frakking late."

Lahz then turns back to look at the group, "Turning a mage's access to magic off can be difficult. The Coalition are all about brutal ways to do it via gags, or torture, or forced implants. All sorts of weird crap. For my money, a mage you no longer need to question? ... Better to remove the possibility of a long memory. And burn the bodies to ash so you don't end up with walking dead. Yeah, I said that, so better to be safe."

At first, Vheld ignores the backtalk- he wants to take advantage of the necromancer’s knowledge while he can, and upsetting the current détente with Slithn places that at risk. In a calm, level voice he will interrogate his minion. He doesn’t expect the necromancer to know the answers to all of these, but the shifter errs on the side of caution and casts a broad net. He will also command his minion to answer truthfully according to the necromancer’s memories.

Lahz proceeds back over to suit up in the Marauder. He looks up to see John shaking him and the necromancer writhing. Lahz draws his heavy silver mace and waves it casually, "Man are you still fondling that Necromancer up there? ..." he shifts position and looks to Vheld, "If your Deevil-Spirit has picked up all the useful info from his mind, then let us know so we can kill this thing and dispose of the body." Slithn turns and eyes Lahz then turns back to Vhled, "You take orders from this pathetic being? He must cover his useless body in metal for protection. You are even more pathetic than I thought. Let's turn these worthless beings into our slaves. Give me the word. We can create a glorious army and reign destruction on the world." When Slithn finishes Brokswa looks to Vhled, "This sounds delicious. Set us loose. Let us show you are true power. We will dine on the flesh of the weak together."

Lahz asks the Atlantean, "Once the Death mage is disposed of, have Slithn advise of all methods the Necro knew to attack or capture the Souls, how the still living Zombies are made, and all methods to protect one's soul by Nxla ... Hell, why are they gathering peasant Zombies?"

Vheld shrugs. ”The mind bond persists for several hours regardless of whether the original subject is still alive. I have no further need of him.” Pausing to digest Slithn’s comments regarding the necromancer’s fate, Vheld shrugs. ”Just kill him- he clearly poses a danger to the innocent. He may think he wants whatever this Nxla promised him in what passes for an afterlife, but in my experience such beings tend not to honor their obligations. He may not find the trip as pleasant as he anticipates. Just don't kill him until I can wipe his mind- we don't want him compromising our base.” Washing his hands of the Necromancer, Vheld will turn his attention to his minions.

Again, the picture of studious calm, Vheld surreptitiously reaches his left hand up to his neck and rubs it absently- drawing PPE from the ley line and activating his magical tattoo there in the process . Then, he fixes Slithn with a cold stare and mutters a quick incantation, casting Agony on the wraith. Slithn ios caught by surprise and is unable to resist. Once the agony spell takes hold, Vheld mutters another incantation casting charismatic aura power/fear, watching Slithn writhe in agony before allowing his cold anger at the wraith’s insubordination to fill his voice.

”I have had just about enough of your whining. If you think your mental tricks will work on me, then go ahead and take your shot. But make no mistake- your ethereal nature will not protect you from me. I will banish you back to Dyval, rift there myself, and end your existence permanently if you ever dare to speak to me that way again. Have I made myself clear?” Vheld will then turn his attention to Brokswa and ask mildly, ”Is there anything you would like to add?”

John feels the writhing in the necromancer's body increase. Looking down he can see the evil mage smile as he watches Slithn writhe in pain. Brokswa looks on as Slithn agonizes then looks at Vheld, "Master, we simply wish to see you strong. Bold. Deserving of our loyalty. It pains us to see these pathetic creature stand as your equal." Brokswa sneers at the group and hisses, "Or ours." He looks back toward Slithn with an emotionless face. Vheld looks at the two minions and says, ”I don’t want to have this conversation again. Return to your posts.” Then addresses Slithn directly, ”Answer any questions the others pose to you regarding the necromancer’s memories honestly and completely." Brokswa retreats to the RV speaking under his breath something which the group can not hear. Slithn lay on the ground twisted in pain.

Vheld turns to the necromancer and casts mental shock on the mage, wiping Slithn's memories from the necromancer's mind before he goes off to whatever afterlife Nxla promised him. Then turns to the group and says, ”Shall we?,” before mounting Bel'Dar.

Answers
1) Does the necromancer serve a being known as Nxla? - Yes
2) What is Nxla’s objective? - Devour the souls of every last creature on this world then move on to the next.
3) How does Nxla absorb the souls of its victims? - He eats them
4) Is there any way to prevent or reverse the soul-absorption process? - The mage does not believe so.
5) What vulnerabilities or weaknesses do a) Nxla, - Believed to be all powerful and invulnerable b) the necromancers, - most everything, they are human and c) these soulless xombies have? Magic and silver
6) Where is Nxla currently operating in the magic zone? - He is everywhere and nowhere (this is what the mage believes to be true)
7) What is the process for creating these soulless xombies? - He truly has no clue.
8) Does Nxla’s strategy primarily involve ‘Harvesters’ and Xombies, or does he have any agents operating covertly in the Federation of Magic, Dweomer, Stormspire, or nearby communities such as MercTown? If so, does the necromancer know their names and/or identities? This Necromancer is low level. He does not know how many agents Nxla has or how many. He believes there are many, they are powerful and have infiltrated the deepest depth of society as a whole. he has no particulars.
9) Where was that rift transporting those people, and who opened it? - They went to Nxla.



Weapons Found
  • 1 Skorblade Pole Arm


Skill Checks
Vheld: - No skill checks
John
Invoke Trust: 1d100 = 16 / 35% (John is sincerely making this offer for what that's worth) - By his writhing its obvious he seems to trust you
Wakiza:
Lore: Demon & Monsters-- 1d100 = 10 / 93% - information provided in post
Ronan:
Recognize Weapon Quality [39%]:1d100 = 32 (So many new weapons for him to figure out) - You are not familiar with the materials and technology but they seem like a fine quality.
Jury Rig [39%]: 1d100 = 1 - you lash both swords as intended.
Seymour:
T.V./Video -- 42% / 1d100 = 32 - He successfully erases all footage on the camera.
John:


Schedule Note: The next GM post will be posted by Tuesday, August 20th by midnight.

GM: Unless I am mistaken there is one weapon left unclaimed. All claims made in the previous players posts are confirmed. The AGM will post the new weapons to your equipment sheets.

What are your intentions?

Butcher's Bill
Butcher's Bill
Tracks damage & ammo/ISP/PPE spent

ATRV:
Jack Killian: -30 M.D.C. to armor, -56 I.S.P., CP-30: 21 shots/-12 shots,
John Altfeld: -244 M.D.
Lahz: Marauder LPC: 240 shots/-40 shots; -30 M.D. to N-F50A Force Field
  • Tony: -11 M.D. to Cyborg Armor
Mierin: JA-12: 10 shots/-3 shots
Minerva: -30 M.D.C. to crystal armor, -17 I.S.P., -51 M.D. to Psionic Forcefield; Harvester destroyed; 4th Psionic Forcefield activation
Ronan: -15 M.D.C. to armor
Seymour:
Wakiza: -40 I.S.P.; Liberator PB: 50 shots/-7 shots; -38 M.D.C. from FF
Vheld: -170 P.P.E.; -1 charge to invincible armor talisman, -16 S.D.C.; -18 M.D. to Invincible Armor
  • Minions: -1 charge each to minion invincible armor talismans
  • Bel Dar: -4PPE
  • Brokswa: -22 M.D. to Invincible Armor
William Summers: -38 P.P.E., -58 MD
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Re: The Doom of Nxla, Act 2: Discovery

Postby John Altfeld » Thu Aug 15, 2019 12:49 pm

Perception: 1d100 = 17 / 70%
JiC d20/d100: 1d20 = 1 / 1d100 = 6

John is disgusted by how useless the death pervert turned out to be.

I learned all of this already from Menelaus. With less squirming.

John then looks around for Seymour. "Hey, Seymour - I might have an exclusive for you."

He looks at the gross necromancer again. "You want to tell a bunch of people about how cool your boss is before kicking off? Do some conversion? We'll put you on TV. But I think you're too much of a coward to say everything you just told me and the transparent demon pulled out of your brain into the camera."

John then holds the necromancer down so Seymour can record whatever insanity comes out of the sicko's mouth. Once it's done, John stands up, turns to face North/away from the group and pops the guy's head off, trying to get as little blood on himself as possible.

"Aw man, I'm all sticky now."
It's a lot easier to do that when you can barely see what's happening...

Still in giant pebble form, he goes to the river and washes his hands, spits out his gear and puts on clothes before turning back to flesh and blood.

When everyone is ready to roll out, John is prepared to start scouting again for the Stormspire group. And then he realizes he almost forgot something important. "Hey, do we have chains or manacles or something to take those soulless with us? They're useful evidence and someone might be able to fix them where we're going."

While waiting to leave, John ponders ways to potentially kill Slithn. Lore: Demons & Monsters: 1d100 = 2 / 81%
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: The Doom of Nxla, Act 2: Discovery

Postby Minerva » Fri Aug 16, 2019 9:45 pm

Perception: 1d100 = 48/51%
JIC: 1d20 = 10/1d100 = 66

Minerva watches as Lahz zaps her armor and it patches itself back together. ”Bueno, eso es ciertamente útil. Thank you, Lahz.” She watches from a bit back as Vheld disciplines his minions. When the group is ready to go, she gets on her motorcycle and leads the way again. ”What is our next step?”

Translations
Bueno, eso es ciertamente útil.=Well, that's certainly helpful.
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Re: The Doom of Nxla, Act 2: Discovery

Postby William Summers » Fri Aug 16, 2019 10:09 pm

Perception: 1d100 = 49/48%
JIC: 1d20 = 7/1d100 = 14


Conditions
PPE: 84/178
Captured PPE: 356/356 (60/60 minutes)
Energy Sphere:
  • PPE: 800/800
Invincible Armor:
  • 200/200 MDC
  • 67:30/96 minutes
  • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply
  • Regenerates damage at the rate of 1D6 M.D.C. per melee round
  • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
  • -15% to prowl, climb, swim or perform other physical skills
Amulet of See The Invisible:
  • See The Invisible
8th Ring of Elder:
  • Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
  • Doubles the duration of any magic feat, ability or spell.
  • Doubles the range of any magic feat, ability or spell.
At Ley Line:
  • Doubles the range, duration, and damage of magic spells.
  • The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds.
  • Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.


"It was real gory out in the woods, lots of dead villagers, but nothing dangerous remaining. We should finish up whatever we're doing here and move it on out before they come back with reinforcements."

Will waits for the interrogation to finish and then checks in with John.
John Altfeld wrote:"Aw man, I'm all sticky now."

"Battle tends to create a mess. Here, I'll get you cleaned up. You did good out there." Will mutters the words ”Taka Til!” and watches as the blood, dirt and anything else unclean is removed from John leaving him spotless (Cleanse, -3 PPE from ley line captured PPE).

"Would anyone else like a clean up before we take off?" If anyone does want a Cleanse, Will casts it for them freely, recapturing PPE from the Ley Line as he waits for instruction.

Turning to Wakiza, he asks "We've met the enemy, sir. Perhaps enlisting some more aid would be useful in the coming battle?"
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

8th Ring of Elder
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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Re: The Doom of Nxla, Act 2: Discovery

Postby Vheld » Sat Aug 17, 2019 8:19 am

JIC: 1d20 = 8, 1d100 = 42
PER: 1d100 = 81 vs. 76%
Conditions
  • At a ley line (x2 range, duration, damage of spells/magic effects and +50% range/duration of psychic powers, all factored in below; can draw 10 PPE or 1d6+1 ISP per round).
  • Sense magic, 18 minutes remaining, 120ft area.
  • Protection from psionics, +3 to save vs. psionics and impervious to mind control of any kind, 10 minutes remaining.

Hannibal wrote:"Master, we simply wish to see you strong. Bold. Deserving of our loyalty. It pains us to see these pathetic creature stand as your equal." Brokswa sneers at the group and hisses, "Or ours."
Vheld replies in a cold voice. "If I desired command of this company I would have it. The current structure suits my current goals. You do not want me to have to explain that again." With luck I won't have to kill either of them.

After confirming that the others have no further need of the necromancer, including Seymour's video testimonial, Vheld will complete his incantation then wait in silence for the others to make ready, drawing energies from the ley line as he does so until he is fully replenished.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (8d remaining)
PPE: 197/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion), 230/230 (Slithn).
2/3 charges on Vheld's and Sil's invincible armor talismans.
Energy Spheres: 904/1000 PPE (29d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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Re: The Doom of Nxla, Act 2: Discovery

Postby Ronan » Sun Aug 18, 2019 12:25 am

JiC: 1d100 = 72 / 1d20 = 6
Perception [19%]: 1d100 = 89
Jury-Rig [39%]: 1d100 = 20 (Secure Pole Arm so it remains still during combat or hectic driving.)
Charm/Impress [29%]: 1d100 = 26

Ronan will collect the Skorblade Pole-Arm and place it in either the APC or Cargonaut, securing it. [Jury-Rig]. "I bet this is worth a something to someone. We can hock it when we find a village, er, city? What is the government like on this planet? Ah, don't tell me; I'll just go with the flow for now." Ronan comments to members he passes. Where are we off too next, this is just going to keep on getting crazier I bet. Ronan thinks to himself with a sigh.

If he hears Vheld's comment, he'll ask Minerva or Meirin (or both), "Hey, could he really just take over?" He asks cautiously before adding "Man, this crew is just a whole group of stay-on-the-good-side-of people." He says in a near scoff, not out of disrespect but more disbelief [Charm/Impress: Intent to charm/impress or otherwise compliment the group.]. The new environment challenging to say the least, with weapons and enemies brand new to the Arismal soldier. I can't even tell what this bloody weapon is. Ronan frowns, looking at the Skorblade shortsword.

"Hey, so, Ace. Where we headed, and where do you need me? " Ronan questions directly to Lahz.
Ronan Deshe | EP Ledger | Other PCs: Culter (CS 40-4th) | Scythe
Constant Stats and Supers
M.D.C.: 293/293
Active Abilities:
Invulnerability: Invuln to: All Energy Damage Types (to include magic energy), Bullets, punches, falls, etc. | SN Melee does Half-DMG | Gases/Radiation/Drugs: Half-effective | Regen 1d6x10 MDC per min | Hold Breath for 12 minutes | Survive 80 days without food
Supernatural SN: Fatigues 1/10th normal rate.
Fleshworks: Sense Health of Flesh Active: Will declare in post if being used | Range: 15ft away LOS | No cost | Undetectable | Determine general flesh health of another being. | Reveals D-Bee, Human, Mutant and if suffering sick/diseased flesh | Reveals if little or many HP/SDC/MDC and if any magic/psionic/super effect is currently affecting the subject physically, though cannot identify.

Active Gear:
Worn: [Mega Juicer Combat EBA] || M.D.C. by Location; Helm: 50|| Arm(L): 45 || Arm(R): 45 || Leg(L): 55|| Leg(R): 55|| MB: 130
Carried: [WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun] || See Equipment Post -- Will declare which setting is being used.
Carried [Secured on belt]: [TW Lightblade] || DMG: 1d6*10 (2d6*10 vs Supernatural Creature) || Modifiers: +1 Strike || Features: Fueled by wielder's H/S/M.D.C
Slung over Back: [KLS-RG-15X Manpack Electromagnetic Rail Gun] || Range: 5,000m | DMG: 1d12x10 MD v. Organic, No-Regen // 1d12x10 MD v Non-Org, Roll Optional Robot DMG Table (UE, pg 353) // 1d8x10 + 1d8 SDC to HP v Organic, + Bleed // 1d12x10 SDC v Non-Organic, Roll on Optional Robot DMG Table. || RoF: 2 APM || Modifiers: +1 Strike || Payload: 12/12
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Re: The Doom of Nxla, Act 2: Discovery

Postby Jack Killian » Sun Aug 18, 2019 5:09 am

Perception: 64% 1d100 = 39
JIC d20: 1d20 = 7
JIC: 1d100 = 90

Conditions: Jack's Force field should be gone.

Jack feels good, “Let the dead stay dead, their love ones should not have to witness their dearly departed coming back to feed on them.”

As the sun starts to set, Jack listens intently to the others. He laughs to himself when John gets all sticky, “Ya, should never pop a gigantic pimple like that.”


When Will mentions needing more back up Jack agree, “Good point Will, if more of them necromancers did that spell on us we would have been done in. Do you think we have enough proof to get more reinforcements? Maybe one or more of the villagers would come back with us so they can tell what happened. Just saying, we did rescue some and they are primo evidence. Might want to let those Mage types know, that another Village was hit and if they need evidence, to come help their citizens."
"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 Doom of Nxla, Act 2: Discovery

Postby John Altfeld » Sun Aug 18, 2019 6:15 pm

ROLLS HELD

When Will cleans him, John says "Hey, thanks Will - I had heard magic like that existed, but never met anyone who knew it. That's a lot better than 'washing' off in the river."

When Jack says the thing about popping zits, John nods and smiles. Holy hell, Jack is colder than I thought...

"Can't we just do an anti-magic spell if they drop Tentacle Fear on us again? Ideally we'd get more people AND remove the possibility of running away in fear."
Last edited by John Altfeld on Mon Aug 19, 2019 12:39 pm, edited 1 time in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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John Altfeld
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Re: The Doom of Nxla, Act 2: Discovery

Postby Mierin » Sun Aug 18, 2019 7:15 pm

Perception: 1d100 = 81 (82%)
JIC: 1d20 = 9, 1d100 = 51

Condition:
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet
Light Filters: Reduces glare



If he hears Vheld's comment, he'll ask Minerva or Mierin (or both), "Hey, could he really just take over?" He asks cautiously before adding "Man, this crew is just a whole group of stay-on-the-good-side-of people." He says in a near scoff, not out of disrespect but more disbelief.


Mierin glances at Ronan and, after a second, decides to be straight with the new guy. ”If he decided that's what he wanted to do, Mierin replies, ”he could.”

"Would anyone else like a clean up before we take off?" If anyone does want a Cleanse, Will casts it for them freely, recapturing PPE from the Ley Line as he waits for instruction.


Mierin shakes her head at Will and declines the offer. ”I'm good, thanks.” Watching Will use cleanse on Pebbles, Mierin is mildly amused by Pebbles reaction. 'Did he really think tearing a man's head off his shoulders was a tidy affair?' Not that Mierin is upset by the necromancer's passing, far from it. The necromancer had to die and she was glad Vheld was able to wipe his memory of the team before he did. 'That'll make things easier for us going forward.' Mierin thinks to herself as she listens to the chatter around her. The idea that they might need more assistance wasn't the worst one she'd ever heard, assuming the picked up competent help. Looking over at Lahz, Mierin echos Ronan's question. "Do we have a plan?"
Mierin
ISP: 35/35
HP: 57/57
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160

"Do I get bonus points if I act like I care?" House
"Lady, people aren't chocolates. Do you know what they are mostly? Bastards. Bastard coated bastards with bastard filling." Dr Cox, Scrubs
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
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Re: The Doom of Nxla, Act 2: Discovery

Postby Lahz » Sun Aug 18, 2019 8:31 pm

Perception [42%]: 1d100 = 36 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 20
JiC D100: 1d100 = 94

Conditions: Telemechanics (0 ISP, Constant, 5ft, 98%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Wary], Marauder PA

ISP: 179/211
Telemechanics [98%]: 1d100 = 43

===================

When the idea of letting the captured-Necromancer deliver his own Info-Lecture on the wonders of Nxla, Lahz offers a large metallic thumbs-up, *Now that is a spectacular idea.*

John Altfeld wrote:"Hey, do we have chains or manacles or something to take those soulless with us? They're useful evidence and someone might be able to fix them where we're going."


"Anything is possible Pebbles, but the Death-mage does not think so ... Hauling around a bunch of soulless zombies that our enemy has bonded to and may be able to see, and hear through is just risky business ... You may not like it, but they should be put out of their misery and servitude. They probably would not have volunteered to become mindless killers and likely would not want to be used as footsoldiers to kill children and pressgang those with free spirits into a never ending horde from another dimension ... Now I could be wrong. Some of these folks could have been Type-A-Jackasses ... but for the most part." the Psi-Tech leaves off.

Vheld wrote:Vheld replies [to his Minion] in a cold voice. "If I desired command of this company I would have it. The current structure suits my current goals. You do not want me to have to explain that again."

Ronan wrote:If he hears Vheld's comment, he'll ask Minerva or Meirin (or both), "Hey, could he really just take over?" He asks cautiously before adding "Man, this crew is just a whole group of stay-on-the-good-side-of people."


A chuckle rumbles over the speakers of Lahz's Marauder because he sees that the truth may well boost Vheld's argument and after Mierin gives her answer he appends his own note, "Sure. With Queen gone previously Vheld had seniority and default command. He asked me to handle field command because he didn't want the headache. He can have it back whenever he asks."

Ronan wrote:"Hey, so, Ace. Where we headed, and where do you need me? " Ronan questions directly to Lahz.


Once more a chuckle reverberates from the Marauder, "Well, you can ride with the Seymour or you may want to ride atop the ATV if you want. Gives you a snipers perch.". He casually looks over to Mierin in turn, "Well as much fun as it is to collect the soulless a handful at a time, I think we hit the Magefire and Psyscape targets next. I can upload a digital copy to my PA and Tony of whatever charming rant the Necro offloads, then Magefire takes a copy and we get 1 ... and we go let the Magic Zone powers know that there's a real problem in the area, and maybe they want to either pitch in real help or kick in on the cost of financing our Noble crusade to end Nxla, right ??"
Last edited by Lahz on Tue Aug 20, 2019 6:09 am, edited 1 time in total.
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Doom of Nxla, Act 2: Discovery

Postby John Altfeld » Mon Aug 19, 2019 9:27 pm

ROLLS HELD

Lahz talks about the risks of the soul-less and John shrugs. "Being able to see and hear is manageable. Dead Chad seems like he didn't know much of anything so I'm unwilling to trust him, but I also agree that these ex-people are dangerous. But they're also evidence in a more visceral way than Seymour's record. If we're taking them, they need to be chained and, as you said, La'az, sensory depriv...ized."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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John Altfeld
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Posts: 227
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Re: The Doom of Nxla, Act 2: Discovery

Postby Wakiza » Mon Aug 19, 2019 10:23 pm

Perception: 1d100 = 93 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 3 1d100 = 24

Conditions: Advanced Combat Awareness (All Opponents are -2 to strike Wakiza, -2 to dodge his attacks, and lose one attack per melee); Cloud Targeting Computers and Other Weapon Systems (negate any built-in bonuses and adds a -2 strike penalty with any modern or advanced weaponry) Cloud Sensors (If someone is in PA, Robot or a Vehicle); Combat Acrobatics. Every couple of minutes Wak shifts his MOE to thermal to see if he can spot anything invisible.

Vheld wrote: Vheld adds to Slithn ”Answer any questions the others pose to you regarding the necromancer’s memories honestly and completely."

Wak looks with disdain at he demon, "Where has he been that other necromancers for Nxla congregate? Or where more of these zombies were? Who did he receive orders from last and at what location? What were these orders? If he didn't meet with anyone, how did he receive orders?"

He just nods as John rips the necromancers head off. I would have cut off his head myself if John didn't do it. "Yes, I hate to say it, but it would be best just to end the soulless. To dangerous to leave them alive. Well hold on a sec."

Over the radio to all, "Will, Lahz and Vheld, we are on a ley line, can anyone magically get us back to Merctown, then back here? It would allow the new guys to equip, and maybe we can get some replacements for the Roughnecks. If you think its wise we could bring back a soulless to give to the magic guild and maybe they can find something useful? Don't know if that is worth it, as it is out of my wheelhouse."
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 111/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 90/90; Force Field: 75
• Helmet: 50; Arms: 40 each; • Legs: 50 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 100 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
Soul of a Man
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Wakiza
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Re: The Doom of Nxla, Act 2: Discovery

Postby Seymour Ruiz » Tue Aug 20, 2019 2:36 pm

JIC: 1d20 = 11 / 1d100 = 76
Init: 1d20 = 3
Perc: 27% / 1d100 = 1
Charm/Impress: 5% / 1d100 = 37
Invoke Trust/Intimidate: 10% / 1d100 = 19


Conditions:
Identify scents: 62% 1d100 = 32

Skills
T.V./Video -- 42% / 1d100 = 46

Post -
Seymour stands when Pebbles calls him. ”Yo!!” At the mention of an exclusive, Seymour practically runs over. ”tape is clean. Freshly readied. Lets do this.” Seymour puts down his bag and settles the camera on his shoulder.

When he is set, Seymour holds up his three fingers and using them to count down, he begins.
” Good day, viewers. It is I, Miquel Vasquez, On the road reporting from just a few hours drive out of Mrectown. I am here with evil bad guy asshole or ass for short. *gets a closeup of Mr. asshole* so, Mr.Ass, you claim to be some kind of death mage in a cult worshipping Nyxlan or something. Care to elaborate?” He focuses his camera for good shots and waits as necro fuck spills any info.

When done, Seymour catches the head popping on film. ” Damn, need to step back.” As he thinks this, some blood splatters his camera and arm. ’DAMN!!” He stops filming, does a quick review, then gently places the camera next to his bag. ” I will let the others make the big decisions. I am the rookie here.” He grabs a towel from his pack. Just as he is about to wipe himself and the camera clean, he hears Will ask about cleansings. ” OH Yeah!! Never had magic cast on me for aid… a couple of times before... But that was combat.’’ He watches in fascination as the magic does its thing. ’can you do that to my camera? Got some necro on it.” He listens to the others as best he can while Will works.

At the mention of Merctown, Seymour speaks up. ” Ahem… I know I am the new guy or rookie as it may be, but I have a few contacts in Merctown that may be of use. If we need to go, may I tag along? Otherwise, just tell me where you want or need me to be.”
Seymour Ruiz
OOC Comments
S.D.C.: 34/34
Hit Points: 22/22
P.P.E.: 8/8

Armor Worn: N-F50A Superheavy Force Field
Image
M.D.C. by Location:
  • Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip
Book Reference: p.122, DB2

Weapon(s) Carried and Locations: “BigBore” Derringer (on CAF Elite Corps Load-Bearing Chest Rig)
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Re: The Doom of Nxla, Act 2: Discovery

Postby Lahz » Tue Aug 20, 2019 4:01 pm

ROLLS CARRIED FORWARD

Lahz looks back over at Wakiza and taps his radio "I do not mind hitting MercTown briefly. It may well be that the Magic College might be able to fix the Soulless, or the Gods that folks are praying to over at the big Temples in the Mystic quarter may be annoyed by losing the prayers of followers to a Soul-eater like Nxla .... Blackman might also have hit on a better lead than "It's in the Magic Zone follow your Frakking Headaches". If that fails I still can buy up a bit more gear for the recruits apparently falling out of the damn sky at me."

If Vheld does not object, Lahz will ask the man to open up a portal to the Magic Guild approximately 1 mile up the Ley Line (thus taking us out of the immediate area), and will leave Tony behind with Ray (and any Roughnecks and Spooks not inclined to go) including leaving his own Marauder in the Naruni Hovercraft, "The Bots can handle camp Protection until we get a return trip. Seymour, you and Ronan are with me."

If Vheld opens a Portal, Lahz steps through calmly but immediately radios the Haunt for Alfred (driver-droid) to bring the Hover-Jeep to the College to handle pickups.
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Lahz
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Posts: 358
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad

Re: The Doom of Nxla, Act 2: Discovery

Postby Augur » Tue Aug 20, 2019 5:30 pm

Conditions:
Date: Summer, Friday, June 2, 111 P.A.
Time: 1840
Environmental Effects: None; 90°, dead calm
Location: unknown village, along the Ohio River

Order of Battle
John is blazing the trail afoot.
Minerva leading NE-ATRV on her MBT-300 Black Talon Motorcycle
NE-ATRV (2/18 tons so far)
  • Ray Robot is piloting the ATRV
  • Sil, Sshir, Slithn are in the cargo bay with Whisper's Mecha Knight PA
  • Jack
  • William
  • Mercedes
  • Wakiza
  • Whisper
  • Mierin
Seymour is following in his Cargonaut
Vheld, Brokswa, & Bel'Dar are flying alongside the ATRV
Lahz is following ATRV in his Marauder PA
Tony the Tiger-Bot is shadowing Lahz

Current Mission Goals
  • Recruit help from The True Federation--Achievement Unlocked
  • Recruit help from Magestar--Achievement Unlocked
  • Recruit help from MercTown (Mercs; Another group that's in town even?)
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • Recruit help from Psyscape
  • Investigate rumors of a band of demons in the area.

Posted Players
  • Seymour-Spook
  • Ronan-Spook
  • Lahz-Spook
  • Minerva-Spook
  • Mierin-Spook
  • Vheld-Spook
  • John-Roughneck
  • William-Roughneck
  • Jack-Roughneck
  • Wakiza-Roughneck


All dressed up but no place to go.

Minerva watches as Lahz zaps her armor and it patches itself back together. ”Bueno, eso es ciertamente útil. Thank you, Lahz.”

Vheld responds to his minion plee in a cold voice. "If I desired command of this company I would have it. The current structure suits my current goals. You do not want me to have to explain that again." Standing next to Vheld, Wak looks down at Slithn with disdain, "Where has he been that other necromancers for Nxla congregate? Or where more of these zombies were? Who did he receive orders from last and at what location? What were these orders? If he didn't meet with anyone, how did he receive orders?" The wraith laying on the floor convulsing in agony replies, ”Many places, he has been many places. With Many Necromancers. His orders, from Nxla. They come from Nxla.” slithn pauses for the briefest of seconds, ”Please master, please. The pain, the agony. Please.”

Hearing the comment Ronan turns to Meirin and asks, "Hey, could he really just take over?" Cautiously he adds, "Man, this crew is just a whole group of stay-on-the-good-side-of people." while he stands there realizing he is no longer in Kansas. Mierin glances at Ronan and, after a second, decides to be straight with the new guy. ”If he decided that's what he wanted to do, Mierin replies, ”he could.”

A chuckle rumbles over the speakers of Lahz's Marauder then he says, "Sure. With Queen gone previously Vheld had seniority and default command. He asked me to handle field command because he didn't want the headache. He can have it back whenever he asks."

Will comes back from his scan of the surroundings, "It was really gory out in the woods, lots of dead villagers, but nothing dangerous remaining. We should finish up whatever we're doing here and move it on out before they come back with reinforcements." When Will mentions needing more back up Jack agrees, “Good point Will, if more of them necromancers did that spell on us we would have been done in. Do you think we have enough proof to get more reinforcements? Maybe one or more of the villagers would come back with us so they can tell what happened. Just saying, we did rescue some and they are primo evidence. Might want to let those Mage types know, that another Village was hit and if they need evidence, to come help their citizens." As he stands there he feels an irresistible itch in his eye. Almost painful. In his pocket he feels a warmth, something he forgotten. He reaches into his pocket and find the eye he found in the grass. As he pulls it from his pocket it warms even more in his hand. He has a vague thought in the back of his mind, tear it out, tear it out. After a moment the itch subsides and thoughts dissipates. The eye no longer feels warm to touch. As quickly as it all happened it almost seems as if he imagined the whole thing.

John Chimes in, "Can't we just do an anti-magic spell if they drop Tentacle Fear on us again? Ideally we'd get more people AND remove the possibility of running away in fear."
John then looks around for Seymour. "Hey, Seymour - I might have an exclusive for you." Seymour stands when Pebbles calls him and says, ”Yo!! Tape is clean. Freshly readied. Lets do this.”
Then John looks down at the necromancer relaxed and smiling in his hand. "You want to tell a bunch of people about how cool your boss is before kicking off? Do some conversion? We'll put you on TV. But I think you're too much of a coward to say everything you just told me and the transparent demon pulled out of your brain into the camera."

Seymour hold the camera up and starts his voice introduction. ” Good day, viewers. It is I, Miquel Vasquez, On the road reporting from just a few hours drive out of Mrectown. I am here with evil bad guy asshole or ass for short. *gets a closeup of Mr. asshole* so, Mr.Ass, you claim to be some kind of death mage in a cult worshipping Nyxlan or something. Care to elaborate?”

As Seymour is talking the necromancer replies to John without opening his eyes, ”But we are so close now, you and I. We have shared so much. Do you. Do you feel it too? he says in a condescending tone. As he finishes he opens his eyes and looks directly at John. ”You all think you are so smart. You think you have a chance? This is inevitable. This is fate and you can’t stop it!

John then holds the necromancer down so Seymour can record whatever insanity comes out of the sicko's mouth. The necromancer turns to look at the ratanoid, "Maybe not him. He might not feel that way." He then stares silently at the camera man. "What is it anyway?" he says finally.

John stands up, turns to face away from the group, slides his thumb under the necromancer’s chin like a pez dispenser and flicks the mage’s head off. The head slowly shreds from the man’s neck with a violent burst of blood spray. It flies into the air tumbling before it finds itself back on the ground with veins and stringy muscle laid over the face like a bad comb over.

"Aw man, I'm all sticky now," John says at he winces at the grotesque site. Wakiza looks on and nods in approval. Seeing the grotesque scene and catching it on camera Seymour says, ’DAMN!!”

When Will sees John wince he says,"Battle tends to create a mess. Here, I'll get you cleaned up. You did good out there." Will mutters the words ”Taka Til!” and watches as the blood, dirt and anything else unclean is removed from John leaving him spotless .

"Would anyone else like a clean up before we take off?," he offers to group in whole. Mierin shakes her head at Will and declines the offer. ”I'm good, thanks.”
Turning to Wakiza, he asks "We've met the enemy, sir. Perhaps enlisting some more aid would be useful in the coming battle?" Seymour jumps at the opportunity, ” OH Yeah!! Never had magic cast on me for aid… a couple of times before... But that was combat. Can you do that to my camera? Got some necro on it.”

When Will cleans him, John says "Hey, thanks Will - I had heard magic like that existed, but never met anyone who knew it. That's a lot better than 'washing' off in the river." Still in giant pebble form, John goes to the river and washes his hands for good measure, spits out his gear and puts on clothes before turning back to flesh and blood.

When everyone is ready to roll out, John prepares to start scouting again for the Stormspire group. In a moment of remembrance he says, "Hey, do we have chains or manacles or something to take those soulless with us? They're useful evidence and someone might be able to fix them where we're going." Lahz Replies, "Anything is possible Pebbles, but the Death-mage does not think so ... Hauling around a bunch of soulless zombies that our enemy has bonded to and may be able to see, and hear through is just risky business ... You may not like it, but they should be put out of their misery and servitude. They probably would not have volunteered to become mindless killers and likely would not want to be used as foot soldiers to kill children and pressgang those with free spirits into a never-ending horde from another dimension ... Now I could be wrong. Some of these folks could have been Type-A-Jackasses ... but for the most part." .

John shrugs. "Being able to see and hear is manageable. Dead Chad seems like he didn't know much of anything so I'm unwilling to trust him, but I also agree that these ex-people are dangerous. But they're also evidence in a more visceral way than Seymour's record. If we're taking them, they need to be chained and, as you said, La'az, sensory depriv...ized." Wakiza adds, "Yes, I hate to say it, but it would be best just to end the soulless. Too dangerous to leave them alive. Well hold on a sec."

When the group is ready to go, Minerva gets on her motorcycle ready to lead the way again, ”What is our next step?” Looking directly to Lahz, Ronan asks, "Hey, so, Ace. Where we headed, and where do you need me? " Turning to Lahz as well, Mierin echos Ronan's question. "Do we have a plan?"

Once more a chuckle reverberates from the Marauder as Lahz Replies, "Well, you can ride with the Seymour or you may want to ride atop the ATV if you want. Gives you a snipers perch.". He casually looks over to Mierin in turn, "Well as much fun as it is to collect the soulless a handful at a time, I think we hit the Magefire and Psyscape targets next. I can upload a digital copy to my PA and Tony of whatever charming rant the Necro offloads, then Magefire takes a copy and we get 1 ... and we go let the Magic Zone powers know that there's a real problem in the area, and maybe they want to either pitch in real help or kick in on the cost of financing our Bible crusade to end Nxla right ??"

Wakiza keys the radio addressing everyone, "Will, Lahz and Vheld, we are on a ley line, can anyone magically get us back to Merctown, then back here? It would allow the new guys to equip, and maybe we can get some replacements for the Roughnecks. If you think it’s wise, we could bring back a soulless to give to the magic guild and maybe they can find something useful? Don't know if that is worth it, as it is out of my wheelhouse." Seymour speaks up at the mention of Merctown. ” Ahem… I know I am the new guy or rookie as it may be, but I have a few contacts in Merctown that may be of use. If we need to go, may I tag along? Otherwise, just tell me where you want or need me to be.”

While waiting to leave, John ponders ways to potentially kill Slithn. Thinking hard he remembers a creature called a Deevil Wraith which seems to remind him of Slithn. John seem to recall the following about these evil entities, they can see the invisible, they hover and fly, move silently, leaves no tracks/DNA/fingerprints, they Breathe without air, they can dimensional teleport, they bio-regenerate, they are ethereal by nature: Can walk through solid matter as if it were a ghost, all physical attacks (bullets, arrows, swords/melee, energy, cold/fire, explosions, etc.) do no damage. Psionics and magic that attack the mind and emotions have full impact, as do rune weapons and thorns. Can function in atmosphere and outer space. He also remembers they can be affected and blocked/barred by magical circles and most magical barriers. Vulnerable to psionics and magic that affect the mind and emotions as well as illusions, rune, holy, and millennium tree weapons but not TW or other types of magical weapons or most spells that create a physical effect (e.g., fire ball, blind, carpet of adhesion). Cannot pass through a door or other opening that has a sprig of thorns (rose or other) at least five inches long- entire rooms can be sealed off this way. Thorn pricks do damage if lashed with a long, thorn-covered branch. Hate even the smell of roses and avoid rose gardens.

Those little details we tend to miss

The door of the back building opens up. A mysterious mage slides his head out just in time to see John pop the head clean off of some obscure person. He screams in terror, "Monsters, more monsters. Just leave us alone. Why? Why? Wwwhhy?!" The man looks upon the group with a hardened face. It is obvious he has endured the atrocities brought on by the necromancer's and their minions. "You fools, I will succeed. I will defeat you all. You will not take me too." Noticing Slithin and Brokswa, the strange mage says, "He is employing demons now? How far will this go? Don't you know his true intent?" The mage steps back from the door in the direction of the forest. "Nxla will pay for this. When I make it to Psyscape, I will tell all of what I have seen here. You will pay, too! Once I have the journals, you will all suffer."

Not all that lives dies

Will, Jack, Wakiza, Lahz and Minvera feel a pain start just behind theirs eyes. The pain turns blinding making any light unbearable forcing the five to close their eyes in hopes of some reprieve. Nothing seems to stop it though. It grows to a point of lost body control. They fall to the ground, eyes closed, and seemingly lifeless. Those standing around them can see no obvious cause of their sudden collapse but is obviously only affecting these five.

Moments later the five awake, and find themselves alone in a desert. The pain subsides enough to open an eye and see their surroundings. From beyond, a voice calls out. The voice surrounds each of them as they stand alone, and booms, "How dare you?!" They are struck down by the pain spreading across their whole bodies. "I am omnipresent. I am all! You are nothing. Turn away now, or die!"

Then as quickly as it started, it stops. They open their eyes again to find themselves lying on the ground in the fetal position with the rest of the group standing, staring bewildered. None of them are quite sure what happened, only knowing whoever or whatever it was had awesome power.

Skill Checks
Vheld:
John
Wakiza:
Ronan:
Seymour:


Schedule Note: The next GM post will be posted by Tuesday, August 27th by midnight.

GM Note:Will and Vheld noted drawing energy from the Ley line, butcher's bill updated.

What are your intentions?

Butcher's Bill
Butcher's Bill
Tracks damage & ammo/ISP/PPE spent

ATRV:
Jack Killian: -30 M.D.C. to armor, -56 I.S.P., CP-30: 21 shots/-12 shots,
John Altfeld: -244 M.D.
Lahz: Marauder LPC: 240 shots/-40 shots; -30 M.D. to N-F50A Force Field
  • Tony: -11 M.D. to Cyborg Armor
Mierin: JA-12: 10 shots/-3 shots
Minerva: -30 M.D.C. to crystal armor, -17 I.S.P., -51 M.D. to Psionic Forcefield; Harvester destroyed; 4th Psionic Forcefield activation
Ronan: -15 M.D.C. to armor
Seymour:
Wakiza: -40 I.S.P.; Liberator PB: 50 shots/-7 shots; -38 M.D.C. from FF
Vheld: -0 P.P.E.; -1 charge to invincible armor talisman, -16 S.D.C.; -18 M.D. to Invincible Armor
  • Minions: -1 charge each to minion invincible armor talismans
  • Bel Dar: -4PPE
  • Brokswa: -22 M.D. to Invincible Armor
William Summers: -0 P.P.E., -58 MD
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
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Re: The Doom of Nxla, Act 2: Discovery

Postby Wakiza » Tue Aug 20, 2019 9:36 pm

Perception: 1d100 = 98 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 7 1d100 = 23

Conditions: Advanced Combat Awareness (All Opponents are -2 to strike Wakiza, -2 to dodge his attacks, and lose one attack per melee); Cloud Targeting Computers and Other Weapon Systems (negate any built-in bonuses and adds a -2 strike penalty with any modern or advanced weaponry) Cloud Sensors (If someone is in PA, Robot or a Vehicle); Combat Acrobatics. Every couple of minutes Wak shifts his MOE to thermal to see if he can spot anything invisible.

Lahz wrote:Lahz looks back over at Wakiza and taps his radio "I do not mind hitting MercTown briefly. It may well be that the Magic College might be able to fix the Soulless, or the Gods that folks are praying to over at the big Temples in the Mystic quarter may be annoyed by losing the prayers of followers to a Soul-eater like Nxla .... Blackman might also have hit on a better lead than "It's in the Magic Zone follow your Frakking Headaches". If that fails I still can buy up a bit more gear for the recruits apparently falling out of the damn sky at me."

If Vheld does not object, Lahz will ask the man to open up a portal to the Magic Guild approximately 1 mile up the Ley Line (thus taking us out of the immediate area), and will leave Tony behind with Ray (and any Roughnecks and Spooks not inclined to go) including leaving his own Marauder in the Naruni Hovercraft, "The Bots can handle camp Protection until we get a return trip. Seymour, you and Ronan are with me."

Wak shakes his head at the stupid man that yelled at them and yells back, "Yes, we save you from necromancers. Kill an insane one. We are working on saving the world, but you go run off to tattle. Damn most mages are worthless beings, cowards, locked away in study or they become evil. Will, you and Vheld may be the exception to the rule."

Before he can respond to Lahz he goes down in a massive amount of psychic pain, Spirits, that is damn near the worst feeling I've ever had. Wak rubs his temples and forehead like that effort will push the pain away. He stretches and brushes off the dirt. "Rrrughhh! I am already tired of that."

He looks at the group and over the radio he says, "I believe that was Nxla telling us that he is omnipresent, and that he is all. Of course he said we were nothing. Like we haven't heard that before. He also told us to turn away now, or die! Again he lacks originality. To the Abyss with that rat bastard. Lahz, I agree, let us move up the ley line and head back to Merctown if Vheld is willing. We can drop the zombies at the guild or temples, check with our contacts, including Blackman, then meet and come back here if Vheld can do it? After that we split to head to Pyscape and Stormspire. Will, can you and Jack stay here and guard, unless there is a reason you want to go back. I can pick up anything you may need. John and I will head back. What do you think?"

Before they leave Wak turns back to the demon wraith, "Give me the four locations that had the most Necromancers within them. Or are you saying he just wandered the magic zone for as long as he has worked for Nxla and occasionally bumped into necros? What were the orders Nxla gave him, specific ones, not just spread misery?"
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 111/115
H.P.: 74/74
S.D.C.: 110/110
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 90/90; Force Field: 75
• Helmet: 50; Arms: 40 each; • Legs: 50 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 100 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
Soul of a Man
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Re: The Doom of Nxla, Act 2: Discovery

Postby Vheld » Thu Aug 22, 2019 8:19 am

JIC: 1d20 = 17, 1d100 = 5
PER: 1d100 = 70 vs. 76%
Conditions
  • At a ley line (x2 range, duration, damage of spells/magic effects and +50% range/duration of psychic powers, all factored in below; can draw 10 PPE or 1d6+1 ISP per round).
  • Sense magic, 8 minutes remaining, 120ft area.


Concerned with his minions, Vheld either doesn't hear or pays no mind to his teammates' chatter. He's just eager to get going. When the strange mage appears Vheld will eye him curiously, but let someone without a demonic band of minions take the lead in calming him down. The shifter may have questions for him later- perhaps even offer to take him back to MercTown.

Wakiza wrote:"Will, Lahz and Vheld, we are on a ley line, can anyone magically get us back to Merctown, then back here? It would allow the new guys to equip, and maybe we can get some replacements for the Roughnecks. If you think its wise we could bring back a soulless to give to the magic guild and maybe they can find something useful? Don't know if that is worth it, as it is out of my wheelhouse."
Vheld replies. "Acknowledged. It will take me a few minutes to draw the requisite energies from the ley line, with my minions' help. It'll go faster the more help I get."

Vheld covertly rolls his eyes as the team leaders bicker about whether to kill the Xombies outright or take them back to MercTown. Maybe I should've stayed in charge. This is getting tedious."These creatures aren't exactly your typical undead- if nothing else, I agree with John- turning them and the necromancer's... testimony into the guild will substantiate the grey seers' claims. I doubt the guild will be able to reverse the process in time to be useful to us, if at all- and that's assuming Cearcy or one of the other mages there even wants to try. But I suppose it's better than summarily executing them or leaving them to terrorize the countryside."

"I can handle restraints, at least temporarily- we'll need to secure something permanent later. As for sight and sound..." Vheld sighs and continues testily "Several of us have already mentioned our destination by name openly, in front of the prisoners. It seems to be the secrecy ship has sailed. Either way, if we're going to do this, let's get it done already."

Augur wrote:”Please master, please. The pain, the agony. Please.”
Vheld waits for Slithn to answer Wak's final questions. Then he waits a beat longer- but only a beat- before dispelling the agony spell with a gesture. The shifter has made his point; Slithn will have to decide if she accepts Vheld's authority or wants to challenge it again in the future. Likely in a more subtle way. I'll have to keep an eye on her.

Vheld will return to the ARTV, gather his minions around him (excepting Slithn, who has no spellcasting abilities), and say "Attend me, and assist in tapping into this ley line." With his four minions helping him, Vheld should be able to draw all he needs in about five minutes; once that process is complete he will open a rift. Vheld will bring all of his minions along with him, if only to expedite the return trip. He will also draw a little more PPE from the ley line and cast a magic net (two if necessary) on the Xombie prisoners for transport back to MercTown. It will require one of the super-strong party members to carry them, but in the worst case Vheld will command Brokswa to do it.

If the team leaders are still against taking the Xombies back, Vheld will instead order his plasma demon minion to incinerate both of them. Otherwise, once they're back in MercTown Vheld will request an audience with Master Cearcy, or failing that his other highly-placed mentor within the guild, Lateen.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (8d remaining)
PPE: 197/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion), 230/230 (Slithn).
2/3 charges on Vheld's and Sil's invincible armor talismans.
Energy Spheres: 904/1000 PPE (29d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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Re: The Doom of Nxla, Act 2: Discovery

Postby Lahz » Thu Aug 22, 2019 9:32 am

Perception [42%]: 1d100 = 89 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 18
JiC D100: 1d100 = 11

Conditions: Telemechanics (0 ISP, Constant, 5ft, 98%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Grim and Angry], Marauder PA

ISP: 179/211
Telemechanics [98%]: 1d100 = 10

===================

Augur wrote:Seymour hold the camera up and starts his voice introduction. ” Good day, viewers. It is I, Miquel Vasquez, On the road reporting from just a few hours drive out of Mrectown. I am here with evil bad guy asshole or ass for short. *gets a closeup of Mr. asshole* so, Mr.Ass, you claim to be some kind of death mage in a cult worshipping Nyxlan or something. Care to elaborate?”

As Seymour is talking the necromancer replies to John without opening his eyes, ”But we are so close now, you and I. We have shared so much. Do you. Do you feel it too? he says in a condescending tone. As he finishes he opens his eyes and looks directly at John. ”You all think you are so smart. You think you have a chance? This is inevitable. This is fate and you can’t stop it!


*Well, that was less than productive.*

Augur wrote: The door of the back building opens up. A mysterious mage slides his head out just in time to see John pop the head clean off of some obscure person. He screams in terror, "Monsters, more monsters. Just leave us alone. Why? Why? Wwwhhy?!" The man looks upon the group with a hardened face. It is obvious he has endured the atrocities brought on by the necromancer's and their minions. "You fools, I will succeed. I will defeat you all. You will not take me too." Noticing Slithin and Brokswa, the strange mage says, "He is employing demons now? How far will this go? Don't you know his true intent?" The mage steps back from the door in the direction of the forest. "Nxla will pay for this. When I make it to Psyscape, I will tell all of what I have seen here. You will pay, too! Once I have the journals, you will all suffer."


Lahz stews for a moment *"Defeat us all" my-left-Nut you snivelling shit, you cowered in that house and never peaked your frakking face out for a moment. * before he slaps a smile on his face, offers a quick handsignal for Tony not to shadow him, and walks over to the man [Charm/Impress: 45%: EP Success], "Sir? It seems to me that you must have missed the entirety of what happened here in the last 10 minutes, which was us, stopping a pack of Nxla's cronies from hauling a bunch of people off through a rift. We have made contact with both Dunscon and other communities and are ourselves headed for Psyscape. What is your name?" If you are bound there, perhaps you recognize another who can gaze upon you with the 3rd Eye ... "

Whatever the result (if the guy stops to talk, or bolts), the Psi-tech is swept up in a Mental-Hijacking.

After the brief psychic-sojourn to a metaphysical desert, Lahz returns to his body with anger and frustration roiling off him in waves palpable in a 100' radius, *So glad that those years of training in a Psychic Academy in Psyscape have managed to erect mental barriers (OOC: Mind-block Auto-Defense (0 ISP, Automatic)) that apparently can be brushed aside as easily as any minor psychic's. If Psyscape has been battling Nxla for over 100 years, since before it first retreated to the Astral Plane, then perhaps they have a way of dampening these mental assaults. Right now being dragged out of our bodies at will is the height of Bullshit.*

Lahz kips up to his feet then glances around at the others, "I am omnipresent. I am all! You are nothing. Turn away now, or die!?? ... It's very canned. Generic as all hell. If something is omnipresent you really can't turn away from it, and really if we are nothing why bother even addressing us? ... The whole argument is stupidly flawed. Oh the mental hijacking is dramatic, but otherwise it's kind of like the petulant demand of a spoiled toddler ... If you were going to kill and everyone why bother trying to intimidate? Such limited information is being provided." Lahz turns for a moment and spits in disgust, "There's no 'If you turn back I'll spare you' or anything. Just the assurance that he'll occasionally do a mind-invasion to make vague threats ... I wonder if Nxla's intelligence is linked to the average intelligence of the minds it absorbs? ... Then the fact he may have gotten mostly morons so far may be weighing him down ..."

At Vheld's inquiry about restraints, Lahz shrugs, "I am fond of the good old head-bag. It's a classic for a reason."
Last edited by Lahz on Fri Aug 23, 2019 8:37 am, edited 2 times in total.
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Doom of Nxla, Act 2: Discovery

Postby John Altfeld » Thu Aug 22, 2019 10:13 pm

Perception: 1d100 = 99 / 73%
JiC d20/d100: 1d20 = 16 / 1d100 = 51

When the stranger starts screaming at them, John tosses the headless body of the necromancer at his feet. "Do we look like we're attacking you? Notice how that corpse is wearing the 'uniform' of the people who were killing and kidnapping your friends? See how all the skeletons who were being controlled by these drama queen perverts are dead and we are not? Observe the palpable absence of us destroying your town!"

John then turns back around and ignores him as Lahz walks over to calm the man, instead continuing to get cleaned up and clothed (as in the last post).

Does living in the Magic Zone make you stupidly suspicious of everyone?

When the psychics collapse, John runs over, but gets confused about whether to help Will or Jack. While he's still trying to decide, Wak and Lahz sit up, clearly more annoyed than in danger.

After listening to their experiences he says, "If this 'god' is so powerful, why is it only targeting magic and psychic people? Is it more scared of you, or can it not see the rest of us? And why wasn't Vheld attacked?"

When it's time to go back to MercTown, John is ready to do whatever heavy lifting needs to be done, to guard or carry the soul-less and to contact Menelaus about the changes in the overall situation.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: The Doom of Nxla, Act 2: Discovery

Postby William Summers » Sat Aug 24, 2019 1:55 pm

Perception: 1d100 = 7/48%
JIC: 1d20 = 19/1d100 = 69

Conditions
PPE: 84/178
Captured PPE: 356/356 (60/60 minutes)
Energy Sphere:
  • PPE: 800/800
  • 64/64 days
Invincible Armor:
  • 200/200 MDC
  • 57:30/96 minutes
  • Complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply
  • Regenerates damage at the rate of 1D6 M.D.C. per melee round
  • All energy attacks, magic or mundane, inflict only half their usual damage to the armor!
  • -15% to prowl, climb, swim or perform other physical skills
Amulet of See The Invisible:
  • See The Invisible
8th Ring of Elder:
  • Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
  • Doubles the duration of any magic feat, ability or spell.
  • Doubles the range of any magic feat, ability or spell.
At Ley Line:
  • Doubles the range, duration, and damage of magic spells.
  • The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds.
  • Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.



All Dressed Up...
As Jack responds to Will's idea of potentially grabbing reinforcements from MercTown for their mission, he feels an itch. Behind his eye, stronger than your average itch. He idly reaches into his pocket and starts palming the Eye of Odin. It's inviting warmth being what drew him there, he feels that warmth spread through his hand and thinks for a moment about how easy it would be to pop his eye out using his pocket knife. The itching goes away, he puts the Eye of Odin back in it's pouch and comes back to the conversation he was absent for with Jack. "Uh huh. Yeah. Yes." He nods his agreement to whatever Jack was saying. Well, that was a new sensation. Is this some kind of magic? I wonder.

Those Little Details...
I bet this village was a nice place to live before this happened. It's a shame that life outside of the protection of a strong true city means almost certain doom. It would be nice to get away from it all, become a farmer and hang up the blades. Will turns his head as the sound of the mage opening the door is heard. What in the hell? More villagers? When he sees the telltale vestment of a magic user, he pays close attention. The rant coming from the mage making it obvious that he isn't a necromancer with a timing problem, Will approaches as the man seems to try to avoid them. "Brother, my team means you no harm. Some of them are more gruff than is necessary but we seem to be on the same path. You speak of journals? Would you join me for a moment to discuss current affairs?" Will approaches with his hands off of his weapons and in as trustworthy a way as possible.

Not All That Lives Dies
When the pain behind his eye begins, Will thinks Again? in relation to his recent interaction with his newly found artifact. As his eyes close from light sensitivity, Will can feel his body not being under his control anymore. A sensation that's new to him. I am resistant to psychic assaults. What is this? How is it so effective? He falls to the ground and experiences his desert vision. Upon returning to reality, he rights himself and looks around to the rest of the group. "That was...painful. Looks like the psychic assaults from before are spreading to us magic users. You alright, Vheld?" If/when Vheld responds that he was unaffected, Will responds "But I'm not a psychic. Strange. I'll have to meditate on this later."

Wakiza wrote:He looks at the group and over the radio he says, "I believe that was Nxla telling us that he is omnipresent, and that he is all. Of course he said we were nothing. Like we haven't heard that before. He also told us to turn away now, or die! Again he lacks originality. To the Abyss with that rat bastard. Lahz, I agree, let us move up the ley line and head back to Merctown if Vheld is willing. We can drop the zombies at the guild or temples, check with our contacts, including Blackman, then meet and come back here if Vheld can do it? After that we split to head to Pyscape and Stormspire. Will, can you and Jack stay here and guard, unless there is a reason you want to go back. I can pick up anything you may need. John and I will head back. What do you think?"


"Jack and I can keep watch over here. Maybe chat with our mage friend here some more about these Journals and keep the landing safe for the rest of you. If you head back there, check in at Magefire for my order and I'll need my herbs and grenades from my room. A bunch of them. The Red Clover should take care of rations for my part and the Seeker-Bat, Flashfreeze and Void Grenades are going to be instrumental in dealing with threats." Will turns to Jack. "You in?"
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

8th Ring of Elder
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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Re: The Doom of Nxla, Act 2: Discovery

Postby Lahz » Sat Aug 24, 2019 10:39 pm

ROLLS CARRIED FORWARD wrote:Perception [42%]: Original post: 1d100 = 89 [+15% involving Electronics or Machines]
JiC D20: Original post: 1d20 = 18
JiC D100: Original post: 1d100 = 11

Conditions: Telemechanics (0 ISP, Constant, 5ft, 98%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Grim and Angry], Marauder PA

ISP: 179/211
Telemechanics [98%]: Original post: 1d100 = 10


===================

*The more information we can wring from this one idiot having been captured, even without him to provide a testimonial ... he has to have known something useful even if he did not realize such. The Necromancer likely did not regard himself as a moron.*

Before taking off to head back to Merctown. Lahz addresses Slithn with a
"series of questions (obtaining a response for each before moving on to the next)"
"The Necromancer whose mind you just bonded, what was his Name?
What was his full name?
When did he first hear of Nxla?
What is the name of the person from whom he first was told of Nxla?
Was he a member of the Soulharvest?
What was the Soulharvest?
Did he know any members of the Soulharvest?
What were their names? ...
What were the names of the others he was just here with?
How long had he known them?
Where did he meet them?
Who opened the Rift?
Where were they planning on going next?"


When he has acquired as much information as possible, Lahz will upload the video available from Seymour to his Drone Command Gauntlet
[NG2 Pg 245] waving Whisper and Mercedes towards Vheld and the Portal, "Can you guys help with checking conditions at the HQs?"


As Vheld opens a Portal, Lahz steps through calmly but immediately radios the Haunt for Alfred (driver-droid) to bring the Hover-Jeep to the College to handle pickups, "Oh, and bring along Minerva's Laser Sword from her room."

Once Alfred arrives at the College, Lahz hops aboard to report in to Blackman and complete a series of purchases ...

OOC Comments
[4] NG Basic Survival Pack [NG2 Pg 251, (2400 Credits)*4 = 9,600 Credits]
[4] Armored Flight Suit, Black [MercOps Pg 109, (20,000 Credits)*4 = 80,000 Credits)
[2] Polarized Goggles (High Impact, 1 MD) [GMG Pg 189, 1200 Credits)*2 = 2400 Credits]
[10] Ear Mic Radio Receiver & Transmitter [MercOps Pg 110, (2,200 Credits)*10 = 22,000 Credits]
[30] Tracer Bug [GMG Pg 190, (140 Credits)*30 = 4,200 Credits]
*** Appraise Goods 88%: 1d100 = 64, Charm/Impress: 45%: 1d100 = 80, Lore: Demons & Monsters 45%: 1d100 = 53


[2] NG Bushman Trooper (Common) [NG2 Pg 55, (46,000 Credits)*2 = 92,000 Credits]
[1] NG Mega-Juicer Combat EBA (Uncommon) [NG2 Pg 57, 65,000 Credits]
*** Appraise Goods 88%: 1d100 = 13, Charm/Impress: 45%: 1d100 = 32, Lore: Demons & Monsters 45%: 1d100 = 69

[4] Bandit IP-10 Ion Pistol (Common availability in Black Market outlets, uncommon availability across North America)(p.173, WB14, (12,000 credits)*4 = 48,000 Credits)
*** Appraise Goods 88%: 1d100 = 3, Charm/Impress: 45%: 1d100 = 19, Lore: Demons & Monsters 45%: 1d100 = 41
[2] NE-RV04 Ripper Vibro-Sword (Uncommon) (Pg.24, DB8, (18,000 Credits)*2 = 36,000 Credits)
*** Appraise Goods 88%: 1d100 = 20, Charm/Impress: 45%: 1d100 = 18, Lore: Demons & Monsters 45%: 1d100 = 70
[1] WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun (Uncommon) (MercOps Pg 100, 110,000 Credits)
*** Appraise Goods 88%: 1d100 = 79, Charm/Impress: 45%: 1d100 = 54, Lore: Demons & Monsters 45%: 1d100 = 5

[10] Heavy Ramjet 200 round belt (Uncommon availability) [(3,000 credits)*10 = 30,000 Credits) --- IF he finds the Viper
*** Appraise Goods 88%: 1d100 = 14, Charm/Impress: 45%: 1d100 = 63, Lore: Demons & Monsters 45%: 1d100 = 67
[40 Yards] Mega-Rope (Uncommon availability) [MercOps Pg 117, (50 credits/yard)*40 = 2,000 Credits)
*** Appraise Goods 88%: 1d100 = 54, Charm/Impress: 45%: 1d100 = 50, Lore: Demons & Monsters 45%: 1d100 = 35
[40] E-Clip [5,000 Credits *20 = 200,000 Credits]

+500 Rounds of Ammunition for Roman's Patron Gun (Up to 25,000 Credits???)


Once his shopping is completed, Lahz stops in to see Blackman and provide an update (Dunscon is sending out investigative parties including a jackass of a Dragon, there's a set of ruins related to the Soulharvest cult that he should plan to Target for investigation, and a briefly captured Necromancer named _____ provided _______ (names etc.)).
Last edited by Lahz on Tue Aug 27, 2019 7:30 pm, edited 3 times in total.
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Re: The Doom of Nxla, Act 2: Discovery

Postby Ronan » Sun Aug 25, 2019 8:23 am

Jic: 1d100 = 97 / 1d20 = 3
Perception [19%]: 1d100 = 9
Intelligence [54%] 1d100 = 57
Jury-rig[39%]: 1d100 = 21

Being unaffected by the mental assault, Ronan listens as information is relayed over the radios while making his way to the heavy vehicles, he'll find the ARTV (the hovercraft, not the ground craft) and see what he can do about setting up a perch on top to over watch during the travel. I feel like a private back in the fleet again. Wherever we go, I need to find out more about this world and these guys aren't the most talkative; understandable mid-op. Though, this is unorthodox in terms of an operation, must've been last minute. Ronan thinks to himself observing and taking in as much as he can. If he doesn't find a suitable perch, or is unable to comfortably and safely make one in the ARTV [Jury Rig] he will ops for shotgun in Seymour's Cargonaut to be able and ready to open fire if needed.

Ronan will not address the new attendant, being new to the planet and all. He will watch with a certain level of respect as the crew tries to belay the new mage even knowing the threat it may pose. This world seems full of those with extraordinary powers. I'll need to treat everyone like a threat to survive here.

When and if Ronan sees Vheld rip open a rift, he will consciously stop himself from dropping his jaw before turning it into a smile. Seems I landed with the right people after all. If he can do that, he might be able to get me home once this is said and done. Ronan reconciles inwardly, deciding to dedicate his full effort to aiding in the mission and leave the problem of returning for after this threat passes. Over the radio, he will add. "A few pieces of equipment not scrounged up from a battlefield would be nice, though optional. Or even extra ammunition would be a step in the right direction." Ronan states, referencing all of his equipment being shattered in the drop and slapping his KLS rifle with a proud pat. Saving you for bigger baddies, Samantha, unless I find suitable ammunition soon.

He'll double check his rigging but otherwise wait for the word to move out.
Ronan Deshe | EP Ledger | Other PCs: Culter (CS 40-4th) | Scythe
Constant Stats and Supers
M.D.C.: 293/293
Active Abilities:
Invulnerability: Invuln to: All Energy Damage Types (to include magic energy), Bullets, punches, falls, etc. | SN Melee does Half-DMG | Gases/Radiation/Drugs: Half-effective | Regen 1d6x10 MDC per min | Hold Breath for 12 minutes | Survive 80 days without food
Supernatural SN: Fatigues 1/10th normal rate.
Fleshworks: Sense Health of Flesh Active: Will declare in post if being used | Range: 15ft away LOS | No cost | Undetectable | Determine general flesh health of another being. | Reveals D-Bee, Human, Mutant and if suffering sick/diseased flesh | Reveals if little or many HP/SDC/MDC and if any magic/psionic/super effect is currently affecting the subject physically, though cannot identify.

Active Gear:
Worn: [Mega Juicer Combat EBA] || M.D.C. by Location; Helm: 50|| Arm(L): 45 || Arm(R): 45 || Leg(L): 55|| Leg(R): 55|| MB: 130
Carried: [WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun] || See Equipment Post -- Will declare which setting is being used.
Carried [Secured on belt]: [TW Lightblade] || DMG: 1d6*10 (2d6*10 vs Supernatural Creature) || Modifiers: +1 Strike || Features: Fueled by wielder's H/S/M.D.C
Slung over Back: [KLS-RG-15X Manpack Electromagnetic Rail Gun] || Range: 5,000m | DMG: 1d12x10 MD v. Organic, No-Regen // 1d12x10 MD v Non-Org, Roll Optional Robot DMG Table (UE, pg 353) // 1d8x10 + 1d8 SDC to HP v Organic, + Bleed // 1d12x10 SDC v Non-Organic, Roll on Optional Robot DMG Table. || RoF: 2 APM || Modifiers: +1 Strike || Payload: 12/12
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Re: The Doom of Nxla, Act 2: Discovery

Postby Jack Killian » Sun Aug 25, 2019 3:15 pm

Perception: 64% 1d100 = 52
JIC d20: 1d20 = 12
JIC: 1d100 = 95
Conditions:

Will, Jack, Wakiza, Lahz and Minvera feel a pain start just behind theirs eyes. The pain turns blinding making any light unbearable forcing the five to close their eyes in hopes of some reprieve. Nothing seems to stop it though. It grows to a point of lost body control. They fall to the ground, eyes closed, and seemingly lifeless. Those standing around them can see no obvious cause of their sudden collapse but is obviously only affecting these five.

Moments later the five awake, and find themselves alone in a desert. The pain subsides enough to open an eye and see their surroundings. From beyond, a voice calls out. The voice surrounds each of them as they stand alone, and booms, "How dare you?!" They are struck down by the pain spreading across their whole bodies. "I am omnipresent. I am all! You are nothing. Turn away now, or die!"

Then as quickly as it started, it stops. They open their eyes again to find themselves lying on the ground in the fetal position with the rest of the group standing, staring bewildered. None of them are quite sure what happened, only knowing whoever or whatever it was had awesome power.


“What in bloody hell Just happened?”Jack rubs his head. then slowly rubs his eyes before speaking again, "Well, whatever this thing is, it's a real pain in the arse."

JAck looks around and asks, "Just us Psi types affected again?"

As Will chats of a list of things to get he adds, "Some more e-clips, and plasma grenades, this might be a bad. Yea, I'm all in for this."
"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 Doom of Nxla, Act 2: Discovery

Postby Minerva » Sun Aug 25, 2019 8:17 pm

Perception: 1d100 = 75/51%
JIC: 1d20 = 1/1d100 = 14

Minerva waits patiently on her motorcycle when the psychic whammy hits. The light and pain overtake her and she is transported mentally to the desert where Nxla gives her a warning. At the end of the vision, she wakes up on the ground next to her Black Talon. She gets to her feet and then lifts her motorcycle back into a standing position. ”He is afraid. He would not need to warn us away if he knew he could defeat us. If you are going to MercTown, I would like my Laser Sword, since my good one has been destroyed.” Minerva continues to wait for an instruction about where to go.
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Re: The Doom of Nxla, Act 2: Discovery

Postby Seymour Ruiz » Mon Aug 26, 2019 3:41 pm

JIC: 1d20 = 20 / 1d100 = 69
Init: 1d20 = 11
Perc: 27% / 1d100 = 24
Charm/Impress: 5% / 1d100 = 74
Invoke Trust/Intimidate: 10% / 1d100 = 93


Conditions:
Identify scents: 62% 1d100 = 57

Skills
T.V./Video -- 42% / 1d100 = 68

Post -
Seymour quietly reviews the interview, as it were, until his ears and tail perk up.. ’ Huh?” the hairs on his neck tingle and he feels a weird creepy sensation that causes him to turn and look at the others. Seeing the others on the ground, He jumps to his feet and assumes his Aikido stance. ” Huh?? What's happening? Who attacked us?” . After looking around like a paranoid… rat... He calms down and collects his wits and camera. ’ Sorry. Just a little jumpy.”

He looks around sheepishly then heads for his Cargonaut. Getting in, he starts it up, and then stows his gear and prepares to move out. ’All Aboard who's coming aboard.” He says jokingly, trying to cover his paranoid actions.
Seymour Ruiz
OOC Comments
S.D.C.: 34/34
Hit Points: 22/22
P.P.E.: 8/8

Armor Worn: N-F50A Superheavy Force Field
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M.D.C. by Location:
  • Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip
Book Reference: p.122, DB2

Weapon(s) Carried and Locations: “BigBore” Derringer (on CAF Elite Corps Load-Bearing Chest Rig)
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Re: The Doom of Nxla, Act 2: Discovery

Postby Mierin » Tue Aug 27, 2019 3:02 pm

Perception: 1d100 = 8 (82%)
JIC: 1d20 = 7, 1d100 = 86

Condition:
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet
Light Filters: Reduces glare


Mierin is alarmed when Will, Jack, Lahz and Minerva collapse and immediately looks around for any signs of an attack. When she doesn't see anything, she frowns, puzzled. What the hell is going on? She's about to ask when the fallen team member seem to come to on their own and get up. Just as she's about to asks, Lahz starts complaining about about what had happened. ”Mental hijacking? This Nxla is able to, what, psychically kidnap psychics?” Mierin idly wonders why she wasn't affected, given that she has a tiny bit of psychic abilities, but then figures that's probably why. Her own psychic abilities were so minor they were probably inconsequential. Mierin certainly wasn't going to complain about having it not affect her in any case.

When talk turns to heading to Merctown, Mierin says, ”Never hurts to get more e-clips, but other than that, I don't need to do anything.” Mierin is glad she left her robo pup, Shadow, back at the Haunt where'd she be safe. ”Unless, of course, there's something you want me to take care of back at Merctown.” Mierin tells Lahz.
Mierin
ISP: 35/35
HP: 57/57
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160

"Do I get bonus points if I act like I care?" House
"Lady, people aren't chocolates. Do you know what they are mostly? Bastards. Bastard coated bastards with bastard filling." Dr Cox, Scrubs
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
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Re: The Doom of Nxla, Act 2: Discovery

Postby John Altfeld » Tue Aug 27, 2019 7:07 pm

ROLLS HELD

John, deep down, resents that he wasn't considered important enough to warn away by Nxla.

And then he gets ready to step through the Vheld's portal.

First thing after they get through, John contacts Menelaus and tries to hand over a Soul-less to him for examination. Menelaus's concern has made John believe that he is the best ever.

John then lines up his very basic purchase list, since Commander Shades isn't feeding him.

100 X Basic MREs - Merc Ops pg. 114/115 (50 per) - 5000 credits
10 X Olterak Mace Spray Merc Ops pg. 108 (1000 per) - 10,000 credits
1 X White Clover Charm (England/MercTown Druid Shop - super common weed in US) Common - ?? credits (yeah yeah, make me sad)

John also fronts the cash for Wolf's Equalizer Rounds.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: The Doom of Nxla, Act 2: Discovery

Postby Augur » Tue Aug 27, 2019 8:12 pm

Conditions:
Date: Summer, Friday, June 2, 111 P.A.
Time: 1850
Environmental Effects: None; 90°, dead calm
Location: unknown village, along the Ohio River

Order of Battle
John is blazing the trail afoot.
Minerva leading NE-ATRV on her MBT-300 Black Talon Motorcycle
NE-ATRV (2/18 tons so far)
  • Ray Robot is piloting the ATRV
  • Sil, Sshir, Slithn are in the cargo bay with Whisper's Mecha Knight PA
  • Jack
  • William
  • Wakiza
  • Mierin
Seymour is following in his Cargonaut
Vheld, Brokswa, & Bel'Dar are flying alongside the ATRV
Lahz is following ATRV in his Marauder PA
Tony the Tiger-Bot is shadowing Lahz

Current Mission Goals
  • Recruit help from The True Federation--Achievement Unlocked
  • Recruit help from Magestar--Achievement Unlocked
  • Recruit help from MercTown (MARS)
  • Recruit help from Dweomer
  • Recruit help from Stormspire
  • Recruit help from Psyscape
  • Investigate rumors of a band of demons in the area.

Posted Players
  • Seymour-Spook
  • Ronan-Spook
  • Lahz-Spook
  • Minerva-Spook
  • Mierin-Spook
  • Vheld-Spook
  • John-Roughneck
  • William-Roughneck
  • Jack-Roughneck
  • Wakiza-Roughneck


Books, covers, and everything inside. Who is judging who?
Lahz interrogates while John and Wakiza both let loose tirades at the unknown mage. Will offers conciliatory rhetoric. The unknown mage looks down at the necromancer's corpse with his head cocked, and when he looks back up his physical stature seems to change. He looks to be standing taller and appears slightly broader across his chest. The mage turns to look at Wakiza and cocks his head curiously. As Lahz walks toward the mage, the mage turns his head to keep him in view. With a whisper the man is airborne and floating over and past Lahz, "Those who feel the need to explain themselves usually have something to hide, or find themselves consumed with regret. Him on the other hand--he apologizes to nobody." The mage flies to Vheld and lands carefully in front of him. "It seems you find yourself in the presence of those who concern themselves with the views of others. It seems to me you don't. I have not lied when I said I know of a possible solution to our current problem. I need to get to Psyscape, but first. Would you be so kind to allow a weary mage to travel with you. We may be of benefit to each other."

The sands of time sweep us all up eventually.
John, Lahz, Vheld, and Wakiza discuss the whole matter of Nxla and the current stuation. The unknown mage openly eavesdrops on the group, then turns to Vheld alone. "He has been in your minds? You must be sensitive to him? this is a tactic he uses to slowly drain the fight from his opponents." The mage looks back to the headless body lying in the dirt where John dropped him. "This one was here to collect more victims. He was to create more of the xombies for Nxla's army. They are doing this in villages everywhere. The threat is increasing and the process to save these souls is costly and time consuming. It is so much better if we can stop it before it happens. These necromancers are relentless in their mission to steal souls for their master." The mage sighs and looks down. "When you came along, I needed to know what you were doing here. We can be of assistance to each other, if you are willing and able. I am powerful, but I cannot do what needs to be done." The mage draws Vheld aside and confers with him quietly and conspiratorially. In such close proximity Vheld can practically feel the mystic power emanating from the mage. [Conversation to be conducted via PM & posted in next week's GM post. Check Vheld's inbox.]

Don't Ask Me No Questions...
    The Necromancer whose mind you just bonded, what was his name?
    • He was nameless. They are all nameless.
    When did he first hear of Nxla?
    • As a child growing up in Soulharvest.
    What is the name of the person from whom he first was told of Nxla?
    • His mother.
    Was he a member of the Soulharvest?
    • This question is nonsense to Slithn, so he says as much...with dripping contempt.
    What was the Soulharvest?
    • Soulharvest is the name of the region, of the dark forest called home by practitioners of forbidden magics.
    Did he know any members of the Soulharvest?
    • This question is nonsense to Slithn, so he says as much...with dripping contempt.
    How long had he known them?
    • The question is meaningless as are interpersonal relationships among those who do not value life.
    Where did he meet them?
    • In the depths of Soulharvest where directed by Nxla.
    Who opened the Rift?
    • He did.
    Where were they planning on going next?
    • Merctown, to buy some beers, and then visit Lahz's precious wife.

Wak also interrogates Slithn who slowly gains composure after Vheld releases the spell of agony. "They travel in small groups. They bring minions to help with their plans. They do not stray from their tasks. They look for villages with minimal defenses and gather souls for their master. This is their primary mission." Slithn returns to Vheld, offering no quips as he had before.

Round and Round You Go…
Lahz asks Vheld to open a portal back to Merctown then offers instructions and requests. Lahz also uploads Seymour's video of the battle to his drone command gauntlet only to find it to be devoid of video. Thankfully, the video of the interview is fine. Ronan graciously requests some additional gear & munitions, and Jack and Mierin add their endorsements of this notion. Vheld returns to the ARTV with his minions and they begin to draw energy from the ley line. In short order Vheld successfully opens a small tear in the fabric of time and space.

Update this post to indicate who's staying at the village & who's going to Merctown. All players will continue posting exclusively to this thread.

What are your intentions?
All shopping will be concluded in next week's GM post. If you were early with yours, please re-post such.
Schedule Note: The next GM post will be posted by Tuesday, September 3rd by midnight.
GM Note:Will and Vheld noted drawing energy from the Ley line, butcher's bill updated.

Butcher's Bill
Butcher's Bill
Tracks damage & ammo/ISP/PPE spent

ATRV:
Jack Killian: -30 M.D.C. to armor, -56 I.S.P., CP-30: 21 shots/-12 shots,
John Altfeld: -244 M.D.
Lahz: Marauder LPC: 240 shots/-40 shots; -30 M.D. to N-F50A Force Field
  • Tony: -11 M.D. to Cyborg Armor
Mierin: JA-12: 10 shots/-3 shots
Minerva: -30 M.D.C. to crystal armor, -17 I.S.P., -51 M.D. to Psionic Forcefield; Harvester destroyed; 4th Psionic Forcefield activation
Ronan: -15 M.D.C. to armor
Seymour:
Wakiza: -40 I.S.P.; Liberator PB: 50 shots/-7 shots; -38 M.D.C. from FF
Vheld: -0 P.P.E.; -1 charge to invincible armor talisman, -16 S.D.C.; -18 M.D. to Invincible Armor
  • Minions: -1 charge each to minion invincible armor talismans
  • Bel Dar: -4PPE
  • Brokswa: -22 M.D. to Invincible Armor
William Summers: -0 P.P.E., -58 MD
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
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Re: The Doom of Nxla, Act 2: Discovery

Postby Vheld » Wed Aug 28, 2019 7:15 am

JIC: 1d20 = 8, 1d100 = 15
PER: 1d100 = 98 vs. 76%

William Summers wrote:"That was...painful. Looks like the psychic assaults from before are spreading to us magic users. You alright, Vheld?"
Vheld nods his head slowly. "I was not affected by Nxla's attack." Curious. Will wasn't affected earlier- what's changed? The artifact he found, perhaps? Interesting...

Augur wrote:"It seems you find yourself in the presence of those who concern themselves with the views of others. It seems to me you don't. I have not lied when I said I know of a possible solution to our current problem. I need to get to Psyscape, but first. Would you be so kind to allow a weary mage to travel with you. We may be of benefit to each other."
Vheld suppresses a grin- it would ruin the aesthetic he's going for, and the apparent rapport he has the chance to develop with this strange mage. Vheld first looks askance at Lahz, but barring any objections from his commander Vheld gestures at the team's vehicle and forces a smile that doesn't quite reach to his eyes. "By all means. We plan a short diversion to resupply, but afterwards part of our group intends to make for psyscape. I shall be needed elsewhere, but I can assure you that my commander, Lahz, would be willing to assist you in reaching your destination. Particularly if you can aid in the fight against Nxla."

As the mage leans in conspiratorially, Vheld responds in kind- murmuring in a quiet voice.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (8d remaining)
PPE: 197/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion), 230/230 (Slithn).
2/3 charges on Vheld's and Sil's invincible armor talismans.
Energy Spheres: 904/1000 PPE (29d; floating behind Vheld)
Weapon in Hand- TW Storm Staff.
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Re: The Doom of Nxla, Act 2: Discovery

Postby Lahz » Wed Aug 28, 2019 3:00 pm

Perception [42%]: 1d100 = 42 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 1
JiC D100: 1d100 = 45

Conditions: Telemechanics (0 ISP, Constant, 5ft, 98%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1600ft if using magical or psionic powers, 600ft if NOT using powers), Radiate Nature [Grim and Angry], Marauder PA

ISP: 179/211
Telemechanics [98%]: 1d100 = 80

===================

The Psi-Tech offers a blank stare at the Mage who decided not to respond to his friendly solicitation and rushed to the commander of the demons reviled only moments before. When Vheld directs the Mage to speak with him, Lahz steels himself to remain calm but is no longer warm or friendly in his manner, "What is your name? What are these Journals? Why are they important? What is the possible solution to our current problem that you referenced to my comrade? Do you know how to shut that thing out of people's minds?"

If he gets responses, Lahz will consider them carefully, *He 'happens to know of a way to stop Nxla? Seems convenient. Might be a plant, or a spy. Might be on the level, or he might just be a madman. If he could be useful, then bringing him to Psyscape would not hurt, but if he is some kind of saboteur he may feed us just enough information to throw us off guard.*

When the Portal opens up Lahz looks over at Ronan, "You said you were an interrogator, see what other information you can get from the mind of the No-Name-Necromancer ... or let's call him N3. Let Tony know to radio me anything useful, we are still within range of his radio to get back to Merctown." He then steps through calmly upon arrival Lahz immediately radios the Haunt for Alfred (driver-droid) to bring Kit and the Hover-Jeep to the College to handle pickups, "Oh, and bring along Minerva's Laser Sword from her room."

The Psi-Tech will withdraw whatever funds necessary from the Spooks' Group Funds at the Bank to complete purchases.

Shopping List:
    [4] NG Basic Survival Pack [NG2 Pg 251, (2400 Credits)*4 = 9,600 Credits]
    [4] Armored Flight Suit, Black [MercOps Pg 109, (20,000 Credits)*4 = 80,000 Credits)
    [2] Polarized Goggles (High Impact, 1 MD) [GMG Pg 189, 1200 Credits)*2 = 2400 Credits]
    [10] Ear Mic Radio Receiver & Transmitter [MercOps Pg 110, (2,200 Credits)*10 = 22,000 Credits]
    [30] Tracer Bug [GMG Pg 190, (140 Credits)*30 = 4,200 Credits]
    *** Appraise Goods 88%: Original post: 1d100 = 64, Charm/Impress: 45%: Original post: 1d100 = 80, Lore: Demons & Monsters 45%: Original post: 1d100 = 53

    [2] NG Bushman Trooper (Common) [NG2 Pg 55, (46,000 Credits)*2 = 92,000 Credits]
    [1] NG Mega-Juicer Combat EBA (Uncommon) [NG2 Pg 57, 65,000 Credits]
    *** Appraise Goods 88%: Original post: 1d100 = 13, Charm/Impress: 45%: Original post: 1d100 = 32, Lore: Demons & Monsters 45%: Original post: 1d100 = 69

    [4] Bandit IP-10 Ion Pistol (Common availability in Black Market outlets, uncommon availability across North America)(p.173, WB14, (12,000 credits)*4 = 48,000 Credits)
    *** Appraise Goods 88%: Original post: 1d100 = 3, Charm/Impress: 45%: Original post: 1d100 = 19, Lore: Demons & Monsters 45%: Original post: 1d100 = 41

    [2] NE-RV04 Ripper Vibro-Sword (Uncommon) (Pg.24, DB8, (18,000 Credits)*2 = 36,000 Credits)
    *** Appraise Goods 88%: Original post: 1d100 = 20, Charm/Impress: 45%: Original post: 1d100 = 18, Lore: Demons & Monsters 45%: Original post: 1d100 = 70

    [1] WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun (Uncommon) (MercOps Pg 100, 110,000 Credits)
    *** Appraise Goods 88%: Original post: 1d100 = 79, Charm/Impress: 45%: Original post: 1d100 = 54, Lore: Demons & Monsters 45%: Original post: 1d100 = 5

    [12] Heavy Ramjet 200 round belt (Uncommon availability) [(3,000 credits)*10 = 36,000 Credits) --- IF he finds the Viper
    *** Appraise Goods 88%: Original post: 1d100 = 14, Charm/Impress: 45%: Original post: 1d100 = 63, Lore: Demons & Monsters 45%: Original post: 1d100 = 67
    [40 Yards] Mega-Rope (Uncommon availability) [MercOps Pg 117, (50 credits/yard)*40 = 2,000 Credits)
    *** Appraise Goods 88%: Original post: 1d100 = 54, Charm/Impress: 45%: Original post: 1d100 = 50, Lore: Demons & Monsters 45%: Original post: 1d100 = 35

    [4] Lightblade (TW, Not sure of Availability) [RUE Pg 137, (20,000 credits)*4 = 80,000 Credits, he will pay double if necessary)
    *** Appraise Goods 88%: 1d100 = 34, Barter :1d100 = 36, Charm/Impress: 45%: 1d100 = 24, Lore: Demons & Monsters 45%: 1d100 = 38

    [2] Floater Camera [NG2, Pg 92, (35,000 credits)*2 = 70,000 Credits)
    *** Appraise Goods 88%: 1d100 = 19, Barter 58%:1d100 = 23, Charm/Impress: 45%: 1d100 = 61, Lore: Demons & Monsters 45%: 1d100 = 40


    [1] Drone Command Gauntlet [NG2, Pg 245 (5,000 credits)]
    *** Appraise Goods 88%: 1d100 = 50, Barter 58%:1d100 = 49, Charm/Impress: 45%: 1d100 = 30, Lore: Demons & Monsters 45%: 1d100 = 21

    NE-RV01 Ripper Vibro-Knife, Uncommon [p.24, DB8, 10,000 Credits]
    *** Appraise Goods 88%: 1d100 = 65, Barter 58%:1d100 = 54, Charm/Impress: 45%: 1d100 = 98, Lore: Demons & Monsters 45%: 1d100 = 20

    40] E-Clip [5,000 Credits *40 = 200,000 Credits]
    [500] Rounds of Ammunition for Ronan's Patron Gun (Up to 25,000 Credits???) --- OOC: Honestly I have no idea what the cost is supposed to be or if anyone has needed to buy these yet.


Once his shopping is completed, Lahz stops in to see Blackman and provide an update: Dunscon's City of Brass is sending out investigative parties looking into the widespread psychic assaults by Nxla including a jackass of a Dragon, and a place called Magestar is doing likewise. There's a guy roaming the Magic Zone capable of sending folks into a Mass-Trance from significant distances, mostly peasants from what we have observed so far, but that this tactic is being used to gather up large swaths of people in an area. There's a set of ruins related to the Soulharvest area of the Magic Zone that he should plan to target for investigation, and a briefly captured Necromancer-with-no-name provided, that apparently there's a cult that is raised in the Magic Zone where there are no names (OOC:#NoCheersBar) but they worship Nxla and claim they have no interpersonal relationships because they do not value life, oh and although Necromancers are known for Death Magic, this one could allegedly open rifts. He will also disclose meeting [Mage Questioned Above (by name given)], and that he claims to have additional information on how to stop Nxla. Does Blackman know anything of the Mage?

Lahz will offer further updates to be provided when possible (i.e. transmission range and operational security permitting) if Blackman wants to set a secure encrypted radio channel.

Cryptography 65%: 1d100 = 44 -- Set new encrypted channel with Blackman[?].

Lastly, Lahz will inquire whether Blackman has any additional information, or if any other groups have accepted the joint assignment and should be hooked into the collaboration/communication. He will then return to wherever Vheld is re-opening the Rift to return to the others.
Last edited by Lahz on Sat Aug 31, 2019 8:55 pm, edited 2 times in total.
Lahz D'Gemmel
OOC Comments
ISP: 191/191
PPE: 22/22
HP: 32/32
SDC: 26/26

Worn:
NG RA5 Arrow Ride Armor
MD by Loc: Helmet: 35/35, Main Body: 30/30
Arms: [L] 14/14 . [R] 14/14 & Legs: [L] 18/18 . [R] 18/18

N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Wilk's 325 "Mariner" Pulse Pistol 2D8 MD or 4D8 MD, 900'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Location: Rifts: Spook Squad

Re: The Doom of Nxla, Act 2: Discovery

Postby William Summers » Fri Aug 30, 2019 9:49 am

Perception: 1d100 = 58/48%
JIC: 1d20 = 18/1d100 = 60

Vheld wrote:
William Summers wrote:"That was...painful. Looks like the psychic assaults from before are spreading to us magic users. You alright, Vheld?"
Vheld nods his head slowly. "I was not affected by Nxla's attack."

"Well that doesn't make any sense why I..." Will looks to his right hand and finds it grasping the Eye of Odin again. "Oh. Oh!" It must be my connection to the orb. Changing me. When we get to Dweomer, I'll have someone inspect it for me. Maybe they can tell me about what it does.

When the mage ignores Will and heads toward Vheld, Will shrugs his shoulders. "Can't be everything to everyone."

When the crew heads to MercTown, Will stays and watches over the village. If any of his crewmates want to strike up a conversation, he'll respond kindly. But his priority is maintaining vigilance.
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

8th Ring of Elder
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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William Summers
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Re: The Doom of Nxla, Act 2: Discovery

Postby Seymour Ruiz » Fri Aug 30, 2019 10:49 am

JIC: 1d20 = 4 / 1d100 = 3
Init: 1d20 = 15
Perc: 27% / 1d100 = 37
Charm/Impress: 5% / 1d100 = 34
Invoke Trust/Intimidate: 10% / 1d100 = 4


Conditions:
Identify scents: 62% 1d100 = 93

Skills
N/A

Post -
Seymour sits in the drivers seat, quietly. ”Okay i need to boost my game a little. I didnt do much to help in that fuckery. What do i need/ i need better armor, and a good knife of some kind… and some shells for derringer as well as eclips for the empress.” He lets his eyes scan the groups gear. ”they all have some nice stuff, i just want to stay in the game.” As he watches, he sees Lahz making a list and pointing at the new guys. Seymour gives a little shrug and jumps down from hid rig. Walking over to Lahz, he nods in greeting and takes a peek at the list. ”Oh. A gear list. Must be for us new guys. That limits what i need from the BM.”

He then looks at Lahz ”Excuse me. If i may be so bold. May i request a couple items? I think some kind of hands free camera may be useful, like a floater cam, .. oh!! and a knife. I am not trained in anything but knives and small arms.” He does his best charming smile and bows his head slightly as he hands lahz a list of his own.

BigBore ammo for derringer
Streetwolf Armored clothing (pants / a jacket / boots / gloves)
Eclips for energy pistol
floater camera (pg 92 NG2) or some type of hands free camera
a knife of some type

As he bows his head, he gets a bitter scent in his nostrils. ’What is that stink?” He stands straight and tilts his nose up to get a better sniff. Turning slowly and moving his head around, Seymour finally locates the source. [i]”What is that/ A deevil wraith? Terry told me of them. They are nasty bits of work.”{/i] he continues to watch as the wraith bows in submission to the creepy mage guy, Vheld. There is a shivering sensation crawling up and down Seymour’s spine as he watches in apt fascination.

As soon as the wraith has moved to do Vheld’s bidding, Seymour walks over to him. ’That was amazing? How did you make a Deevil wraith bow down to you? That is a useful trick, my friend.’ He looks at Vheld with an appraising eye, not a sexual look just weighing a comrade in arms. Seymour looks around as if about to reveal a secret. ’what would it take to learn that?” He immediately lowers his head and shoulders in a slump posture as he steps back.
1d100 = 78
Seymour Ruiz
OOC Comments
S.D.C.: 34/34
Hit Points: 22/22
P.P.E.: 8/8

Armor Worn: N-F50A Superheavy Force Field
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M.D.C. by Location:
  • Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip
Book Reference: p.122, DB2

Weapon(s) Carried and Locations: “BigBore” Derringer (on CAF Elite Corps Load-Bearing Chest Rig)
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Re: The Doom of Nxla, Act 2: Discovery

Postby Minerva » Fri Aug 30, 2019 11:51 am

Perception: 1d100 = 75/51%
JIC: 1d20 = 9/1d100 = 69

Minerva speaks with Ronan. "Greetings. I am Minerva. You may call me Diamond when we are in the field. So, you fell from the sky? Interesting. It seems you will be traveling with us for a while. I wish you luck. This crew is not the most polite, but we are efficient and take care of each other."

She heads to Mierin next. "They mentioned that you are Queen. Will you be taking charge of our squad now that you have returned?"

She sits next to Volcano Jack and relaxes. "How's your head, Fireman?"

In the rest of the time, Minerva waits patiently for the rest of the group to return.
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Re: The Doom of Nxla, Act 2: Discovery

Postby John Altfeld » Fri Aug 30, 2019 12:12 pm

Perception: 1d100 = 16 / 73%
JiC d20/d100: 1d20 = 5 / 1d100 = 96

CONDITIONS: John is 10 feet tall.

Still struggling with whether he should be pleased or saddened by Nxla ignoring him, John says to the new mage "Hey, can you tell us how to fix these soul-less so we can let the people in power know too? Or write us a note?"

After the mage responds, John asks the other Roughnecks for any last minute purchases and steps through the portal.

Once in MercTown, he immediately calls Menelaus. If Menelaus doesn't answer, John leaves a message saying "Hi Menelaus, it's John. Big developments in that job I asked you about. I need to speak with you urgently." He then waits at the Roughnecks compound with the xombies, packing Will's things from his room until Menelaus calls.

When John talks to Menelaus, he says "Hi Menelaus. Long time no speak. I have news for you." He waits for Menelaus to say whatever Menelaus says in greeting. "So this Soul-Devourer thing is going pretty well so far. We seem to have gotten representatives of some places to take the threat seriously and we had a close encounter with the opposition. Long story short, we have three people who had their souls stolen that we need to hand over to you and the Collegiate for study. Also, you were wrong about not being able to fix them. We ran into a guy who says you can ('what the mage said' OR if the mage didn't tell us, 'fix them, but he hasn't told us how yet.')."

"Anyway, since it's reversible I thought maybe you could figure out a way to protect against it in the first place given some time. I wouldn't bother you, but it's saving the world, right?"

Menelaus presumably says where John can drop the xombies off and John takes them to him. "Thank you. I had no idea what to do with these people. We couldn't just leave them wandering around."

When Menelaus is done with John or vice/versa, John goes shopping and packs up Will's things if he hasn't done so already.

Purchases for John
Common Gear
100 x Basic MREs (since Commander Shades isn't feeding him) - Merc Ops pg. 114/115 (50 per) - 5000 credits
10 x Olterak Mace Spray Merc Ops pg. 108 (1000 per) - 10,000 credits
1 x 3-leaf White Clover Charm England pg. 29 - 30,000 credits (so while the plant itself is incredibly common, the charm is only readily available because there's a druid in MercTown at Mystic Draughts)
500-1,000 credits worth of roses and rose branches from Madeleine's Aroma of Spring, preferably the viney, climbing kind.
1 x Roll of Duct Tape GMG pg. 182 - 3 credits
1 x Large Wooden Crate for All This Stuff GMG pg. 182 - 50 credits

Uncommon Gear
1 x Wilks 1000 Pulse Laser Cannon Merc Ops pg. 104 - 150,000 credits.
John walks into the Wilk's store, finds the nearest clerk and says "I want the big robot laser gun, but I have to leave in an hour so if you don't have it, that's a lost sale. Unless I live through killing a god. But let's help you hit your commission numbers for today!"
Barter: 1d100 = 58 / 57% (52% skill +5% for Wilks store bonus)
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 90/90
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 9
Initiative Bonus: +12
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+17/+17/+13/+13)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: The Doom of Nxla, Act 2: Discovery

Postby Wolf Whitaker » Sat Aug 31, 2019 7:58 am

Perception: 1d100 = 81 / 21%
JIC: 1d100 = 52 / 1d20 = 17

Location: MARS Compound.

Augur wrote:A nondescript man in a black suit and sunglasses approaches the group. How he penetrated security is anyone's guess, but he appears unarmed and non-hostile. "Merctown Armored Recon Services, you've been away for some time, and very much flying under the radar. I know you've only recently returned, but Blackman Intelligence Resources and the Grey Seers need your help. There are two mercenary groups returning to Merctown who have been briefed in detail on the mission at hand. They can get you up to speed. The bounty put forward by the Seers and insured by Blackman Intel is quite substantial, but let me assure you that it's also in your own best interests to join their efforts already underway. They've been in the field only a short time, but time is of the essence, and the Seers tell me that they need your help. Perhaps you've heard of the Spook Squad and the Roughnecks before? Anyway, one or more of their representatives is en route to the Collegiate Arcane. I suggest you gather your gear ASAP and meet them there." The man departs without another word.


Wolf rests his hands casually on his pistols as this man appears from seemingly nowhere. Wolf’s eyes narrow as the man continues to talk. This is the guy I have to watch out for. Where did he even come from? And how did he know MARS was here? So many questions? Wish he would have stayed to answer a few. This is a trap! He offered no details. Trap!...Shut up! Wolf turns to the rest of the MARS crew, as he tries to process the odd events as quickly as they keep coming.

”So, I’m just going to come out and say it...I do not trust that man...At All.” Wolf looks at Rocky, ” Rocky you seem to be the leader here, and you have been more then generous in allowing my presence while I looked for the Roughnecks. If you would allow me to repay that favor, I have a suggestion for you. If you could give me your radio frequency I would be willing to meet the Roughnecks and these...Spokes?...Spooks and see what the hell is going on here. When I do, I can relay what is going on and get a location for you all to meet up with the other groups. This should give you the time to collect your people and things that may not be allowed inside of MercTown. If this does happen to be a setup, I have all my equipment and I will survive, and you will lose none of your own personnel. What do you say?” Wolf rummages around in his pack as he waits for a response.
Wolf then freezes hands still in his bag he looks up at the MARS crew his face flush red with embarrassment, ”Umm...I need to borrow a radio if you have one.” Wolf lets out an embarrassed chuckle.
Wolf Whitaker

Reputation-Based Horror Factor: 10

Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 6/6

Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
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Re: The Doom of Nxla, Act 2: Discovery

Postby Augur » Sat Aug 31, 2019 9:05 am

GM Mini-Update

We're fast-forwarding the timeline a few hours to make the group at the village match-up with the group(s) in Merctown. Please, include your location in your posts from here on out.

Now in effect:

Conditions:
Date: Summer, Friday, June 2, 111 P.A.
Time: 2200
Environmental Effects: None; 90°, dead calm
Locations:
  • Merctown, along the Ohio River
  • Unknown village, along the Ohio River

Before the group splits...
Lahz interrupts Vheld & the enigmatic mage with a barrage of questions. "What is your name? What are these Journals? Why are they important? What is the possible solution to our current problem that you referenced to my comrade? Do you know how to shut that thing out of people's minds?"

The mage looks to Vheld as if to ask You put up with this nonsense? then gives Lahz a curt response. "Bugger off back to your toys, child. Adults are having a private conversation."

Seymour likewise begins to interrupt their private conversation, but the mage is having no more of this. "The next one to interrupt us will be silenced! Push it further, and I'll silence you permanently!" John chooses not to escalate the situation further, and keeps his questions to himself, at least for the time being.

The two mages have a somewhat lengthy private discussion before the enigmatic mage retreats to the building in the village furthest to the northwest and secures the door behind him. Vheld knows from his conversation that the man will remain there for the next few days in study and meditation, awaiting the return of his journals and the conclusion of their bargain.


The Boys are Back in Town...
Lahz stops in to provide Blackman an update and inquires after information on the enigmatic mage who rebuffed his own inquiries in favor of speaking with Vheld. Blackman takes it as a compliment that he should be thought to have a file on every mage in North America, but doesn't really answer the question, and only implies that he does not. Lahz suggests a secure encrypted radio channel for continuous updates, but Blackman declines citing that no encryption is perfect, and this is too important to even risk that. Lahz inquires if Blackman has additional information, or if any other groups have accepted the joint assignment. Blackman offers some information that's not useful as it's already known by the task force, but does mention that he's sent word to a recently returned merc group for them to meet with the task force at the Collegiate Arcane. He says the group's official title is stupidly long, and that everyone just knows them as MARS.

John goes to speak with Menelaus, gives him a quick run-down of the situation and the predicament created by the soulless xombies. Menelaus initially suggests the Temple of Light & Darkness in the Mystic Quarter, then realizes that the Collegiate itself would actually be the best option for their safe containment. John returns to the group with this information and returns with the xombies in tow to find that Menelaus has fenced in with magic a large open area on the campus with which to safely contain the xombies for study & future treatment.

As the group is turning over the three xombies to the care and guarding of the Collegiate, they are notified by an acolyte messenger that a group of mercenaries calling themselves "MARS" is present to speak with the Spook Squad and Roughnecks just outside the gates of the Collegiate.



John's Shopping
Wilk's infamous Pulse Laser Cannon is currently out of stock & florists won't sell branches.
Total: 5,553 credits deducted; purchased items here


Lahz's Shopping
Lahz finds nearly everything he's looking for, though not always in the quantities desired.
Total: 734,200 credits deducted; purchased items here
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
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