MercTown State Hospital (16)

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MercTown State Hospital (16)

Post by Augur »

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To most residents and mercenaries alike, the MercTown State Hospital is the crowning achievement of the new administration. It is a sprawling, ultra-modem, five-story building of reinforced Mega-Damage materials. Without a doubt it is one of the best medical facilities in all of North America. When one takes into consideration the inclusion of advanced Naruni technology combined with state of the art human medical tech, along with psychic and magical means of healing, it can be argued that the MercTown State Hospital is superior even to facilities in Chi-Town. No expense was spared in the construction of the building, staffing and equipment - Wilk's monitors, laser, optics and diagnostic tools; Northern Gun cybernetic implants and bionics, Juicer augmentation, Crazy enhancements, doctors who specialize in traditional and holistic medicine to combat surgery and medicine, cybernetics, psychic healing and magical cures, exorcism, herbs, and applications brought from all comers of the continent (and a few from England, Germany and Atlantis). There are even two Lynn-Srial, and three Herbologists on staff.

Health care for citizens of MercTown is completely free; medical costs are absorbed by the hospital and the government. Most of its funding is actually provided by mercenaries, adventurers, and other non-residents who come to the hospital for its superior treatment, technology and specialty in combat injuries and cybernetics Bio-Systems and conventional cybernetics and combat bionics). All types of medicinal and cosmetic cybernetics are available at the clinics attached to the hospital compound, as are combat bionics, partial and full cyborg conversion, M.O.M. enhancements (Crazies brain implants), and Juicer augmentation; all at fair market prices. So far, its medical services to mercenaries and adventurers have surpassed the needs of residents and rumor has it that the hospital has a one billion credit operating surplus.

Attached to the main hospital, but run separately, are the MercTown State Clinics of Enhancement . A thoroughly modem network of facilities with state-of-the-art medical equipment exclusively devoted to human augmentation. The cybernetics and bionics branches are the largest install, repair, upgrade, partial augmentation, full conversion), but the augmentation procedures of JAPE/Juicer augmentation arid M.O.M./Crazies brain implants are also in high demand, it{ part, due to the quality of the service and the, relative, safety of the operation. The clinics are strictly for-profit operations. The clinics' track record is impressive, with a 98.7% success ratio, much higher than any street side Body-Chop-Shop operation (any Black Market augmentation clinic that has a 70% or higher success rate is considered top notch). Safety does not come without a cost, however, and the services of the clinic are 10-30% higher than average which is actually very fair and surprisingly low, all things considered. Thousands of people with dreams of becoming superhuman Juicers, Crazies, Headhunters and cyborgs parade through the clinics' doors each year willing to spend the extra few thousand credits rather than risk death at the hands of some butcher at a Chop-Shop. Furthermore, MercTown is one of the few places to offer the Hyperion, Titan, Phaeton and Delphi Juicer variant procedures, as well as the traditional Juicer (JAPE) enhancement (and they are in negotiations with Kingsdale for the Mega-Juicer process). Likewise, it is one of the few locations one can get competent M.O.M./Crazy enhancement with any genuine assurance of walking away without immediate brain damage.

Free medical care is a luxury afforded only to actual citizens of MercTown. Outsiders and visitors are not given medical treatment unless they pay for it. At the State Hospital nothing is cheap, someone has to foot the bill for all the shiny equipment and expert staff. Even for something as simple as a broken leg the cost of treatment can be in the thousands of credits. For major surgery it rises to the tens of thousands, but usually within the range of most successful mercenaries. Note: Numerous private clinics, body-fixers, Body-Chop-Shops, and healers offer the same services for a third of the cost, but the quality of care and rate of success without serious complications (i.e., survival) is much lower - buyer beware.
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Re: MercTown State Hospital (16)

Post by Barracuda »

Perception: 1d20+1 = 3: 2
JIC: 1d20 = 9: 9/ 1d100 = 6: 6

Barracuda finds his way to MercTown Hospital and walks in the sliding glass doors. Oh wow, it's nice in here. Air conditioned too. Now where do I... Barracuda looks around for a help desk. Once he finds it, he saunters up and gives a big goofy wave in his purple and navy blue onesie. "Hi! I got burned last night and could use a good doctor. It was a magic fight. They ruined my fancy suit. Where should I go?"
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Re: MercTown State Hospital (16)

Post by Augur »

Barracuda is quickly and professionally escorted to a private suite where his clothes are removed, his body given a complete sanitization through the application of chemical sprayers and some funky ultraviolet lights. He's then issued a pair of hospital boxers and, once he has his drawers on for decency, a pair of what look to be doctors enter the suit. The male doctor has no stethoscope or instruments, but sits in a chair and speaks in a soothing tone to 'Cuda while his female compatriot utters some incantations, and waves her hands around a bit as she approaches 'Cuda with glowing hands outstretched. That's the last thing 'Cuda remembers: the lady's weirdly glowing hands. He awakens a few hours later to a candy-striper rubbing a salve that smells lightly of spearmint across his chest. His suit is folded and located in a hospital bag on a chair beside him--it's still a mess, but looks as though it's been cleaned. A man with black hair graying at the temples and wearing black-rimmed glasses is addressing him. "The staff says your injuries were serious, but superficial. They have mended your wounds and eased your mind about last night's troubles. Your bill is 3,000 credits."

Ben doesn't feel bad about how things happened last night, though he remains irritated that his suit was totaled.

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Re: MercTown State Hospital (16)

Post by Barracuda »

Perception: 1d20+1 = 21: 20 (NAT20!!! Oh wait...)
JIC: 1d20 = 18: 18/ 1d100 = 24: 24

Well, that wasn't so bad. It was just a fireball. Can't stop 'Cuda with a fireball! God, I hate fireballs. Suit wrecking fireballs. Barracuda politely thanks the man with the glasses, gathers up his suit and heads out to Paducah Dry Cleaners to see what he can do about his suit. On the way out, he waves to the information desk clerk that helped him out earlier. "They fixed it!" he shouts, pointing to his chest.
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Re: MercTown State Hospital (16)

Post by Beckett »

Perception: 1d100: [46] = 46 / 74%
JiC d20 | d100: 1d20: [13] = 13 | 1d100: [26] = 26

Samantha shows up at the hospital with Rocky in tow. The psychic fairly groggy from the medication that was given to him. She meets his Fiance at the hospital. "I'm so sorry Jennifer, he lost his arm. It was literally burned right off." She puts the Psychic in a wheelchair. "He was patched up on site, and fought through the rest of the facility. It wasn't till the end, that the pain was too much to bear." She grimaces, "He did ask to have a replacement that didn't interfere with his abilities. So I'm hoping you can help with that..."

I really hope she is able to get him what he wants and needs... His head wasn't in the game, and it nearly killed him. They need to get married and have all those jitters worked out.

She finishes up with Jennifer and then heads over to the MARS HQ
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Re: MercTown State Hospital (16)

Post by Rocky »

Perception: 80% 1d100
JIC d20: 1d20 / d100: 1d100

Rocky is taken to the Merctown State Hospital, still a bet out , but he hears familiar voices, he concentrates to speak but the drugs are to powerful, “Jennifer, me uo, I’m ….”
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
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Re: MercTown State Hospital (16)

Post by Clear and Present Danger »

Beckett wrote: Sat Apr 03, 2021 8:35 am
Samantha shows up at the hospital with Rocky in tow. The psychic fairly groggy from the medication that was given to him. She meets his Fiance at the hospital. "I'm so sorry Jennifer, he lost his arm. It was literally burned right off." She puts the Psychic in a wheelchair. "He was patched up on site, and fought through the rest of the facility. It wasn't till the end, that the pain was too much to bear." She grimaces, "He did ask to have a replacement that didn't interfere with his abilities. So I'm hoping you can help with that..."

I really hope she is able to get him what he wants and needs... His head wasn't in the game, and it nearly killed him. They need to get married and have all those jitters worked out.

She finishes up with Jennifer and then heads over to the MARS HQ
Jennifer is quiet when you see her. She is waiting at the entrance to the hospital as you arrive. It is clear she has been crying. It is also clear she has made some arrangement with the Hospital as a couple of orderlies quickly swoop in to help Samantha get Rocky into a wheelchair. They begin taking his pulse and other vitals immediately.
”Thank you for bringing him home.” Jenifer manages. ”I will be sure to let you know what they manage to do about his arm.” The orderlies are about to bring Rocky deeper into the hospital and his fiancée moves to follow them. She pauses one last time and looks back at Sam. ”Thank you for bringing him home.” She says again. Then she turns and jogs a few steps to catch up to the orderlies wheeling her fiancée into the hospital.

Rocky’s experiences are a haze of dream and reality. The fight, the entire descent into the facility is mixed with blurry images of his teammates, and then Sam helping him into a wheelchair, and now his fiancée, Jennifer. She has a worried look on her face, but relief is there as well. She tentatively touches Rocky’s unharmed shoulder and gives it a comforting squeeze. ”It’s ok now.” She doesn’t seem to believe the words herself.

”Oh this is an interesting one. She really loves you.” The voice in Rocky’s head is amused. As Rocky slips back into blissful unconsciousness, he hears his ring amusements at the situation rising. ”Sleep well. I think your real fight is just about to begin. And I will be of no help at all.” Rocky wasn’t sure if the laughter that followed was coming from his intelligent ring, or the childhood cartoon villain rearing its head from the shadows. His fever dreams took hold.

When Rocky wakens it is some time later. He finds himself in a hospital bed with an IV hooked up to his (present)arm. He see’s Jennifer asleep in a large chair in the corner of the room, a number of pamphlets and papers on her lap. They all seem to be different offers and services related to limb replacement.
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Re: MercTown State Hospital (16)

Post by Rocky »

Perception: 80% 1d100 1d100: [48] = 48
JIC d20: 1d20 1d20: [17] = 17 / d100: 1d100 1d100: [13] = 13

Conditions:
OOC Comments
Radiate Nature
o Range: 100' (12' for non-psychics)
o Duration: Constant
Sense Supernatural Evil
o Range: 1100' (+100')
o Duration: Permanent effect
o Identify Type:92% (+2%) 1d100 1d100: [12] = 12
o Track by Psychic Scent: 92% (+5%) 1d100 1d100: [65] = 65
Sense Magic Energy
o Range: 1,900' (+100')
o Duration: Constant
Heightened Presence Sense: 80% (+2%) / 1d100 1d100: [27] = 27
• Range: 70’ (+5’) To pinpoint location of a presence
• Duration: Constant
• Automatically sense all presences
Intangibility

• Can become intangible and walk through solid objects.
• Horror Factor: 14
• Can change to ghost form and back up to 4 times per melee (each such change costs 1 action)
• Can carry 20 lbs. with him
Six Sense
Saving Throw Bonuses
Coma/Death: +6
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+):+1
Insanity (12+): +3
Psionics (varies): +3
Horror Factor: +2
Illusions: 0
Battle of Will: 0
Mind Control:+4
Possession: +4

Activated
Rocky looks around a little and then makes a sound like he is clearing his throat, “Hurump! Ok I’m awake now. Boy do I miss you." As he looks at Jennifer. “Can I get a kiss and a hug, or did the doctor say no to that.” He smiles and gives her a kiss but not sure about moving his arm with all the things in his veins.

He takes a deep breath to see how his general condition is and then ask, “What does the doctor say? I’ve need to get an arm that won’t hinder the use of my abilities.”

Rocky thinks quickly, “We Should we have the doctor in here so he can talk about this too. And we don’t have to repeat this?”
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
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Re: MercTown State Hospital (16)

Post by Clear and Present Danger »

Jennifer starts when Rocky speaks. She looks at home and smiles, relief flushing her face. ”You are alive.” She stands and approaches Rocky’s bedside.
Rocky wrote: Sat Apr 10, 2021 3:40 pm“Can I get a kiss and a hug, or did the doctor say no to that.”
Jennifer smirks. ”Can you hug?” But she leans down and kisses her fiancée and squeezes him tight. ”You are supposed to be a badass merc, not some statistic.” She says angrily when she finally stands back up.
Rocky wrote: Sat Apr 10, 2021 3:40 pm He takes a deep breath to see how his general condition is and then ask, “What does the doctor say? I’ve need to get an arm that won’t hinder the use of my abilities.”
”the Doctor says you have no arm.” Jennifer smirks.
Rocky wrote: Sat Apr 10, 2021 3:40 pm Rocky thinks quickly, “We Should we have the doctor in here so he can talk about this too. And we don’t have to repeat this?”
”Don’t worry hun, I have repeated enough times already.” she motions to the pamphlets around her chair. ”There are not a lot of options out there for someone like you.” She pauses. ”it will cost a lot, but they can replace your arm without interfering with your abilities… she trails off. ”Half a million is what they want for the surgery.” She finishes flatly.
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Re: MercTown State Hospital (16)

Post by Rocky »

Perception: 80% 1d100 1d100: [100] = 100
JIC d20: 1d20 1d20: [16] = 16 / d100: 1d100 1d100: [25] = 25

Conditions:
OOC Comments
Radiate Nature
o Range: 100' (12' for non-psychics)
o Duration: Constant
Sense Supernatural Evil
o Range: 1100' (+100')
o Duration: Permanent effect
o Identify Type:92% (+2%) 1d100 1d100: [35] = 35
o Track by Psychic Scent: 92% (+5%) 1d100 1d100: [46] = 46
Sense Magic Energy
o Range: 1,900' (+100')
o Duration: Constant
Heightened Presence Sense: 80% (+2%) / 1d100 1d100: [72] = 72
• Range: 70’ (+5’) To pinpoint location of a presence
• Duration: Constant
• Automatically sense all presences
Intangibility

• Can become intangible and walk through solid objects.
• Horror Factor: 14
• Can change to ghost form and back up to 4 times per melee (each such change costs 1 action)
• Can carry 20 lbs. with him
Six Sense
Saving Throw Bonuses
Coma/Death: +6
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+):+1
Insanity (12+): +3
Psionics (varies): +3
Horror Factor: +2
Illusions: 0
Battle of Will: 0
Mind Control:+4
Possession: +4

Activated
Jennifer smirks. ”Can you hug?” But she leans down and kisses her fiancée and squeezes him tight. ”You are supposed to be a badass merc, not some statistic.” She says angrily when she finally stands back up.
”the Doctor says you have no arm.” Jennifer smirks.
”Don’t worry hun, I have repeated enough times already.” she motions to the pamphlets around her chair. ”There are not a lot of options out there for someone like you.” She pauses. ”it will cost a lot, but they can replace your arm without interfering with your abilities… she trails off. ”Half a million is what they want for the surgery.” She finishes flatly.
At The hospital, Rocky smiles a bit with Jennifer there.
“I’m still a bad ass. And the bit about no Arm I could have told him that, but it is good that we have the smart doctors here. Half a million? That is a bit. But I have it.”
Rocky goes through the pamphlets with Jennifer. He sees the Bio System and then starts going down the menu. “OK so it looks like the Hand and entire Arm 75000 credits. Would the reinforce bone hamper my abilities, especially the SDC verses MDC?? that looks like the way to go there just to make sure that will help me. OK.” as he looks at Jennifer see back to normal. Not sure they come with any other cool attachments?”
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: MercTown State Hospital (16)

Post by Clear and Present Danger »

Jennifer smirks. ”I think they can hide a can opener in one of your fingers, if you want.” She settles in and helps Rocky go through the options on his new arm.

After some time, a doctor comes in to review the decisions made. The process is fairly quick, considering the seriousness of th injury. The wonders of magic.

The final bill comes in at 500,000 credits. The arm feels... itchy. But it responds to your commands, slightly sluggishly at the beginning. ”Do not worry.” The doctor reassures you in the post-op room. ”Full use will develope in time.all a matter of the nerves talking to each other.”
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Re: MercTown State Hospital (16)

Post by Twonjym »

Perception: 68% 1d100: [98] = 98
JIC: 1d20: [1] = 1 1d100: [21] = 21

Conditions: Personal MDC: 152/62

Twonjym wanders into the hospital, waving off any attempts to assist his and admit him, "No no, I'm fine or I will be a in few days. I'm a fast healer." He grins as he asks, "I'm just checking on a teammate of mine. He lost an arm. Name's Rocky Rhodes."

After being directed to Rocky room, Jim approaches slowly, just to make sure he's not interrupting anything, then knocks on the doorframe as he walks in. "Hey partner. They got you put back together yet?" When he sees Jennifer, Jim smiles and nods, tipping an invisible hat to the woman, "Ma'am. I'm not interrupting anything, am I?"

Jim grins as usual, This must be his fiancée. After this, I hope she still lets him come out to play with the rest of us.
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Horror/Awe Factor: 12 (8 as a Gunfighter)
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Re: MercTown State Hospital (16)

Post by Rocky »

Perception: 80% 1d100 1d100: 1d100: [62] = 62
JIC d20: 1d20: 1d20: [11] = 11 / d100: 1d100: [35] = 35

Conditions:
OOC Comments
OOC Comments
Radiate Nature
o Range: 100' (12' for non-psychics)
o Duration: Constant
Sense Supernatural Evil 1d100: [35] = 35
o Range: 1100' (+100')
o Duration: Permanent effect
o Identify Type:92% (+2%) 1d100 1d100: [35] = 35
o Track by Psychic Scent: 92% (+5%) 1d100 1d100: [46] = 46
Sense Magic Energy
o Range: 1,900' (+100')
o Duration: Constant
Heightened Presence Sense: 80% (+2%) / 1d100 1d100: [72] = 72
• Range: 70’ (+5’) To pinpoint location of a presence
• Duration: Constant
• Automatically sense all presences
Intangibility

• Can become intangible and walk through solid objects.
• Horror Factor: 14
• Can change to ghost form and back up to 4 times per melee (each such change costs 1 action)
• Can carry 20 lbs. with him
Six Sense
Saving Throw Bonuses
Coma/Death: +6
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+):+1
Insanity (12+): +3
Psionics (varies): +3
Horror Factor: +2
Illusions: 0
Battle of Will: 0
Mind Control:+4
Possession: +4
The final bill comes in at 500,000 credits. The arm feels... itchy. But it responds to your commands, slightly sluggishly at the beginning. ”Do not worry.” The doctor reassures you in the post-op room. ”Full use will develop in time. All a matter of the nerves talking to each other.”
Rocky replies, "“Thank you Doc for everything, and I understand I got to relearn to reuse my new arm. As he scratches it a bit.
To Jennifer he smiles, “Nope don’t think I need that can opener, but thank you for try to help.”
After being directed to Rocky room, Jim approaches slowly, just to make sure he's not interrupting anything, then knocks on the doorframe as he walks in. "Hey partner. They got you put back together yet?" When he sees Jennifer, Jim smiles and nods, tipping an invisible hat to the woman, "Ma'am. I'm not interrupting anything, am I?"
Rocky greets Jim lifting his left arm and waving, which seems to wave in a terribly funny way, “Well about time you showed up here." He lowers it and adds, “Doc says I’ll be alight, just need a bit of time to get the finer points worked out. Don’t think I’ll pick to many pockets with this arm for a while.”

Rocky then realizes that Jennifer doesn’t know Jim, "Oh, Jim this is my fiancée, Jennifer, Jennifer Rockford. Jennifer, this is Jim he is with the company. Ahh How is the Company, do we have any work yet. I need to get that PA of mine all set up. And get some more goods.”

Later Rocky walks out the Hospital and eventually heads over to the compound.

Mars Compound viewtopic.php?f=175&t=7498&p=1382265#p1382265
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: MercTown State Hospital (16)

Post by Clear and Present Danger »

The Doc smiles and offers Rocky a prescription for some ibuprofen ”for the discomfort.” Smiles, and leaves. The arm doesn’t hurt. Its throbs a little and itches. Every so often a finger will twitch, or your elbow contracts unexpectedly, but for the most part it, it feels like you never lost your limb.

”How much of you do you needs to be replaced before you are not you?” A familiar voice in Rocky’s head muses.

Jennifer stands and offers a hand in greeting to Jym when he enters. ” It’s good to put a face to one of the people keeping my fiancee alive.” She smiles. ”I am going to have to meet the rest of the team.” She winks at Jym. ”Just to make sure they are capable of keeping my man alive.”
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Re: MercTown State Hospital (16)

Post by Susan Lee »

Perception: 1d100: [98] = 98 / 41%
JIC: 1d20: [4] = 4 / 1d100: [59] = 59

Dr. Susan comes out of the back after seeing her latest freelance patient, leans on the receptionists' counter, drinks someone's coffee and says. "It's me, Dr. Susan, ready to take on further crime solving and/or ware implantation and enhancement."

She pauses, looks at the mug. "Oh for... Science! Is this DECAF?!?"
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Re: MercTown State Hospital (16)

Post by Dhaltuun Onyxforge »

Dhaltuun pulls up in the parking lot of the Hospital. He gets out and again looks at Vlad. ”Let me guess, you want to stay here?” Grinning as he turns away, he whistles for Marcella. Giving her some jerky, he says ”Stay close, my girl. They probably won't allow you inside." Dhaltuun then pauses. Standing a little straighter, he sets his shoulders and heads in. ’Come Marcella. You are my Familiar. Where I go, You go.” He enters the building.

As he enters, Dhaltuun moves to the side. He pulls out his picture of Dr. Lee. ”Let me know if you see her. Thanks Marcella.” After a few moments, Dhaltuun locates the doctor in question. Moving closer, he gently clears his throat in order to get her attention. ”Excuse me please. Are you Dr. Lee? I have need of your services. This beautiful creature is my familiar and best friend, Marcella.” Dhaltuun gives the two a minute for introductions. ”I am in fear for her safety. She is fragile in this hostile world. Is there anything you can do? Maybe examine her and come up with some ideas?” He will then shut his mouth and await an answer.
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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Susan Lee
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Joined: Thu Oct 19, 2017 7:24 am

Re: MercTown State Hospital (16)

Post by Susan Lee »

Susan looks up as Dhaltuun approaches her, and nods when he explains what he needs. "Please, call me Dr. Susan, Dr. Lee is my father. Also my mother. But not my underperforming brother, ha ha ha!"

She pauses and looks at the bird. "I don't normally work on animals, but I do know they've had some success rolling out common cybernetic upgrades to horses and dogs. Certainly for psi-hounds. I don't see why we can't protect your little friend in a similar way. Let me make some inquiries and I can team up with a vet to make the improvements. Safety first!"
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
Image
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