Devilman Exotic Arms (121)

Weapons Vendors from everywhere sell their wares here.

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Augur
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Devilman Exotic Arms (121)

Post by Augur »

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Appropriately enough, this weapons shop is owned by a D'norr Devilman who goes by the name Zo'Wor Kulot'te. Zo'Wor stocks his shop with a variety of rare, unique and exotic armaments from all over the Earth and the Megaverse as well. His inventory includes weapons from across the tech board, including orthodox energy firearms, Technlo-Wizard firearms and the medieval. Odds are whatever you're looking for, it can be found here. Zo'Wor has had some stuff from the New West/Colorado Baronies, Stormspire, Triax, alien blasters, Kittani arms, Bio-Wizard devices, Xitibix resin blades, firearms from Japan's ArmaTech and H-Brand, Elemental Shuriken, and even a Spirit Daisho, as well as a few pieces from both Malkovitch and Bushido Industries. Then too, as a Techno-Wizard himself, Zo'Wor patches together a few weapons of his own design.

+5% to each roll to find exotic weapons of very rare, ultra-rare, or legendary rarity
New Item Showcase
Atorian Variable Sonic Rifle
Image
  • Range: Blaster: 120', Stunner: 100', Disruptor: 240' (all double underwater)
  • Damage:
    • Blaster Setting: 3D6+2, half will carry through armor
    • Stunner Setting: 1+stunned
    • Disruptor Setting: 3+disruption
  • Rate of Fire: Single shots only
  • Payload: 20 shots per E-clip regardless of setting
  • Weight: 7 lbs.
  • Features: W.P. Energy Rifle
  • Modifiers:
    • Stunned: save or suffer -7 on initiative and -6 to strike, parry, and dodge for 1D6 melee rounds. Also reduce speed by 20%.
    • Disruption: save vs. non-lethal toxins or be knocked out 1D4 melees; conscious but -2 to initiative, strike, parry, and dodge for 1D6 melees if one saves
  • Book Reference: p.176, AU

Code: Select all

[b]Atorian Variable Sonic Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/14/20170714231623-b812896c.png[/img]
[size=85][list][*]Range: Blaster: 120', Stunner: 100', Disruptor: 240' (all double underwater)
[*]Damage:
[list][*]Blaster Setting: 3D6+2, half will carry through armor
[*]Stunner Setting: 1+stunned
[*]Disruptor Setting: 3+disruption[/list]
[*]Rate of Fire: Single shots only
[*]Payload: 20 shots per E-clip regardless of setting
[*]Weight: 7 lbs.
[*]Features: W.P. Energy Rifle
[*]Modifiers:
[list][*]Stunned: save or suffer -7 on initiative and -6 to strike, parry, and dodge for 1D6 melee rounds. Also reduce speed by 20%.
[*]Disruption: save vs. non-lethal toxins or be knocked out 1D4 melees; conscious but -2 to initiative, strike, parry, and dodge for 1D6 melees if one saves[/list]
[*]Book Reference: p.176, AU[/list][/size]
Cost: 200,000 credits
A/GM NOTE: Check the Item Validation forum. Zo'Wor Kulot'te owns many unique magic items and alien devices from across the megaverse. He also charges exorbitant prices for rare and unique items.
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Jezebel
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Re: Devilman Exotic Arms (121)

Post by Jezebel »

Perception: 1d20+4 = 23: 19
JiC d20/d100: 1d20 = 10: 10 / 1d100 = 15: 15
Charm/Impress ☞ 60% / 1d100 = 53: 53 (for clearly persuasive purposes)
Invoke Trust/Intimidate ☞ 40% / 1d100 = 10: 10 (for clearly persuasive purposes)
Barter ☞ 38% / 1d100 = 35: 35 (if required for negotiations)
Language: American ☞ 75% / 1d100 = 50: 50 (in case language gets technical)

Jez enters the comparatively modest shop, and regards all the unusual weapons on display. Truly, this world is bizarre. Such a blend of the arcane and the hi-tech, the antique and the new. The markets of this world make even the offerings of the TGE Commerce Satellites pale in comparison. Once she is approached, she'll state her purpose plainly. "I'm here to potentially sell a weapon. It has sentimental value to me as it's from my native dimension, and I'm fairly certain that no similar such weapon exists on this world. Would you be able to assess its value and/or provide me an offer if you're interested?"

She will then detail a description of the Atorian Variable Sonic Rifle, and provide the locker number from which it can be examined if necessary.
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
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Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 67
S.D.C.: 133/133
P.T.P.: 1600/1600
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

Gear
(Equipment post is up to date.)
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Lucid Dreams

Re: Devilman Exotic Arms (121)

Post by Lucid Dreams »

"Interesting..." Zo'Wur says as Jez describes the Atorian sonic rifle.

"I am always interested in acquisitions of rare weapons. And since the rifle is not manufactured locally, it would fit into this category. But rarity alone does not value make. There must also be demand." Zo'Wur looks Jezebel over before continuing, "You say this rifle has sentimental value to you. Tell me about it and about the action this particular weapon has seen and perhaps I can better gauge a fair offer price."

It seems clear to Jezebel that if Zo'Wur is to spend credits on purchasing the weapon, he wants to pay for both the item and its lore.
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Jezebel
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Re: Devilman Exotic Arms (121)

Post by Jezebel »

(rolls held over)
Zo'Wur wrote:"You say this rifle has sentimental value to you. Tell me about it and about the action this particular weapon has seen and perhaps I can better gauge a fair offer price."
Ahh, the unique history sales angle. Kind of makes this place like a boutique weapons shop. I wonder if I should bullshit him? Nah. Frak it. I suppose reality is exotic enough. "Well, to begin with, these are the weapons of choice among many shock troops of the Atorian Empire from my home dimension. The Atorians are a militaristic, acquisitive, and expansionist galactic power rules by six princesses. Their culture is entirely matriarchal, technologically focused, and incredibly ruthless and oppressive." Jez sidles up to the counter near Zo'Wur, gets out a cigar, lights the tip to a cherry red, and continues.

"I came upon this weapon in a skirmish when our group was in...what do you folks call it...K-beck? Anyway, geography isn't my strong suit, but so there we were--no shit--in the middle of some strange cave complex buried in a mountainside when we figure out that it's not a cave, and it's not a mountain. It's a frakking mountain-sized factory satellite from another dimension that's on this planet for some reason, and for some even more inscrutable reason, I find this Atorian weapon among the brick-brack of this complex. I use it to fight off these giant, mechanized crab-like machines, and we escape from the satellite by the skin of our teeth moments before it jumps...no, that's not the term Reaper used...before it folds space and disappears...presumably back to its native dimension, but who really knows, right? I was just glad to be off that rock." Jez considers this string of events a moment, puffing away happily on the cigar.

"Oh wait, no. We ended up on Eyelor...I think that's what it was called. Anyway, it was basically a crazy person's version of hell. Made a deal for our hides with some sort of big-ass tentacle monster that scared the shit outta everyone. I think the others called it a Splugorth. Anyway, that excursion netted us a pretty penny in salvage, but our employer soon sent us to South America...Columbia, I believe was the name of the place."

Jez takes another long, satisfying pull from the cigar. "Anyway, it's a fetid jungle filled with monsters, half-savage humanoids, and some petty dictatorships. We end up fighting off some locals, some monsters, and some nasty diseases down there, and this rifle really saved my back-side a couple times as it has a non-lethal setting that's really effective at incapacitating the target, even if he's in armor. Anyway, that mission was a wash as our employer didn't think it would be a good venue for business. So our employer next sends us to this place called 'The Devil's Tower' out in what Greasy, my sidekick, calls the Wyoming Territories, where we end up clashing with some mages, and also an ancient political-military sect that call themselves 'The Republicans,' and I know all this because this rifle makes it so I don't have to kill everyone who fraks with me in the heat of battle. Saves me a few to interrogate, you see? Anyway, after that crap sandwich, I basically told our employer to get bent, and here I am. Shall I recount to you my experiences of torture as a prisoner of war among the Atorians in my native dimension too, or is that enough?"
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
Don't PM this account. Send all PMs to Augur.
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Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 67
S.D.C.: 133/133
P.T.P.: 1600/1600
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

Gear
(Equipment post is up to date.)
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Lucid Dreams

Re: Devilman Exotic Arms (121)

Post by Lucid Dreams »

"Mmm," Zo'Wur smiles, clearly satisfied with the legend. "That shall suffice. It sounds like you and that weapon indeed have quite a bit of history. You must have fallen on some hard times to be looking to off-load such sentimentality." The D'norr Devilman taps his chin thoughtfully as he considers his options.

"I'm feeling particularly generous after that story," he says, breaking the silence after a tense 30 seconds. "I am willing to offer you 50,000 universal credits for your rifle... However, there is one contingency I have for offering such a handsome sum: that you leave your contact information in case I have a mission that could use your unique expertise."
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Re: Devilman Exotic Arms (121)

Post by Jezebel »

(rolls held over)

Jez considers his offer for a split second. That sum's a bit on the light side, fella. "One moment, please." She steps away from Zo'Wor to make a call on her phone. She dials the number for the NG store. Once she's on the phone with them, she asks for Francis. Once he's on the line, she'll tell him her decision thus far. "Francis, I'll take you up on the 60k in-store credit for the Gladius. I'll be over shortly to get the NGME card biometrically secured to my own ident. Have your techs examined the other item we spoke of yet? I remind you that your pre-inspection offer was 3.25 million universal." She throws Zo'Wor a wink as she says this. She's not been speaking quietly, but the MTE phone's audio is pre-set fairly low given her rather sensitive hearing.
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
Don't PM this account. Send all PMs to Augur.
To help support this site, use paypal.me/LloydRitchey
Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 67
S.D.C.: 133/133
P.T.P.: 1600/1600
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

Gear
(Equipment post is up to date.)
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Lucid Dreams

Re: Devilman Exotic Arms (121)

Post by Lucid Dreams »

Francis' voice comes in clear over her phone. "Confirmed. 60k credit for the Gladius. As for the other item, the tech has arrived and is in the process of running diagnostics on your system. Shouldn't be much longer. But so far, so good."

Jezebel's bargaining prowess is met with a smile and chuckle from Zo'Wur. "Alright, you've convinced me. I will give you 50k for the rifle and an extra 50k to retain you to hear me out for jobs I might have in the future."
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Jezebel
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Re: Devilman Exotic Arms (121)

Post by Jezebel »

Lucid Dreams wrote:Francis' voice comes in clear over her phone. "Confirmed. 60k credit for the Gladius. As for the other item, the tech has arrived and is in the process of running diagnostics on your system. Shouldn't be much longer. But so far, so good."

Jezebel's bargaining prowess is met with a smile and chuckle from Zo'Wur. "Alright, you've convinced me. I will give you 50k for the rifle and an extra 50k to retain you to hear me out for jobs I might have in the future."
Jez smiles and shakes the proprietor's hand quickly, firmly, and briskly. "Well bargained, and done." She hands over her Non-Secure Universal Card for him to add the credits to it. When that's done, she'll hand him the tag to retrieve the weapon from the Defenders' storage armories. Made a few extra credits and made a business contact. Good day so far. Once the exchange is completed, Jez will add, "Okay, now that that's done, what would you like me to hear?"


OOC: I have removed the following from my gear sheet. If you can edit the original post in this thread, just cut and paste it into there for showcasing as a new item.
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
Don't PM this account. Send all PMs to Augur.
To help support this site, use paypal.me/LloydRitchey
Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 67
S.D.C.: 133/133
P.T.P.: 1600/1600
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

Gear
(Equipment post is up to date.)
Image
Lucid Dreams

Re: Devilman Exotic Arms (121)

Post by Lucid Dreams »

((NOTE: Jezebel's equipment thread was not altered. So you don't have the funds unless you updated it yourself.))

Zo'Wur smiles, "I appreciate your eagerness, but I do not have something quite as of yet. If you tell me your team's capacity and give me a frequency I can reach you at, I can contact you when a suitable project comes along." The Devilman seems genuine in his desire to test out Jez's crew, but currently without 'opportunities'.
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Jezebel
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Re: Devilman Exotic Arms (121)

Post by Jezebel »

OOC: 100k funds added to Jez's secure card.

(rolls carried over)

Jez provides Zo'Wur with her MTE cellular number for in-town contact. "If we're in the field, we're effectively unreachable given this planet's curious rejection or ignorance of orbital comm-sats. When we're in town--like at present--this is currently the best way to reach us." Regarding the question of the team's capacity, Jez breaks down the former Explorers Inc. in the simplest terms of manpower, hardware, experience, and specialization of personnel. She then sums it up. "I think we're just about best-suited to reconnaissance or espionage, but really we're competent and flexible enough to handle any task of a manageable scale." She bids Zo'Wur adieu, and heads back out to the NG store trying not to look back at the Atorian weapon she'd just traded away for a song.

(NG Store)
com⋅pli⋅cat⋅ed [kom-pli-key-tid] –adjective: 1. composed of elaborately interconnected parts; complex. 2. difficult to analyze, understand. Synonyms: involved, tangled, Jezebel
Don't PM this account. Send all PMs to Augur.
To help support this site, use paypal.me/LloydRitchey
Conditions
Note: Critical strike on an unmodified roll of 18, 19 or 20.
-10% Penalty when using skills to operate in unfamiliar, high-tech Rifts science & engineering fields.
H.P.: 67
S.D.C.: 133/133
P.T.P.: 1600/1600
• Charm/Impress: 60%
• Invoke Trust/Intimidate: 88%
• Nightvision: 600'
• Resistant to Energy Damage
• Sensitive Hearing (20 decibels beyond normal human range)
• Can perform a non-combat action at no cost and without penalty even while engaged in combat
• Embodiment of physical perfection for her race; Appears to be one level higher and more powerful than actual; Tends to be fidgety and has trouble sleeping; Ambidextrous

Gear
(Equipment post is up to date.)
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John Altfeld
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Re: Devilman Exotic Arms (121)

Post by John Altfeld »

Perception: 1d100 = 81: 81
JiC d20/d100: 1d20 = 16: 16 / 1d100 = 25: 25

John enters Devilman Exotic Arms, looks around and makes directly for the proprietor.

Well, the sign made it easy to pick him out!

"Hey hey, I'm John and based on my last conversation, I doubt you'll have it, but I'm looking for a weapon that can kill ghosts, spirits, entities, that kind of thing. Intangible critters. If it's a sword, that's preferable. If it's a really huge sword, that's even better. If there's a separate show room for gear for giants and giant robots, I wouldn't mind taking a look at that, too."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
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: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
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 900'
• See the invisible
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Augur
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Re: Devilman Exotic Arms (121)

Post by Augur »

John Altfeld wrote:John enters Devilman Exotic Arms, looks around and makes directly for the proprietor. "Hey hey, I'm John and based on my last conversation, I doubt you'll have it, but I'm looking for a weapon that can kill ghosts, spirits, entities, that kind of thing. Intangible critters. If it's a sword, that's preferable. If it's a really huge sword, that's even better. If there's a separate show room for gear for giants and giant robots, I wouldn't mind taking a look at that, too."
Zo'Wur smiles. "A separate showroom?" He laughs warmly, "No, friend, I'm afraid not. I don't run an expansive, meet-every-need operation like NG. My shop is but a humble operation catering to the 'exotic' niche market." He considers John's request, "I've heard of incredibly powerful and rare weapons such as you describe, I've even seen one upon one occasion as a young mind melter in the local merc squad, Heroes for Hire, once had a sword of such ancient design and came to me to identify it." He throws his hands in the air, "but alas, I have nothing in stock of that kind. If you're interested, I could perhaps design such a TW weapon, though I guarantee you it would be quite expensive as there's little chance that I could manage such a feat myself, but I find the indea intriguing!"
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John Altfeld
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Re: Devilman Exotic Arms (121)

Post by John Altfeld »

ROLLS HELD

John laughs, "I clearly don't know much about magic because I assumed this was problem people had already worked out. Well, if you want to put some kind of general idea for that kind of weapon together, I'm happy to listen. If it's a techno-wizard item, though it'll have to run off of drained 'life energy' like this light-blade. I'm not a mage."

He smiles. "I'll give you some time to think the problem over. If you come up with a solution, let me know along with how much you think it'll cost. Otherwise, I'll be in the market for a weapon with those capabilities if you run across one. Or things for giants. I know a guy."

"Either way, it was good meeting you!"

John waits for his reply, then heads out to the Roughnecks compound.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
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: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
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 900'
• See the invisible
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James Miller
Posts: 88
Joined: Sun Jun 19, 2016 10:22 pm

Re: Devilman Exotic Arms (121)

Post by James Miller »

Perception: 1d20+9 = 17: 8
JiC d20/d100: 1d20 = 4: 4 / 1d100 = 79: 79
Invoke Trust/Intimidate:80%| 1d100 = 4: 4(Looking for TW Jammer)
Invoke Trust/Intimidate:80%| 1d100 = 37: 37(Looking for TW Jammer)

As James makes his way through the bustling Arms Bazaar his senses are on overload. Crowded places have always made him uncomfortable, "God damn shit, why the fuck am I here and why can't there be less people. I just want to get my shit and leave." Seeing the sign for "exotic arms", James ducks into the store as much to escape the street as to find what he was looking for. When he finds an employee his internal surliness becomes non existent as he speaks, "Hello there friend, this is a real gem of a shop. I'm glad I happened by it." James will decide on how to proceed with his small talk based on the employee reacts to him, talking more or less depending. Once the topic of what he's looking for comes up he will ask, "I had a friend I used to work with that used to use a real handy piece, got us out of a couple real touchy situations. It was a little pistol looking thing but had been all magic'ed up to make mechanical components not function. I think he called it a TW Jammer, you carry any of those here?"
James
Ledger
[ooc=Conditions]NE-CW20 Camouflage Variable Armor
M.D.C. by Location:
• Helmet: 40/40
• Arms: 20/20, 20/20
• Legs: 30/30, 30/30
• Main Body: 80/80
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill
[/ooc]
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Townsend
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Re: Devilman Exotic Arms (121)

Post by Townsend »

James Miller wrote:Perception: Original post: 1d20+9 = 17: 8
JiC d20/d100: Original post: 1d20 = 4: 4 / Original post: 1d100 = 79: 79
Invoke Trust/Intimidate:80%|Original post: 1d100 = 4: 4(Looking for TW Jammer)
Invoke Trust/Intimidate:80%|Original post: 1d100 = 37: 37(Looking for TW Jammer)

As James makes his way through the bustling Arms Bazaar his senses are on overload. Crowded places have always made him uncomfortable, "God damn shit, why the fuck am I here and why can't there be less people. I just want to get my shit and leave." Seeing the sign for "exotic arms", James ducks into the store as much to escape the street as to find what he was looking for. When he finds an employee his internal surliness becomes non existent as he speaks, "Hello there friend, this is a real gem of a shop. I'm glad I happened by it." James will decide on how to proceed with his small talk based on the employee reacts to him, talking more or less depending. Once the topic of what he's looking for comes up he will ask, "I had a friend I used to work with that used to use a real handy piece, got us out of a couple real touchy situations. It was a little pistol looking thing but had been all magic'ed up to make mechanical components not function. I think he called it a TW Jammer, you carry any of those here?"
The D'Norr Devilman thoughtfully looks at you as he cradles his right elbow in his hand and taps on one of his horns with his right index finger. "Sounds mighty familiar, but who knows with them TW types naming the same damn thing a hundred different ways, or give the same damn name to a hundred different things! Sorry friend that I couldn't have been of more help. However, I would recommend going over to the Mystic Quarter and asking about. I'm sure someone there should be able to set you straight."
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Re: Devilman Exotic Arms (121)

Post by Yojimbo »

Perception: 1d100 = 55: 55 / 22%
JIC (20): 1d20 = 14: 14
JIC (100): 1d100 = 100: 100

Yojimbo enters the Devilman's store after checking to see if it will support his weight. Satisfied that it will, he examines the wares, looking for any of Japanese make.

He is particularly interested in the Techno-Wizard weapons, and how they function, as Techno-Wizardry is all but unknown on Wormwood and in Japan.
Contingency
If Devilman or an associate asks how Yojimbo can be helped, he will reply by asking how "one of these devices" works, while pointing at a TW item (probably melee), because they look different and interesting to him. He will also comment on any legitimate Japanese melee weapons (not long arms)
Yojimbo
Current Status
M.D.C. (main body): 1032/1032
P.P.E.: 460/460
I.S.P.: 85/85


Weapons and Items Worn or Carried

[ooc=Always On]
  • See the Invisible
  • Nightvision (1000ft)
  • Indefatigable
[/ooc]
[ooc=Saving Throws, Bonuses, and other handy information]Saving Throw Bonuses
Coma/Death: N/A! Depleting the main body (or destroying the head) will destroy Yojimbo.
Magic (varies): +4
Lethal Poison (14+): N/A
Non-Lethal Poison (16+): N/A
Insanity (12+): +4
Psionics (12): +7
Horror Factor (varies): +5
Impervious to supernatural possession, can survive indefinitely in vacuum/at any depth, impervious to weather/exposure, indefatigable, impervious to poison, drugs, or magic potions, cannot be turned into a vampire, immune to vampire's mind control bite
Rune weapons and fire inflict double damage Holy Terrors. Furthermore, Holy Terrors cannot use any type of symbiotic organism or learn to commune with Wormwood magic. They can draw power from symbiotic crystals and stones.[/ooc]
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Re: Devilman Exotic Arms (121)

Post by Zoe Barenger »

As he enters the shop, Yojimbo notices all sorts of weapons. As he looks around, he does notice the spirit Daisho as well as a few random Japanese style vibro blades as a beautiful Zhanmadao blade.


Battle Fury Blade
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The storekeeper watches as Yojimbo wanders the store. Seeing him stop in front of the blade, ”You have a fine eye.” he listens as Yojimbo asks his question about TW items. With a flourish and a bow, ”My name is Zo'Wor Kulot'te. I am a collector and retailer of exotic weapons, and I dabble in making them.” He turns and picks up the weapon. ”Please try it. I have space just here. I will try to explain as you regard the weapon.” He moves to the back of the shop.

As Yojimbo carefully follows, Zo’Wor continues. ”Techno-Wizardry, or TW as it is known. This is a fairly new type of magic. Hasn't been around long, maybe a couple of hundred years at the most. It is a mix of tech and magic, triggered by the user’s will.” He watches the giant with an approving eye. ”Try this one.” He holds a 2H katana out by the hilt. When Yojimbo touches it, he feels the magic in it. When he concentrates, the blade ignites in flame.

2H Katana
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Re: Devilman Exotic Arms (121)

Post by Yojimbo »

**rolls held**
Zoe Barenger wrote:As he enters the shop, Yojimbo notices all sorts of weapons. As he looks around, he does notice the spirit Daisho as well as a few random Japanese style vibro blades as a beautiful Zhanmadao blade.

Image
Yojimbo looks over the different weapons with admiration, and stops when he sees the Spirit Diasho. If one could read his emotions, one would feel turmoil inside of the armored giant, as the memories flood back, just as fresh as if they happened yesterday... memories of the ronin and the two beautiful children - three people that were very close, and very dear to Yojimbo - gone, in a flash. The giant looks down for a moment as he remembers what happened.

It happened so quickly... and they were gone so fast...

He snaps back to reality, forcing away the all-too-fresh pain and sense of loss our of his head, and moving on to the next piece, a real show stopper Zhanmadao blade.
Zoe Barenger wrote:The storekeeper watches as Yojimbo wanders the store. Seeing him stop in front of the blade, ”You have a fine eye.” he listens as Yojimbo asks his question about TW items. With a flourish and a bow, ”My name is Zo'Wor Kulot'te. I am a collector and retailer of exotic weapons, and I dabble in making them.” He turns and picks up the weapon. ”Please try it. I have space just here. I will try to explain as you regard the weapon.” He moves to the back of the shop.
"Hajimemashite, Zo'Wor Kulot'te" he says, while bowing politely. As before, if the Devilman looks confused or does not appear to know what Yojimbo said, he provides a helpful translation: "It is a pleasure to meet you." He then takes out an empty book (for writing or drawing), and begins scribbling in it, taking notes about everything the shopkeeper has said, and will say, for the foreseeable future.

He takes the sword from the shopkeeper and follows him to the back where there is room to "feel" the blade through handling.
Zoe Barenger wrote:”Techno-Wizardry, or TW as it is known. This is a fairly new type of magic. Hasn't been around long, maybe a couple of hundred years at the most. It is a mix of tech and magic, triggered by the user’s will.” He watches the giant with an approving eye.
Yojimbo tests the blade, going through a few moves, admiring the craftsmanship. "This is a very nice blade indeed. Well balanced and of fine craftsmanship. Thank you for allowing me to test it." he says to Zo'Wor, bowing, and then adds the notes about Techno-Wizardry to his book.
Zoe Barenger wrote:”Try this one.” He holds a 2H katana out by the hilt. When Yojimbo touches it, he feels the magic in it. When he concentrates, the blade ignites in flame.

2H Katana
Image
Ahh, now this - this may be just the item I need. Yojimbo marvels at the blade, being careful to avoid the flame, but fascinated nonetheless.

"A mix of technology and magic, you say? I see - even feel the magic, though I cannot say that I see the technology in this one. Is it miniaturized or hidden somehow?" he asks the proprietor.

Yojimo will also ask the D'norr what the prices of the Zhanmadao and Katana are, and write those down in his book as well. He will also ask the Devilman the costs of getting the weapons silver-plated, or if he knows of a place that will do the requested work.
Yojimbo
Current Status
M.D.C. (main body): 1032/1032
P.P.E.: 460/460
I.S.P.: 85/85


Weapons and Items Worn or Carried

[ooc=Always On]
  • See the Invisible
  • Nightvision (1000ft)
  • Indefatigable
[/ooc]
[ooc=Saving Throws, Bonuses, and other handy information]Saving Throw Bonuses
Coma/Death: N/A! Depleting the main body (or destroying the head) will destroy Yojimbo.
Magic (varies): +4
Lethal Poison (14+): N/A
Non-Lethal Poison (16+): N/A
Insanity (12+): +4
Psionics (12): +7
Horror Factor (varies): +5
Impervious to supernatural possession, can survive indefinitely in vacuum/at any depth, impervious to weather/exposure, indefatigable, impervious to poison, drugs, or magic potions, cannot be turned into a vampire, immune to vampire's mind control bite
Rune weapons and fire inflict double damage Holy Terrors. Furthermore, Holy Terrors cannot use any type of symbiotic organism or learn to commune with Wormwood magic. They can draw power from symbiotic crystals and stones.[/ooc]
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Re: Devilman Exotic Arms (121)

Post by Zoe Barenger »

[quote="Yojimbo] "Hajimemashite, Zo'Wor Kulot'te" he says, while bowing politely. As before, if the Devilman looks confused or does not appear to know what Yojimbo said, he provides a helpful translation: "It is a pleasure to meet you." He then takes out an empty book (for writing or drawing), and begins scribbling in it, taking notes about everything the shopkeeper has said, and will say, for the foreseeable future.

He takes the sword from the shopkeeper and follows him to the back where there is room to "feel" the blade through handling. [/quote]

Zo'Wor looks at Yojimbo with a slightly bewildered look. ”Well, my large friend. If you look at the hilt. * points* You will see some wires and precious stones. That is part of it. Anymore is a secret that is known to Techno-Wizards alone.” As they arrive at the practice area. Zo’Wor hands over the blade.

[qoute] Yojimbo will also ask the D'norr what the prices of the Zhanmadao and Katana are, and write those down in his book as well. He will also ask the Devilman the costs of getting the weapons silver-plated, or if he knows of a place that will do the requested work. [/quote]

Zo’Wor returns the blade to its stand. As Yojimbo asks about prices, Zo’Wor nods. ’Yes, the flaming blade is not always available, but that one is 90,000 credits.” He pauses as Yojimbo continues, then with a breathe. ”*Sigh* That particular sword is not for sale, well not to just anybody. The person wanting it must be of good heart, strong will, and above all, the sword must agree. The material cost is 13 million credit, non-negotiable.” He stands quietly as Yojimbo writes in his book. After a few moments, Zo'Wor snaps his fingers as his eyes go wide. "Try Arms of Yore!! I know that they may have what you are looking for, or at least, they can craft it. The dwarves do good work.".
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Re: Devilman Exotic Arms (121)

Post by Yojimbo »

**ROLLS HELD**
Zoe Barenger wrote: Zo'Wor looks at Yojimbo with a slightly bewildered look. ”Well, my large friend. If you look at the hilt. * points* You will see some wires and precious stones. That is part of it. Anymore is a secret that is known to Techno-Wizards alone.”
The metallic monstrosity nods. "Ahh, I see. I had misunderstood you before. Your explanation is much appreciated."

I will remember this. Techno-Wizardry combines elements of technology and powers them with magic. He tries to wrap his head around the ideas, but is baffled as to how it all works. Perhaps what the horned gentleman said is correct - only the Techno-Wizards really understand how it all works.
Zoe Baregner wrote:Zo’Wor returns the blade to its stand. As Yojimbo asks about prices, Zo’Wor nods. ’Yes, the flaming blade is not always available, but that one is 90,000 credits.” He pauses as Yojimbo continues, then with a breathe. ”*Sigh* That particular sword is not for sale, well not to just anybody. The person wanting it must be of good heart, strong will, and above all, the sword must agree. The material cost is 13 million credit, non-negotiable.” He stands quietly as Yojimbo writes in his book. After a few moments, Zo'Wor snaps his fingers as his eyes go wide. "Try Arms of Yore!! I know that they may have what you are looking for, or at least, they can craft it. The dwarves do good work.".
Yojimbo writes down the information in his notebook carefully.

Spirit Zhanmandao diasho - 13 million credits, and wielder must be pure, strong of heart, and sword must bind willingly. Large flaming Katana - 90,000 credits. Hmm... he muses, remembering his current credit balance - zero.

It would seem I have some saving to do for these items. Perhaps I will visit these dwarves he mentioned and see this 'Arms of Yore' next.

"Dōmo arigatōgozaimashita*, Zo'Wor Kulot'te."
Skill Rolls
Anthropology (to determine the proper way to excuse himself without offending the store owner) --> 1d100 = 88: 88 / 42%
Calligraphy (to successfully draw the characters) --> 1d100 = 31: 31 / 47%

Certain he will offend the store owner if he leaves at this point, he then takes out a small piece of paper and his brush, dips it in some ink, and draws the characters for "devil" and "man" on it.

After drawing them and, satisfied they are correct in meaning, beauty, and simplicity, he puts the brush and ink away, and hands the paper to Zo'Wor.

Hoping the offense will be forgiven, he opts to excuse himself properly in the most polite way he can think of to convey it: "Shitsurei shimasu!**" he says, again translating if there is confusion, before following up with "Your hospitality will not be forgotten. I hope our paths cross again... perhaps, when I am more able to entertain a purchase of your fine wares."

He then bows politely, several times, as if to beg forgiveness for being so rude to the proprietor of Devilman Exotic Arms, hands him the paper with the characters drawn on it as restitution for the offense of leaving so rudely, and walks out the door to seek Arms of Yore.
Translations
*=Thank you very much
**=A formal way of taking one's leave from a superior or stranger, this saying conveys the idea of "please excuse me for leaving you" or "please excuse me for being the first to leave"
((Arms of Yore))
Yojimbo
Current Status
M.D.C. (main body): 1032/1032
P.P.E.: 460/460
I.S.P.: 85/85


Weapons and Items Worn or Carried

[ooc=Always On]
  • See the Invisible
  • Nightvision (1000ft)
  • Indefatigable
[/ooc]
[ooc=Saving Throws, Bonuses, and other handy information]Saving Throw Bonuses
Coma/Death: N/A! Depleting the main body (or destroying the head) will destroy Yojimbo.
Magic (varies): +4
Lethal Poison (14+): N/A
Non-Lethal Poison (16+): N/A
Insanity (12+): +4
Psionics (12): +7
Horror Factor (varies): +5
Impervious to supernatural possession, can survive indefinitely in vacuum/at any depth, impervious to weather/exposure, indefatigable, impervious to poison, drugs, or magic potions, cannot be turned into a vampire, immune to vampire's mind control bite
Rune weapons and fire inflict double damage Holy Terrors. Furthermore, Holy Terrors cannot use any type of symbiotic organism or learn to commune with Wormwood magic. They can draw power from symbiotic crystals and stones.[/ooc]
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Re: Devilman Exotic Arms (121)

Post by Zoe Barenger »

Yojimbo wrote: The metallic monstrosity nods. "Ahh, I see. I had misunderstood you before. Your explanation is much appreciated."
Zo’Wor smiles. ”You are the kind of customer i enjoy. Polite, respectful of property and a willingness to learn is rare. For that I thank you.” He adds a bow of respect as he speaks. Zo stands there watching as the giant uses a gentle hand to scribble in his notebook. He continues standing there in silence and mild amazement As the giant pulls out ink and brush and starts to draw.
Yojimbo wrote: Hoping the offense will be forgiven, he opts to excuse himself properly in the most polite way he can think of to convey it: "Shitsurei shimasu!**" he says, again translating if there is confusion, before following up with "Your hospitality will not be forgotten. I hope our paths cross again... perhaps when I am more able to entertain a purchase of your fine wares."
There is a silence that seems to hang for a moment. ”It was my honor to have you in my humble store. Please return at anytime.” He hands Yojimbo a small business card. He then watches as the giant bows several times in rapid succession. Finally, Zo’Wor places his hand gently on the big man's shoulder. As Yojimbo stands straight the “note” as it were was in his hand. Zo’Wor accepts it reverently with both hands. ”I will treasure this. Thank you.” He returns to his duties as Yojimbo leaves.
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Re: Devilman Exotic Arms (121)

Post by John Altfeld »

Perception: 1d100 = 52: 52 / 73%
JiC d20/d100: 1d20 = 7: 7 / 1d100 = 7: 7

John enters the store and quietly browses the weapons, until he realizes he'll probably need help. Then he approaches the proprietor and says, "Excuse me, I find I have a somewhat strange request. I need a weapon that kill intangible beings. There's a demon who can only be hurt with roses and I find that unacceptable as an answer."

OOC: Looking for a Giant Mutant Bone Sword, Madhaven pg. 82 Uncommon in Madhaven, but Very Rare here as per the availability guidance stating "Items unique to a certain geographical region are never to be considered anything less than Very Rare in any other location."


Lore: Magic: 1d100 = 100: 100 / 66% (81%-15% (+5% from store bonus, -20% for Very Rare)
Barter: 1d100 = 46: 46 / 47% (62%-15% (+5% from store bonus, -20% for Very Rare)
Appraise Goods: 1d100 = 16: 16 / 41% (56%-15% (+5% from store bonus, -20% for Very Rare)
Invoke Trust: 1d100 = 16: 16 / 20% (35%-15% (+5% from store bonus, -20% for Very Rare)

Research: 1d100 = 75: 75 / 36% (51%-15% (+5% from store bonus, -20% for Very Rare)
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
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: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
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 900'
• See the invisible
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Re: Devilman Exotic Arms (121)

Post by Lahz »

Perception [45%]: 1d100 = 82: 82 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 10: 10
JiC D100: 1d100 = 93: 93

Conditions: Telemechanics (0 ISP, Constant, 5ft, 99%), 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 [Curious, Interested] (100ft to psychics, 12ft to non-psychics), Roadrunner PA, Sustain (18 Days)

ISP: 221/221

Telemechanics [99%]: 1d100 = 77: 77




Ray and Lahz walk into Devilman's looking for few eclectic items. When they enter Lahz signals for Ray to take up a spot by the door and enters on his own to find a salesman. Once he does so, the Elf waves in a friendly manner, "Pardon me, I was referred here to come looking for some gear related to the Xiticix ...

[2] Xiticix Mace [GMG Pg 180, Market Cost: 11,000 to 15,000 credits; uncommon]
[2] Xiticix Sickle Axe [GMG Pg 180, Market Cost: 12,000 to 15,000 credits; uncommon]
[4] Xiticix Long Sword [GMG Pg 180, Market Cost: 12,000 to 15,000 credits; uncommon]
[2] Xiticix TK-Rifle [GMG Pg 181, Market Cost: 110,000 to 150,000 credits; very rare]
[2] Xiticix Resin Spike Gun [GMG Pg 181, Market Cost: 90,000 to 120,000 credits; very rare]
Availability
Appraise Goods 93%: 1d100 = 76: 76
Barter 62%: 1d100 = 19: 19
Lore: Demons & Monsters 50%: 1d100 = 81: 81
Charm/Impress: 45%: 1d100 = 24: 24

Appraise Goods 93%: 1d100 = 20: 20
Barter 62%: 1d100 = 48: 48
Lore: Demons & Monsters 50%: 1d100 = 83: 83
Charm/Impress: 45%: 1d100 = 47: 47

Appraise Goods 93%: 1d100 = 52: 52
Barter 62%: 1d100 = 25: 25
Lore: Demons & Monsters 50%: 1d100 = 24: 24
Charm/Impress: 45%: 1d100 = 10: 10

Appraise Goods 93%: 1d100 = 47: 47
Barter 62%: 1d100 = 91: 91
Lore: Demons & Monsters 50%: 1d100 = 95: 95
Charm/Impress: 45%: 1d100 = 74: 74

Appraise Goods 93%: 1d100 = 10: 10
Barter 62%: 1d100 = 78: 78
Lore: Demons & Monsters 50%: 1d100 = 47: 47
Charm/Impress: 45%: 1d100 = 67: 67
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: Devilman Exotic Arms (121)

Post by Armstrong »

The Devilman turns to look at you and laughs slightly.

"I'll say one thing for you lad, you are persistent or just have a real problem with ghosts and spirits. Now, it just so happens I do have something in stock. Admittedly, it is on the large size and I am not sure you are big enough to carry it." He points to the back where there is a large, approximately nine foot sword, made out of what appears to be bone.

"Still, if you want it, I can let you have it for 30000 credits."
Roughnecks AGM
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John Altfeld
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Re: Devilman Exotic Arms (121)

Post by John Altfeld »

ROLLS HELD

John eyes the sword, "As long as that kills ghosts, I can handle it."

He reaches out, shakes Zo'wor's hand and pays him. "Don't bother wrapping it up, I'll carry it out."

John then walks out, with the sword over his shoulder, goes to the Roughnecks compound and drops it off, before heading to Magefire Weapons
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
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: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
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 900'
• See the invisible
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The Apothecary
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Re: Devilman Exotic Arms (121)

Post by The Apothecary »

Lahz wrote:
Ray and Lahz walk into Devilman's looking for few eclectic items. When they enter Lahz signals for Ray to take up a spot by the door and enters on his own to find a salesman. Once he does so, the Elf waves in a friendly manner, "Pardon me, I was referred here to come looking for some gear related to the Xiticix ...

[2] Xiticix Mace [GMG Pg 180, Market Cost: 11,000 to 15,000 credits; uncommon]
[2] Xiticix Sickle Axe [GMG Pg 180, Market Cost: 12,000 to 15,000 credits; uncommon]
[4] Xiticix Long Sword [GMG Pg 180, Market Cost: 12,000 to 15,000 credits; uncommon]
[2] Xiticix TK-Rifle [GMG Pg 181, Market Cost: 110,000 to 150,000 credits; very rare]
[2] Xiticix Resin Spike Gun [GMG Pg 181, Market Cost: 90,000 to 120,000 credits; very rare]
Availability
Appraise Goods 93%: Original post: 1d100 = 76: 76
Barter 62%: Original post: 1d100 = 19: 19
Lore: Demons & Monsters 50%: Original post: 1d100 = 81: 81
Charm/Impress: 45%: Original post: 1d100 = 24: 24

Appraise Goods 93%: Original post: 1d100 = 20: 20
Barter 62%: Original post: 1d100 = 48: 48
Lore: Demons & Monsters 50%: Original post: 1d100 = 83: 83
Charm/Impress: 45%: Original post: 1d100 = 47: 47

Appraise Goods 93%: Original post: 1d100 = 52: 52
Barter 62%: Original post: 1d100 = 25: 25
Lore: Demons & Monsters 50%: Original post: 1d100 = 24: 24
Charm/Impress: 45%: Original post: 1d100 = 10: 10

Appraise Goods 93%: Original post: 1d100 = 47: 47
Barter 62%: Original post: 1d100 = 91: 91
Lore: Demons & Monsters 50%: Original post: 1d100 = 95: 95
Charm/Impress: 45%: Original post: 1d100 = 74: 74

Appraise Goods 93%: Original post: 1d100 = 10: 10
Barter 62%: Original post: 1d100 = 78: 78
Lore: Demons & Monsters 50%: Original post: 1d100 = 47: 47
Charm/Impress: 45%: Original post: 1d100 = 67: 67
The shopkeep listens to what Lahz is looking for. "Hmmm. Let me check the stock. We don't generally get Xiticix weapons in." After a few minutes the man comes back. "Well I have one mace, two long swords and two sickle axe's in stock right now. If you want them it will run you 85,000 UC."
"Death may be a small mercy for some. Others come to me for the cure. Temporary or permanent I have it all."

AGM For: AAPS/Spooks

PCs: Wolf Whitaker (Roughnecks); Raz I'Syul Arro (GR); Kieko (H4H); Hellhound (VR)

GM: Sum Of All Fears (MARS/Atlantis)

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Lahz
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Re: Devilman Exotic Arms (121)

Post by Lahz »

Perception [45%]: 1d100 = 91: 91 [+15% involving Electronics or Machines]
JiC D20: 1d20 = 20: 20
JiC D100: 1d100 = 2: 2

Conditions: Telemechanics (0 ISP, Constant, 5ft, 99%), 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 [Curious, Interested] (100ft to psychics, 12ft to non-psychics), Roadrunner PA, Sustain (18 Days)

ISP: 221/221

Telemechanics [99%]: 1d100 = 80: 80


The Apothecary wrote:The shopkeep listens to what Lahz is looking for. "Hmmm. Let me check the stock. We don't generally get Xiticix weapons in." After a few minutes the man comes back. "Well I have one mace, two long swords and two sickle axe's in stock right now. If you want them it will run you 85,000 UC."
Lahz nods patiently knowing that sometimes these things take a while. When the shopkeep returns the Elf agrees cordially, "Sure, sure the bugs are a pain ... I appreciate you checking the back and I'll take all of those items available." He pulls out a card and hands off 85,000 credits, then sends Ray to drop the items in the car so they can head into the Mystic Quarter [[ Crimson Dragon ]] .
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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Murdoc
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Re: Devilman Exotic Arms (121)

Post by Murdoc »

Percep 77%: 1d100: [52] = 52
JIC: 1d20: [10] = 10 1d100: [64] = 64

Murdoc pays the truck driver three times what the kid wanted for the job then pulls the crate off the back of the truck.

Making his way into the shop with a crate holding the Sploog loot plus the claim tickets for whatever the Defender's wouldn't let him enter Merctown with, Murdoc stands just inside the door and cranes his head around to see if there is some kind of desk or window for people selling off gear. His eye catches all the exotic gear and his only concern is that he may have to hock the armor somewhere else.

When approached by an employee of the shop, Murdoc says, "Any chance you guys are buying right now. I got a few things you can take a look at." He indicates the crate he's carrying but hefting it up a few inches.

Shopping/selling Rolls
Find Contraband: 68%= 1d100: [42] = 42
Lore: Demons & Monsters 65%= 1d100: [74] = 74
Recognize Weapon Quality 75%= 1d100: [51] = 51
Gambling (Standard) 70%= 1d100: [45] = 45
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Re: Devilman Exotic Arms (121)

Post by Consumer »

The D'nor Devilman who runs Devilman Exotic Arms looks at Murdoc. "I'm not particularly looking for anything at the moment, but that doesn't mean I'm not buying, Let's see what you have to offer." He says gesturing for Murdoc to put the crate on the counter.

The D'nor pulls each item out of the crate carefully, so as to mot do any damage. "Hmmm, Splugorth and Kittiani manufacture. Not a huge market here in MercTown. The Taboo attached to it, turn most goodly folks. Though I do get the occasional request for them from the less scrupulous." He says before smiling as he pulls out the Laser Wrist Blaster, it turns to a slight frown when he sees there is only one. The D'nor shrugs and continues.

Once he's done he place each item back into the crate as he retrieved them. "Pardon me a moment, while I check my books." The D'nor says before stepping away for approximately five minutes. He comes back with a small piece of paper with some scribbles on it. "I can offer you a little over one hundred and fifty thousand for the entire lot."

3 K-1 Sniper Laser Rifle & Launcher 12,000 credits each
Laser Wrist Blaster 4,400 credits
KEP-Special Energy Pump Pistol 5,200 credits
2 Environmental Body Armor (Medium) 35,000 credits each
Grand total: 150,600 Universal credits
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)
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Re: Devilman Exotic Arms (121)

Post by Murdoc »

Percep 77%: 1d100: [46] = 46
JIC: 1d20: [18] = 18 1d100: [11] = 11

Murdoc gives the man an even look, You got that right. Most of the team didn't want to have anything to do with the Splugorth and Kittiani stuff. Seems a fair price, maybe I should try and haggle it up a little. Just to play along? He looks down at the crate again, then back at the Devilman. Frak it, he extends a hand to seal the deal, "You got a deal brother." He gives the man a smile, "If I come across anything interesting in the future, I'll be sure to bring it in here and give you first crack at it."

After a moment and idea comes to mind and Murdoc asks, "There anything you're looking for?"

If there is, Murdoc says, "I'll keep an eye out for it." Then he takes the payment heads back to The Farm with a grin, This should be a nice little jog back to the Farm. Half speed'll be what, two minutes?
Last edited by Murdoc on Wed Feb 10, 2021 10:30 pm, edited 1 time in total.
Travis Murdoc

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Re: Devilman Exotic Arms (121)

Post by Consumer »

The D'nor Devilman, slides a secure credit card across the counter, while he motions for one of his associates to haul the crate off. "I'm always looking for unique, and rare things, but no nothing in particular. Thank you for stopping by." The man says before Murdoc heads out.

On his way out Murdoc gets a strange sensation and he feels like he's having a thought, but it isn't his own... It also has no substance to it either. But all in all it makes his cyberware ache a bit.
"Death is the only true constant, for everything dies, but not everything truly lives."
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