Crossed Signals

Into the Breach: The 110th begins their operation.

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Culter
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Re: Crossed Signals

Post by Culter »

Perception: 1d100 = 11: 11 / 49%
JiC: 1d100 = 57: 57 / 1d20 = 5: 5

Conditions: Electric Aura [26/26 MDC] | I.S.P.: 153/163

Skills:
Pilot, Robots and PA: 1d100 = 64: 64 / 72% [Efficient flying]
Electronic Countermeasures: 1d100 = 53: 53 / 60% [Keep up the jamming]

Combat:
APM: 7
Initiative: 1d20+5 = 9: 4

A1: Fire with CR-40R Rail Gun at pointed target. Strike: 1d20+6 = 13: 7 | DMG: 1d4*10 = 30: 3
A2: Fire with CR-40R Rail Gun at pointed target. Strike: 1d20+6 = 23: 17 | DMG: 1d4*10 = 20: 2
A3: Fire with CR-40R Rail Gun at pointed target. Strike: 1d20+6 = 23: 17 | DMG: 1d4*10 = 30: 3
A4: Fire with CR-40R Rail Gun at pointed target. Strike: 1d20+6 = 19: 13 | DMG: 1d4*10 = 20: 2
A5: Fire with CR-40R Rail Gun at pointed target. Strike: 1d20+6 = 19: 13 | DMG: 1d4*10 = 10: 1
A6: Fire with CR-40R Rail Gun at pointed target. Strike: 1d20+6 = 24: 18 | DMG: 1d4*10 = 10: 1
A7: Fire with CR-40R Rail Gun at pointed target. Strike: 1d20+6 = 13: 7 | DMG: 1d4*10 = 30: 3

Parries: 1d20+6 = 7: 1 | 1d20+6 = 19: 13 | 1d20+6 = 7: 1 | 1d20+6 = 15: 9 | 1d20+6 = 19: 13 | 1d20+6 = 24: 18 | 1d20+6 = 13: 7
Auto-Dodges: 1d20+2 = 15: 13 | 1d20+2 = 18: 16 | 1d20+2 = 10: 8 | 1d20+2 = 21: 19 | 1d20+2 = 5: 3 | 1d20+2 = 17: 15 | 1d20+2 = 16: 14 | 1d20+2 = 21: 19

Contingency:
Will reactivate Electric Aura if it pops.
Will switch and focus targets with teammates.

Post:

Culter is rather satisfied with the amount of death that his allies are bringing down upon the enemies and acknowledges James's orders, keeping on firing. "Focusing fire." He states and will focus fire with his allies to eliminate the enemies quickly, circling the field from above to avoid being shot. We'll teach these sods the mistake they made by giving them a quick death. That is the only mercy they receive. He thinks amid the volley of rail fire.
Please Do Not PM This Account, PM Underguard Instead

Everett Culter (40-4th) || EP Ledger | Other PCs: Ronan Deshe (Spook Squad) | Scythe (Phase World: Galactic Rogues) | Theron Wymond (PFRPG B)| Harbinger (Phase World: Void Reavers)
Constant Stats and Abilities
Active Abilities:
I.S.P.: 163/163 || H.P.: 31/31 || S.D.C.: 38/38

Callsigns: Plasma, The Electrician

Impervious to Electricity: Completely immune to electricity, magical or others (lightning, etc). Energy, Lasers, Plasma and Particle Beams as well as other Energy sources do half-dmg. Magical energy, other than electrical, does full.

Active Gear:
Worn: Smiling Jack Samas | Coalition Gear sheet

Saving Throw Bonuses
Coma/Death: 2%
Magic (varies): N/A
Lethal Poison (14+):
Non-Lethal Poison (16+): N/A
Insanity (12+): +2
Psionics (10+): +3
Horror Factor (varies): +6
Possession (varies): +2
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Drummond Leighton
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Re: Crossed Signals

Post by Drummond Leighton »

Perception: 33% vs 1d100 = 27: 27 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20 = 8: 8, 1d100 = 15: 15

[ooc=Sensors]Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sensor
Radiation Sensor[/ooc]

Damage:

CA-6C Main Body: 149/200 (I added the damage from last round to the previous damage, is this correct?)
CA-6 Right Arm: 77/100

The cyborg sees the two remaining things backing away. "Oh, no, you aren't going anywhere." He rushes towards the nearest and makes a grab with both hands, then uses his massive strength pitches it up in the air towards the cemetery. Happy traveling! he thinks as he throws. Remembering the target practice he'd had in basic, he calls out, "PULL!" As soon as the first target is in the air and repeats the performance to the second. He's aiming to put them within the cemetery in a good position to be shot by Egan.

APM: 6
Initiative: 1d20+5 = 13: 8
Extra JIC: 3d20: 6, 15, 6
  1. Grab: 1d20+8 = 12: 4
  2. Throw: 1d20+5 = 22: 17, Damage: 1d6 = 2: 2 M.D. (Throwing half max: 36' x 3 / 2 = 54', -3 to Strike)
  3. Grab: 1d20+8 = 11: 3
  4. Throw: 1d20+5 = 15: 10 1d6 = 2: 2 M.D. (Throwing half max: 36' x 3 / 2 = 54', -3 to Strike)
  5. Grab: 1d20+8 = 10: 2
  6. Throw: 1d20+5 = 12: 7 1d6 = 5: 5 M.D. (Throwing half max: 36' x 3 / 2 = 54', -3 to Strike)
Parry(+14): 6d20: 5, 4, 15, 7, 8, 8
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Egan Grey
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Re: Crossed Signals

Post by Egan Grey »

Perception - 67%, 1d100 = 15: 15
JIC: 1d20 = 16: 16, 1d100 = 48: 48
[ooc=Combat]Initiative: 1d20+5 = 18: 13
Extra JIC: 3d20: 15, 8, 5

APM: 9

Target Priority: Adding firepower to already damaged enemies, skeet shooting, Pinata hitting

Action 1: Sharpshooting Aimed Shot at open target. Strike: 1d20+10 = 11: 1 *Nat 1* , Damage: 1d6*10 = 60: 6
Action 2: Sharpshooting Aimed Shot at open target. Strike: 1d20+10 = 11: 1 *Nat 1*, Damage: 1d6*10 = 20: 2
Action 3: Sharpshooting Aimed Shot at open target. Strike: 1d20+10 = 26: 16 , Damage: 1d6*10 = 60: 6
Action 4: Sharpshooting Aimed Shot at open target. Strike: 1d20+10 = 28: 18 , Damage: 1d6*10 = 20: 2
Action 5: Sharpshooting Aimed Shot at open target. Strike: 1d20+10 = 22: 12 , Damage: 1d6*10 = 20: 2
Action 6: Sharpshooting Aimed Shot at open target. Strike: 1d20+10 = 13: 3 , Damage: 1d6*10 = 60: 6
Action 7: Sharpshooting Aimed Shot at open target. Strike: 1d20+10 = 26: 16 , Damage: 1d6*10 = 30: 3
Action 8: Sharpshooting Aimed Shot at open target. Strike: 1d20+10 = 29: 19 *Crit*, Damage: 1d6*10 = 10: 1 *2 = 20 MD
Action 9: Sharpshooting Aimed Shot at open target. Strike: 1d20+10 = 28: 18 , Damage: 1d6*10 = 60: 6

Contingency: If any of the thrown enemies is close enough, Egan will bat it into the ground with his shield before pinning it underfoot and with the shield before blasting it into oblivion.
Alternate Action 1: Shield smash target out of the air and into the ground - Strike: 1d20+11 = 23: 12 , Damage: 2d6 = 6: 5, 1
Alternate Action 2: Move over and pin target to the ground. Strike: 1d20+11 = 26: 15

Parries /w shield as needed: 1d20+14 = 17: 3, 1d20+14 = 17: 3, 1d20+14 = 19: 5, 1d20+14 = 26: 12, 1d20+14 = 28: 14, 1d20+14 = 32: 18, 1d20+14 = 27: 13, 1d20+14 = 20: 6, 1d20+14 = 25: 11
Dodges if needed: 1d20+13 = 27: 14, 1d20+13 = 26: 13, 1d20+13 = 32: 19, 1d20+13 = 19: 6, 1d20+13 = 24: 11, 1d20+13 = 22: 9, 1d20+13 = 22: 9, 1d20+13 = 18: 5, 1d20+13 = 23: 10[/ooc] Seeing the things popping new shields around themselves and each other, Egan switches tactics and begins trying to add firepower to ones already damaged by others to try and drop them before they can re-shield. -This is getting annoying, though focus fire allows their allies to keep casting without having to dodge themselves....we'll see how this goes.- As the scout keeps his eye on all the other fighting on the battlefield he activates his loud speaker and starts asking the Borg: "How ya doin over there Dru..."
Drummond Leighton wrote:"PULL!"
Spinning around Egan sees a form sailing through the air and instinctively brings his weapon to bear.
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
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Mane
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Re: Crossed Signals

Post by Mane »

Perception (52% base); Friend or Foe Perception (90% base); I.D. Eneny in Disguise (62% base): 1d100 = 26: 26
JIC Rolls: 1d100 = 55: 55, 1d100 = 15: 15, 1d100 = 61: 61, 1d100 = 69: 69, 1d100 = 47: 47

Conditions: Bionic eye set to thermographic; Sprint ability engaged for maximum movement (76 SPD; 3 rounds remaining)
Olive wrote:She flicks her radio comms onto a private link with her fellow mutant, "Rip and tear, cat! she calls out, encouraging his fight, her burst more support than assault even as her feral instincts drive her to destroy the threat to her team.
Mane hears Olive in his ear and growls in the heat of combat. But finally managed to forumate words.
"Just keep shooting! You see me rip open a hole, you finish that sucker off while worm boy is open!"

Feeling the repulsiveness of the worm-men's guts on his claws, oozing like the septic slime of a well-used outhouse pit, Mane bared down and continued his assault. In his fury he struggled to maintain a clear tatical head, and not give into the blood-lusting monster within. He couldn't afford to loose it here. Not now. Now while he was out numbered and surrounded by these vile specimins of demonic scum. Magic Using demonic scum at that! The battle hardened cat-o-war felt compelled to cleanse the land of these malignancies infecting the world.

"You disgusting filth! I will exterminate you like the vermin filth you are!" he vehomently spat in outrage as the murderous lion lobbed another flurry of brutal claw strikes, defensively twisting and bending like a willow in the wind, once again ending his pattern of slashes with a gash with everthing he had put behid it, just for good measure.

COMBAT ROLLS
APM: 8 with hand to hand

A1: Claw Attack: 1d20 = 8: 8 +9 to Strike = 17 total
* Mega Damage: 9d6+2 = 24: 2, 5, 4, 1, 2, 5, 1, 1, 1
* Auto Parry Reserve: 1d20+14 = 26: 12, 1d20+14 = 26: 12, 1d20+14 = 27: 13
* Auto Dodge Reserve: 1d20+3 = 18: 15, 1d20+3 = 14: 11, 1d20+3 = 13: 10

A2: Claw Attack: 1d20 = 10: 10 +9 to Stike = 19 total
* Mega Damage: 9d6+2 = 37: 3, 5, 6, 3, 4, 2, 2, 5, 5
* Auto Parry Reserve: 1d20+14 = 25: 11, 1d20+14 = 27: 13, 1d20+14 = 23: 9
* Auto Dodge Reserve: 1d20+3 = 8: 5, 1d20+3 = 5: 2, 1d20+3 = 10: 7

A3: Claw Attack: 1d20 = 15: 15 +9 to Strike = 24 total
* Mega Damage: 9d6+2 = 28: 1, 2, 3, 6, 4, 3, 1, 3, 3
* Auto Parry Reserve: 1d20+14 = 24: 10, 1d20+14 = 28: 14, 1d20+14 = 28: 14
* Auto Dodge Reserve: 1d20+3 = 18: 15, 1d20+3 = 6: 3, 1d20+3 = 23: 20

A4: Claw Attack: 1d20 = 11: 11 +9 to Strike = 20 total
* Mega Damage: 9d6+2 = 28: 5, 4, 1, 2, 2, 1, 2, 6, 3
* Auto Parry Reserve: 1d20+14 = 25: 11, 1d20+14 = 20: 6, 1d20+14 = 22: 8
* Auto Dodge Reserve: 1d20+3 = 9: 6, 1d20+3 = 14: 11, 1d20+3 = 18: 15

A5: Claw Attack: 1d20 = 16: 16 +9 to Strike = 25 total
* Mega Damage: 9d6+2 = 30: 3, 1, 3, 2, 6, 2, 2, 6, 3
* Auto Parry Reserve: 1d20+14 = 28: 14, 1d20+14 = 21: 7, 1d20+14 = 27: 13
* Auto Dodge Reserve: 1d20+3 = 10: 7, 1d20+3 = 7: 4, 1d20+3 = 16: 13

A6: Claw Attack: 1d20 = 2: 2 +9 to Strike = 11 total
* Mega Damage: 9d6+2 = 36: 5, 2, 5, 1, 3, 3, 6, 3, 6
* Auto Parry Reserve: 1d20+14 = 25: 11, 1d20+14 = 31: 17, 1d20+14 = 31: 17
* Auto Dodge Reserve: 1d20+3 = 9: 6, 1d20+3 = 17: 14, 1d20+3 = 16: 13]

A7 & 8: Claw POWER Attack: 1d20 = 4: 4 +9 to Strike = 13 total
* Mega Damage: (2d4*10)+2 = 42: 2, 2 plus 3d6 = 12: 3, 4, 5; Total Damage: 54 MDC
* Auto Parry Reserve: 1d20+14 = 21: 7, 1d20+14 = 25: 11, 1d20+14 = 19: 5
* Auto Dodge Reserve: 1d20+3 = 8: 5, 1d20+3 = 7: 4, 1d20+3 = 13: 10
Mane, driver of the big ugly bus.

Song in his heart: Sober
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: CA-6EX
MDC by Location:
  • Main Body: 186/200
  • Head/Helmet: 100/100
  • Legs: (R) 120/120, (L) 120/120
  • Arms: (R) 100/100, (L) 100/100
Weapons:
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
C-200 "Dead Man's" Rail Gun:
  • Damage: 4d6 M.D./burst, Effect; Range: 4,000'
  • Payload: 100[/color==#0080000]100 per drum

Munition Reserve:
  • Long E-Clips: 6/6
  • Single rail gun ammo drum

Conditions:
  • None at this time
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Olive
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Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals

Post by Olive »

Perception: 1d100 = 16 / 71%
JiC d100's: 1d100 = 49, 1d100 = 52, 1d100 = 77; JiC d20's: 1d20 = 4, 1d20 = 1, 1d20 = 3
Initiative: 1d20+6 = 11
APM: 5
Mane wrote:"Just keep shooting! You see me rip open a hole, you finish that sucker off while worm boy is open!"
The pop of the force fields being brought up, along with the acrid stench of magic that accompanies them, causes Olive's hackles to rise, at least they would have if they hadn't been raised already. Oh, let's just kill these vermin and get a move on! she thinks to herself, her normally peppy demeanor soured by combat and fatigue. The fire striking her chest gets her to fall back a bit, only a moment's hesitation finding new cover before she's back up and firing. Taking in Mane's advice, she takes more careful aim with her shots, fighting the instinct to run in and join her mutant companion in the bloodshed of these vile beasts. She waits until Mane drops one of their fields before striking them down with more controlled fire. "Like shooting cans on a fence..." she says to herself as she sights the false humans with her rifle.

Actions 1 & 2: She takes care to aim and fire at a target whose force field have already fallen. - 1d20+5 = 10; Damage: 2d6 = 5 M.D.

Actions 3 & 4: She takes care to aim and fire at a target whose force field have already fallen. - 1d20+5 = 21; Damage: 2d6 = 4 M.D.

Action 5: She uses a burst to try and down an already weakened target. - 1d20+2 = 10; Damage: 6d6 = 17 M.D.

Auto-Parries: 1d20+10 = 20 ; 1d20+10 = 11 ; 1d20+10 = 14 ; 1d20+10 = 30 ; 1d20+10 = 14

[ooc=Dodge Contingency]If either her Main Body or Helmet go down to 20% MDC, she will begin dodging incoming fire: 1d20+10 = 29 ; 1d20+10 = 24 ; 1d20+10 = 26 ; 1d20+10 = 11 ; 1d20+10 = 19[/ooc]
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 42/48
H.P.: 32/32
S.D.C.: 107/107


CA-6EX
M.D.C. by Location
  • Helmet: 100/100
  • Left Arm: 100/100
  • Right Arm: 100/100
  • Left Leg: 120/120
  • Right Leg: 120/120
  • Main Body: 168/200



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 3/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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CS High Command
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Re: Crossed Signals

Post by CS High Command »

Crossed Signals As the enemy's element of surprise and advantage of numbers starts dwindling, the 40-4th begins pushing back HARD. Focusing fire pops the worm-ridden husks with abandon, and they can't keep up their magical stall tactics. Towards the end of the engagement, which only lasts another thirty seconds, its clear the few remaining creatures are running out of PPE. Mane and Olive finish theirs about the time the rest have cleared the last two positions. several of the ones Mane clawed to death have very shredded human shells that reveal the human sized monstrosity within. One is largely intact except for the claw marks that ended its life. Three of them together are enough to reconstruct what they look like and provide good forensic evidence for the boys in the lab.

Image

Snoopy tells James that he is sending the transport to the team for resupply and to take on the samples while the rest of his force goes to help bail their wayward teammate out of the jam he is in. It arrives within minutes as the team is policing bodies and gathering evidence. The team's custom hover transport lands and the techs on board begin replacing rail gun drums and topping off missiles. anyone in need of an e-clip gets one. Mane is offered a suit of CA-6EX armor and it is quickly fitted to him. Everyone gets a much needed water and calorie break, as well as time in the heated hover APC and out of their power armor. The techs begin looking over the PA and asking their pilots if they feel comfortable going out, or if they want to switch to body armor. Spare CA-7 Armor is available for everyone except Olive, but they scrounge up another suit of CA-6EX for her if she is strong enough to use it - otherwise she can get a replacement suit of CA-4 Armor, though she has to reuse her own helmet and boots.

Butcher's Bill (includes previous damage)
  • Howlett: -100 MD to Main Body of PA; -29 bursts (C-40R or what was left), -4 Frag Mini-Missiles
  • Egan: -76 MD to PA's Shield
  • Drum: -51 MD to Main Body and -23 MD to Right Arm
  • Culter: -87 MDC to your main body, and -35 to nearly every other location (ignore ones that are small and hard to hit). 26/26 MD Remaining on Electrical Aura (Also subtract ISP for another use of Electrical Aura); -25 bursts (C-40R or what was left), -2 Frag Mini-Missiles
  • Mane: -78 MDC to your main body, and -28 to nearly every other location (ignore ones that are small and hard to hit)
  • Olive: -19 MD to left arm, -22 to your main body of your armor
  • Aleksander - 17 MD to right leg 18 MD to left leg 28 MD to main body
ImageImage

"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Mane
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Re: Crossed Signals

Post by Mane »

Perception (52% base); Friend or Foe Perception (90% base); I.D. Eneny in Disguise (62% base): 1d100 = 90: 90
JIC Rolls: 1d20 = 18: 18, 1d100 = 79: 79

As Mane walked back to the group, physically spent from the rigors of hard fought close quarters battle, he dragged along the remains of one of the worm parasites almost as a trophy. The hulking cat slung it over one of the tombstones with a moist spat of what passed for blood oozing from the vicious claw wounds that killed it.

"I come bearing gifts. Who wants me to make you a belt or somethng out of this thing?"

Mane gave a tired smile of satisfaction, and then looked to his side as the shoulder piece of his badly batterd body armor fell off and hit the ground with a heavy thud.

Later, when Snoopy brough the transport in, Mane wasted no time in getting his spare suit of C-6EX body armor on his person. While stronger that most suits of power armor, his skin was another mater entierely. While changing, not only did Mane feel the bitter cold of the frigid winter air, but he felt vulnerable and naked as a hermit crab without its shell. Once suited up, the battle cat took advantage of the offer to top off his ammunition in both rail gun and e-clips, not that he was dangerously low on either.

After he was re-armored and stocked up, Mane's demeanor picked up, noticably tilting more to the lighter. Today was a win. Not only did he vanquish his foes in moratal combat, but he did so without letting the monster within take hold of his mind again. Perhaps he was cured of his psychological malody? But then he was reminded that there was no cure; just another day of keeping it together.

Mane looked to Olive, and walked over to her. "Good job out there, dog. We made a decent team against those magi-cucks. Couldn't have done it without you."
Mane, driver of the big ugly bus.

Song in his heart: Sober
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: CA-6EX
MDC by Location:
  • Main Body: 186/200
  • Head/Helmet: 100/100
  • Legs: (R) 120/120, (L) 120/120
  • Arms: (R) 100/100, (L) 100/100
Weapons:
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
C-200 "Dead Man's" Rail Gun:
  • Damage: 4d6 M.D./burst, Effect; Range: 4,000'
  • Payload: 100[/color==#0080000]100 per drum

Munition Reserve:
  • Long E-Clips: 6/6
  • Single rail gun ammo drum

Conditions:
  • None at this time
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Drummond Leighton
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Joined: Sat Jan 27, 2018 7:36 pm

Re: Crossed Signals

Post by Drummond Leighton »

Perception: 33% vs 1d100: [52] = 52 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [16] = 16 , 1d100: [31] = 31
Sensors
Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sensor
Radiation Sensor
Damage:

CA-6C Main Body: 149/200 (I added the damage from last round to the previous damage, is this correct?)
CA-6 Right Arm: 77/100



Lore: Demons & Monsters - 70% vs 1d100: [96] = 96 | Identify Worms
Sensory Equipment - 60% vs 1d100: [58] = 58 |Use sensors

When the last of the suits full of worms is put down, Drum does a quick circuit around the battlefield to see if there were any enemies hanging back and retreating. He makes no effort to be quiet, hoping to spook movement. As he's moving, he scans the underbrush and trees with his thermal-imaging vision and listens with his amplified hearing. Every 10 to 20 yards, he stops and checks his motion detector. As he moves, he thinks, We need to confirm this area is clear of hostiles and get back to the town. Those people are being held hostage, our actions here will have put them in danger.

If he finds anything, he reports back, "Targets found," and provides his location. He follows, but doesn't engage.

If he finds nothing, he returns to the group, and says, "Doc - LT, shouldn't we be getting back to that town? We got to clear the rest of these things out of there." He looks at the armor the worms were wearing and the worms inside, "This thinks look like those Zems? You know, those things in some of the staves used by the Sploogs. Is it one?"

GM Update: You find no more bad guys, though you do recover quite a few weapons (ion rifles and c-12 laser rifles, plus one empty CR-1 rocket launcher and 1 case of 3 plasma mini-missiles) from those bodies and make sure to police them up.
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James Howlett
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Location: Group Leader (CS 110th)
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Re: Crossed Signals

Post by James Howlett »

Perception: 1d100: [19] = 19 /75%
Just in Case: 1d20: [6] = 6 ; 1d100: [2] = 2
Conditions: Borg sensors.

Biology 1d100: [36] = 36 /119% (Making educated guesses.)
Pathology 1d100: [59] = 59 /119% (Taking samples for later.)
Forensics 1d100: [23] = 23 /119% (Making educated guesses.)
Lore: Demons & Monsters 1d100: [96] = 96 /84% (What is it?)
Genetics 1d100: [46] = 46 /72% (Taking a sample for later.)
Lore: Magic 1d100: [5] = 5 /59% (What is it?)
Lore: Psychics & Psionics 1d100: [5] = 5 /59% (What is it?)
Lore: D-Bees 1d100: [67] = 67 /59% (What is it?)
Xenology 1d100: [60] = 60 /44% (What is it?)
Intelligence 1d100: [87] = 87 /58% (To piece together what he's looking at.)

James nods when he gets word from Snoopy. "Understood." James radios back. James looks at the creature as pieced together, taking a quick scraping of tissue and a quick scan of it's blood, with his medical sensor hand. James looks to the others. "We got a transport incoming, lets do a equipment check, and get some samples for the brass, before we move on." James says to the team.

When the transport lands, James approaches it and dismounts his power armor. "She took a bit of a beating, but I think it's still functional." James says to the techs as they come out. James climbs into the transport and sets the samples down. "About twenty combatants slain, all seem to be infested with this." James says as he toes the creature. "Not sure what it is at the moment, but I am certain it has something to do with the target going dark."
Drummond Leighton wrote: Mon Nov 30, 2020 8:25 am"Doc - LT, shouldn't we be getting back to that town? We got to clear the rest of these things out of there." He looks at the armor the worms were wearing and the worms inside, "This thinks look like those Zems? You know, those things in some of the staves used by the Sploogs. Is it one?"
Jame shakes his head. "A tertiary concern, Command didn't send us out here to clean out the town. Once the target is secured, I will see if they want us to finish the job. As for it being a Zhembach, I don't think so, but the only ones I have ever seen, were lobotomized and used in the Splugorth bio-wizardry." James says flatly. James takes a ration bar and a canteen, quickly eating the bar and washing it's bland taste from his mouth.

Once the techs are done, James puts his helmet back on and steps out into the cold once more. "Mount up, we got a target to scout out."

GM Update:
  • Biology: Whatever these creatures, they are not full fledged versions; you'd guess maybe larvae or young. They seem to reinforce their shells so they are protected, but looking at the structures, you can tell they are supposed to have mega-resistant tissues, not unlike dinosaurs and many alien predators.
  • Pathology: You take samples and make sure they are frozen in nitrogen and otherwise preserved.
  • Forensics: It seems they burrowed in via the chest and then grew inside the victim, eventually overtaking and eating all of their internal organs, except for a few, which they altered.
  • Xenology, Lore: D-Bees and Lore: Demons & Monsters: You have literally never heard of these things before. This is a first contact situation.
  • Genetics: You have several marrow samples of the victims as well as deep tissue samples from the creatures themselves.
  • Lore: Magic: One thing for certain, these creatures are literally one with PPE. It permeates them very much like you've seen with several creatures - including dragons. Judging by the way they were tossing magic around, they have deep reserves and more developed specimens would have more.
  • Lore: Psychics & Psionics: You note several structures that suggest to you they are inherently psychic and that is probably how they seem to all move in sync.
  • Intelligence: Your mind is swimming through the details too much to focus on piecing it together. You begin recording observations so you can sort through it all later.
Dice rolls
1d20: [12] = 12
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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Culter
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Posts: 79
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Re: Crossed Signals

Post by Culter »

Perception: 1d100: [72] = 72 / 49% (+25% on rolls involving electrical anomalies, devices, etc)
JiC: 1d20: [7] = 7 / 1d100: [50] = 50

Conditions: Impervious to Electricity (Auto)

Skills:
Read Sensory Equipment: 1d100: [37] = 37 /50% (Use PA sensor equipment)
Detect Ambush: 1d100: [9] = 9 /65% (Ambush points / signs)
Lore, Demons and Monsters: 1d100: [77] = 77 /45% (The worm things)
Lore, Psychics and Psionics: 1d100: [77] = 77 /45% (The worm things)

Post:

When the techs approach Culter and ask about the Power Armor's status, the Zapper scowls and shakes his head. "Baby here has taken a beating of several missiles straight on. She's still operational, I should be good." Culter states after running a syscheck. Still over 65% integrity, should be good. Culter states, but will top off his ammunition and properly sling the Hunting Rifle to his side so it's completely out of the way during combat.

Following that, he'll head over to the husks they created with a noticeable disdain in his walk. He doesn't do anything unless asked by James to help and will instead maintain a monitor on nearby electrical signals and movement using his PA's systems. When he sees the worm-like things, he shudders in disgust. Not sure I've ever seen anything like that. Bloody monsters. He thinks. He will help Leighton police up the ordinance if needed.

When James gives the call to mount back up, Culter nods. "Understood. Culter will then fan out and resume the path towards their target, monitoring the systems and moving slowly. He'll let his electrical aura fade out; but will keep as sharp an eye as possible for threats to reactive it to avoid what happened last time.

GM Reply for skill resolution:
  • RSE: Aside from the landed transport and that activity, nothing stands out to the PA Pilot
  • Detect Ambush: Culter cannot help but notice just how good an ambush site this is. Had a competent force opposed them, one that could shoot straight, or effectively use higher level attack spells, they wuld have been wiped out. The sobering reality that they survived simply because of the enemy's incompetence fills the veteran soldier with a small amount of dread.
  • Lore, Demons and Monsters: Creatures that take on their hosts form are common enough, but he's never seen anything that could masquerade so effectively and not be a shapeshifter. Still, the signs were there, so despite their relative ignorance of this particular creature, they clearly saw something was amiss. He makes a mental note that future patrols would do well with him documenting his thought process and what tipped him off that something was off.
  • Lore, Psychics and Psionics: Their ability to confer in total silence and act with a single mind (but different actions) suggests telepathy in action.
Please Do Not PM This Account, PM Underguard Instead

Everett Culter (40-4th) || EP Ledger | Other PCs: Ronan Deshe (Spook Squad) | Scythe (Phase World: Galactic Rogues) | Theron Wymond (PFRPG B)| Harbinger (Phase World: Void Reavers)
Constant Stats and Abilities
Active Abilities:
I.S.P.: 163/163 || H.P.: 31/31 || S.D.C.: 38/38

Callsigns: Plasma, The Electrician

Impervious to Electricity: Completely immune to electricity, magical or others (lightning, etc). Energy, Lasers, Plasma and Particle Beams as well as other Energy sources do half-dmg. Magical energy, other than electrical, does full.

Active Gear:
Worn: Smiling Jack Samas | Coalition Gear sheet

Saving Throw Bonuses
Coma/Death: 2%
Magic (varies): N/A
Lethal Poison (14+):
Non-Lethal Poison (16+): N/A
Insanity (12+): +2
Psionics (10+): +3
Horror Factor (varies): +6
Possession (varies): +2
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Egan Grey
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Location: 110th CS SOG
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Re: Crossed Signals

Post by Egan Grey »

Perception - 67%, 1d100: [75] = 75
JIC: 1d20: [6] = 6 , 1d100: [78] = 78

As the fighting dies down, the scout keeps his eyes scanning the surroundings as he patrols the wood line while the clean up and gathering of remains for testing commences. When the transport arrives Egan waits for the others to get resupplied first before he comes in just to get some stretching and a little refreshments. "She's all good," Egan says as he waves off the Techs that had started to walk over. "minor damage to the shield but nothing else."

After a power bar, water bottle, and a bit of stretching Egan suits back up as he thinks about Drum's comment about the village we had just left. -Who knows how infested the town is, at the minimum that whole group in the house is compromised. I'm not sure if the villagers would appreciate us coming back and venting the things that look exactly like their loved ones in front of them. I sure know we really don't have the time now, hopefully we can reclaim the base then deal with it.-

As he stands at the ready to move out, Egan finds himself pondering out loud. "Considering we have another mini village coming up and maybe our own people that were stationed in the base compromised. Did we bring enough firepower?"
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
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Olive
Posts: 33
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals

Post by Olive »

Perception - 71%, 1d100: [23] = 23
JiC: 1d20: [11] = 11 , 1d100: [76] = 76

With the creatures dead and steaming in the cold snow, Olive stays crouched behind her worn tombstone. Her ears twitch and nose sniffs as she checks for any other possible targets. Finally, she stands fully, still only partially convinced they are safe. Whatever those things were, I wouldn't be surprised if there were more coming. We're a big target.

Her fears are assuaged as time passes by and no new threats reveal themselves, and they are even assisted by more Coalition troops. She greets each one with a brimming smile and a barely contained jitter of excitement. New humans always excited her, and she hardly takes notice or even cares that she's offered the low end of the deal on equipment. Better they get the best and I do what I can with the spares. They're far more valuable than me anyways!

Still, she highly appreciates the offer of a suit of exoskeletal armor, gladly stripping off her own and trading out for the set of 6-EX. While much bulkier than her previous suit, she's strong enough to wear it without difficulty even before the natural strength-enhancers of the suit's mechanisms take effect.
Mane wrote:Mane looked to Olive, and walked over to her. "Good job out there, dog. We made a decent team against those magi-cucks. Couldn't have done it without you."
While it didn't have as much of an effect as a compliment from the human members of her new squad would, Olive is still perked up by Mane's words. Her hackles rise at her inherent need to assert her dominance over him, but she pushes those feelings back with the ease of a trained soldier. "You did most of the work yourself, cat. I just gave fire support."
James Howlett wrote:Once the techs are done, James puts his helmet back on and steps out into the cold once more. "Mount up, we got a target to scout out."
Olive feels a pang as he gives the order. We're not going back to help the town out? Despite her wish to help the humans, her orders took priority, and her wish is promptly forgotten as her superior officer walks out, her wish to please her CO stronger than her want to help a backwater town. "On my way," she states as she moves out as well, fur well suited to keeping the cold weather at bay, "I'll keep my nose out in case more of those things are tracking us." She gives a look of distaste while thinking of the vile abominations, but otherwise keeps a cheerful attitude, doing exactly as she promised and keeping her nose out and uncovered, taking in the scents about them, both natural and supernatural.

Track Psychic or Magic Energy: 1d100: [2] = 2 / 50% - Keeping her nose about for more disturbances.
Sense Supernatural Beings: 1d100: [3] = 3 / 45% - Make out if any supernatural or otherwise creatures are following them.
Failed Dice Rolls
Perception: [dice=total]1d100[/dice] / 71% JiC d100: [dice=total]1d100[/dice]; JiC d20: [dice=total]1d20[/dice]: [38]+[64]+[15]+[6]+[19] = 142 Track Psychic or Magic Energy: [dice=total]1d100[/dice] / 50%: [86] = 86 Sense Supernatural Beings: [dice=total]1d100[/dice]: [91] = 91 Perception: 1d100 / 71% JiC d100: 1d100; JiC d20: 1d20: [11]+[9]+[26]+[9]+[9] = 64 Track Psychic or Magic Energy: 1d100: [69] = 69 Sense Supernatural Beings: 1d100: [99] = 99 Perception: 71% / 1d100: [74] = 74 JiC: 1d20: [4] = 4 Perception - 71%, 1d100: [56] = 56
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 42/48
H.P.: 32/32
S.D.C.: 107/107


CA-6EX
M.D.C. by Location
  • Helmet: 100/100
  • Left Arm: 100/100
  • Right Arm: 100/100
  • Left Leg: 120/120
  • Right Leg: 120/120
  • Main Body: 168/200



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 3/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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