Crossed Signals: Outpost F279 Approach

Into the Breach: The 110th begins their operation.

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Egan Grey
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [83] = 83
JIC: 1d20: [17] = 17 , 1d100: [63] = 63

Seeing the two remaining armor clad things moving towards him, Egan continues to blast away trying to ensure they cannot escape from their due punishment as the Doc's words crackled over the comms.
Combat
Initiative: 1d20+3: [14]+3 = 17
APM - 9

Action 1 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [1]+11 = 12 Damage - 1d6*10: [1]*10 = 10
Action 2 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [14]+11 = 25 Damage - 1d6*10: [6]*10 = 60
Action 3 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [14]+11 = 25 Damage - 1d6*10: [4]*10 = 40
Action 4 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [6]+11 = 17 Damage - 1d6*10: [3]*10 = 30
Action 5 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [10]+11 = 21 Damage - 1d6*10: [2]*10 = 20
Action 6 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [3]+11 = 14 Damage - 1d6*10: [3]*10 = 30
Action 7 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [10]+11 = 21 Damage - 1d6*10: [5]*10 = 50
Action 8 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [3]+11 = 14 Damage - 1d6*10: [1]*10 = 10
Action 9 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [8]+11 = 19 Damage - 1d6*10: [5]*10 = 50

Parries if needed(/w Shield) - 1d20+14: [11]+14 = 25 , 1d20+14: [17]+14 = 31 , 1d20+14: [15]+14 = 29 , 1d20+14: [16]+14 = 30 , 1d20+14: [15]+14 = 29 , 1d20+14: [11]+14 = 25 , 1d20+14: [4]+14 = 18 , 1d20+14: [14]+14 = 28 , 1d20+14: [5]+14 = 19

Dodges as needed - 1d20+13: [20]+13 = 33 , 1d20+13: [2]+13 = 15 , 1d20+13: [19]+13 = 32 , 1d20+13: [1]+13 = 14 , 1d20+13: [14]+13 = 27 , 1d20+13: [14]+13 = 27 , 1d20+13: [2]+13 = 15 , 1d20+13: [1]+13 = 14 , 1d20+13: [3]+13 = 16

Save V Magic if needed - 1d20+5: [7]+5 = 12 , 1d20+5: [14]+5 = 19 , 1d20+5: [10]+5 = 15 , 1d20+5: [10]+5 = 15 , 1d20+5: [15]+5 = 20 , 1d20+5: [4]+5 = 9 , 1d20+5: [18]+5 = 23 , 1d20+5: [4]+5 = 9 , 1d20+5: [11]+5 = 16

Contingency: If the two armored ones are destroyed, Egan will begin hunting the remaining monsters, moving to engage as required.
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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Culter
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Re: Crossed Signals: Outpost F279 Approach

Post by Culter »

Perception: 1d100: [88] = 88 / 49%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: 1d20: [3] = 3 / 1d100: [46] = 46

Conditions:
An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!
| Electrical Aura [26 MDC | 10m:00s]

Skills:
Military Tactics: 1d100: [42] = 42 / 55% (Are they operating with some sort of unit cohesion or as individuals)

Post:

Culter narrows his eyes at the bizarre armor that is being used on the enemies and scowls. "They're using the bizarre armor spell!" Culter calls out over his radio before activating his aura and focusing fire while above. These things are intelligent enough to cast such spells, yet look truly alien. The Spawn of something worse, perhaps? Culter muses in his head and has no qualms firing at the corpses of the former soldiers. They can't be at peace used as a meat suit. He decides and follows the order, reigning fire to clear the field.

Combat:
APM: 7
Initiative: 1d20+5: [20]+5 = 25
Auto-Dodge: 1d20+2: [15]+2 = 17 | 1d20+2: [5]+2 = 7 | 1d20+2: [10]+2 = 12 | 1d20+2: [16]+2 = 18 | 1d20+2: [16]+2 = 18 | 1d20+2: [14]+2 = 16 | 1d20+2: [18]+2 = 20

A1: Activate Electrical Aura [26 MDC | 10m:00s]
A2: Fire with CR-404. Strike: 1d20+7: [15]+7 = 22 | DMG: 1d4*10: [2]*10 = 20
A3: Fire with CR-404. Strike: 1d20+7: [12]+7 = 19 | DMG: 1d4*10: [2]*10 = 20
A4: Fire with CR-404. Strike: 1d20+7: [6]+7 = 13 | DMG: 1d4*10: [4]*10 = 40
A5: Fire with CR-404. Strike: 1d20+7: [11]+7 = 18 | DMG: 1d4*10: [3]*10 = 30
A6: Fire with CR-404. Strike: 1d20+7: [13]+7 = 20 | DMG: 1d4*10: [4]*10 = 40
A7: Fire with CR-404. Strike: 1d20+7: [1]+7 = 8 | DMG: 1d4*10: [1]*10 = 10

Contingency:
If the immediate threat is amply neutralized, Culter will extend his electrical senses to see if he can't sense any active power sources.
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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Olive
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Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [52] = 52 / 74%
JiC d100: 1d100: [47] = 47 ; JiC d20: 1d20: [15] = 15
APM: 6
Initiative: 1d20+6: [7]+6 = 13
Drummond Leighton wrote:"Headed your way Olive!"
Olive doesn't respond at first, a bit too tied up with staggering back into shooting form after taking those hits. I was expecting these damned things to split up, but not this many to come this way! It isn't until she begins squeezing off bursts at the nearest worm beast to her as she darts inside of the doorway nearby to use as cover that she can respond to the cyborg. "Appreciated! Focusing on your targets!

She match targets with the 'borg, their combined firepower already proven to be more effective at stripping the things' shields away and downing them before they can cast their abhorrent magic again.

Action 1: Fire burst at the target Drummond is firing at, move into the doorway to her side and use the wall as cover. Strike: 1d20+3: [7]+3 = 10 ; Damage: 6d6: [6, 2, 6, 6, 6, 4] = 30 M.D.

Action 2: Continue to focus fire with her teammate. Strike: 1d20+3: [17]+3 = 20 ; Damage: 6d6: [3, 5, 5, 2, 3, 4] = 22 M.D.

Action 3: Continue to focus fire with her teammate. Strike: 1d20+3: [2]+3 = 5 ; Damage: 6d6: [2, 4, 2, 3, 4, 1] = 16 M.D.

Action 4: Continue to focus fire with her teammate. Strike: 1d20+3: [10]+3 = 13 ; Damage: 6d6: [4, 1, 1, 5, 4, 4] = 19 M.D.

Action 5: Continue to focus fire with her teammate. Strike: 1d20+3: [4]+3 = 7 ; Damage: 6d6: [5, 5, 6, 6, 5, 2] = 29 M.D.

Action 6: Continue to focus fire with her teammate. Strike: 1d20+3: [10]+3 = 13 ; Damage: 6d6: [6, 5, 6, 3, 5, 5] = 30 M.D.

Parries as needed: 1d20+10: [16]+10 = 26 ; 1d20+10: [8]+10 = 18 ; 1d20+10: [5]+10 = 15 ; 1d20+10: [5]+10 = 15 ; 1d20+10: [10]+10 = 20 ; 1d20+10: [18]+10 = 28


Dodges if being attacked by ranged attacks: 1d20+10: [3]+10 = 13 ; 1d20+10: [1]+10 = 11 ; 1d20+10: [17]+10 = 27 ; 1d20+10: [12]+10 = 22 ; 1d20+10: [18]+10 = 28 ; 1d20+10: [6]+10 = 16


Bonus vs Magic: +4
Bonus vs HF: +0
1d20: [7] = 7 ; 1d20: [7] = 7 ; 1d20: [13] = 13 ; 1d20: [7] = 7 ; 1d20: [10] = 10 ; 1d20: [13] = 13 ; 1d20: [4] = 4 ; 1d20: [5] = 5 ; 1d20: [2] = 2 ; 1d20: [17] = 17
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: Outpost F279 Approach

Post by CS High Command »

Crossed Signals
  • Date: January 25, 110 PA
    Time: 19:26 by end of post.
    Temp: 19°, partly cloudy, but not snowing; Ground has a about 3 inches of snow, less in the field
    Weather: Mostly Cloudy, Only a light dusting of snow and plenty of ice
    Ley Line info: None within 5 miles.
    Location: Inside the compound, between the garage and the armory
It doesn't take long for the team to finish disabling the creatures remaining. no more than 39 seconds after contact, all of the enemy are down. As the group gathers and disposes of the bodies, they are struck by the desolate silence that follows the battle. In the distance an ek calls breaking the silence. Using the left over plasma grenades of the bodies are eliminated in a blaze of flame, after a few samples are taken.

Gathering together, the group assesses the situation. The most obvious detail, now that they aren't fighting is the large trail of slime that came over the walls and went through the front doors of the central building. It's dried in places, but it's noticeable at this close range in ways that it wouldn't from high altitude. Whatever was responsible for breaking the gates down, did so from the inside and then went inside the main building.

The barracks buildings to the south also show signs of conflict as well, not to mention the destruction of the front entrance to the main central building. So the squad now must decide how to procede.
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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Drummond Leighton
Posts: 110
Joined: Sat Jan 27, 2018 7:36 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [78] = 78 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [1] = 1 , 1d100: [85] = 85
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
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Sensory Equipment - 60% vs 1d100: [72] = 72 |Use sensors


With the last of the worms dead, he goes over to Olive, "You okay? No injuries?" His concern sounds genuine. It's too bad the cost for bionics is so high, cyborg Dog Boys could be a really effective. If she had been seriously injured I'd hate to be given the order to put her down. Mane's got that eye, maybe Doc would save her life with bionics if no other option was available.

Drum replaces the plasma cannister for his C-29 "Hellfire" Heavy Plasma Cannon and re-clamps it to his back. The empty cannister goes into his pack.

"I think we need to press our advantage Doc, we need to get in there and clear these things out of there. Say the word, and I'll take point."
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Olive
Posts: 32
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [100] = 100 / 74%
JiC d100: 1d100: [20] = 20 ; JiC d20: 1d20: [3] = 3
Drummond Leighton wrote:With the last of the worms dead, he goes over to Olive, "You okay? No injuries?" His concern sounds genuine.
The doggirl perks up at the care in the cyborg's voice, doing her best to suppress the more enthusiastic response she wants to give. "I'm all good! Just took a good couple of hits to the armor. Ordnance Training was way harder than burning out these things," she says, emphasizing the last word with a good bit of disgust. Course, I'd gladly go through training a dozen more times. Can't say I'd say the same about this mission, though I'm glad I can be of help here!

She shakes away thoughts of her previous squad, killed by the demon bears and leaving her to run, and regroups with the others. Unless asked, she keeps her input to herself, letting her betters decide on what to do next. If she does happen to be asked her opinion, she seems pleasantly surprised, mulling it over for a moment before saying, "The main facility is going to be difficult. We could clear out the barracks first and have a guard posted outside in case others try to come in, then when we're sure everything is clear we can take on the central building without worrying about posting a rear guard."
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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Egan Grey
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [24] = 24
JIC: 1d20: [7] = 7 , 1d100: [32] = 32

With the active creatures dead, Egan extracts himself from the cover of the gateway he had been using before striding into the facility weapon still at the ready. Scanning the surroundings, the scout walks into the main courtyard and plants himself an equal distance from the main building doorway that the four armored worms came out of and the barracks which seem to have seen better days. "Something came over the walls and opened the base violently from within, it probably is a big boy. Maybe the master of these things, or it let the puppeteer and its friends in. Barracks has some visible damage."
-I guess a big worm could leave a trail of slime like that...- Egan directed his suits sensors over the barracks first before attempting to do the same to the main building in an effort to glean any information that might be useful to the group as they finished their cleanup and gathered back up to continue the push.
Skill Rolls
[Track: Animals – 80%, 1d100: [85] = 85 , FAIL] - To try and ID movement of animals / worm husks and where they have been frequenting the most
[Track Humans & Robots – 85%, 1d100: [98] = 98 , EPIC FAIL] - To try and ID movement of humans / worm husks and where they have been frequenting the most
[Intelligence – 71%, 1d100: [12] = 12 , PASS] - To try and place the creature that opened the doors in the enemies hierarchy
[Lore: Demons & Monsters – 95%, 1d100: [59] = 59 , PASS] - To try and ID the slime residue
[Detect Ambush - 55%, 1d100: [18] = 18 , PASS] - To scan the barracks and id the best places for the enemy to hide in
[Sensory Equipment - 45%, 1d100: [38] = 38 , PASS] - To use the suits sensors to try and gather information on the barrack building and whats inside
[Optic Systems - 45%, 1d100: [32] = 32 , PASS] - To use the suits sensors to try and gather information on the barrack building and whats inside
[Detect Ambush - 55%, 1d100: [55] = 55 , PASS] - To scan the Main Building and id the best places for the enemy to hide in
[Sensory Equipment - 45%, 1d100: [98] = 98 , EPIC FAIL] - To use the suits sensors to try and gather information on the Main building and whats inside
[Optic Systems - 45%, 1d100: [70] = 70 , FAIL] - To use the suits sensors to try and gather information on the Main building and whats inside
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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James Howlett
Group Leader
Posts: 504
Joined: Fri Nov 06, 2009 7:38 am
Location: Group Leader (CS 110th)
Contact:

Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [9] = 9 /78%
Just in Case: 1d20: [2] = 2 ; 1d100: [85] = 85
Conditions: None.

James looks at the mess, and sighs. It is one of those ops.
Drummond Leighton wrote:"I think we need to press our advantage Doc, we need to get in there and clear these things out of there. Say the word, and I'll take point."
James listens. He is eager to prove himself, I will give him that. James thinks as other sound off.
Olive wrote:"The main facility is going to be difficult. We could clear out the barracks first and have a guard posted outside in case others try to come in, then when we're sure everything is clear we can take on the central building without worrying about posting a rear guard."
James shakes his head while thinking. Do not have the man power to leave guards everywhere. James thinks.
Egan Grey wrote:"Something came over the walls and opened the base violently from within, it probably is a big boy. Maybe the master of these things, or it let the puppeteer and its friends in. Barracks has some visible damage."
James nods, but doesn't immediately respond.

"First order of business, gather up, no sense in being split up. On the Barracks, I think we have dealt with whatever was inside already, and we know the main building is comprimised. We will go in as a team. Leighton, you are point, followed by Grey and Mane. Cutler, Olive you are next, Alekzander and myself will take the rear. We clear each room as we go, do not go running off. Any questions?" James radios to the team.

"Alekzander walk beside me, keep an eye out." James mentally commands his skelebot, as he takes position to the rear of the stack.
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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CS High Command
Game Master
Posts: 1034
Joined: Thu Jan 17, 2013 2:54 pm
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals
Egan has no clue about what could have opened the way. Given everything else he assumes some sort of large worm creature, possibly the size of an APC. Whatever it was, all of the other creatures seemed to move to protect it, as one might an important tactical asset. The residue is similar to fluids found inside the corrupted and consumed human bodies, as well as what was on the outside of the worm creatures they faced near the garage. Egan seems multiple places a foe could hide in the barracks, but a thermal scan reveals no signs of enemy. The building itself is shielded against external and internal scans through its walls.


The group heads into the building by stepping into what used to be a foyer. What greets them is disturbing and impressive just how much of the room is still intact given the state of the wreckage before them. The desk is askew and knocked to the side. The doors that should lead to a mantrap (two locking doors, one is opened allowing entry, then a second after identity is verified), but is instead stuffed with debris, bodies, and some sort of mucous acting as glue (?) holding it all together. To the left is a busted open door that has a sign indicating it leads to the "Recreation Room and Cafeteria", and then to the right is a security door that is likewise blown open with a sign for the brig. Also in front of them next to the door that leads to the central area is an elevator, but power seems to be cut to it. At the very least the buttons do not respond to being pushed.

Moving left into the , the team finds a decent rec area with a door labeled kitchen, as well as tables and TVs on the walls. The TVs are on, but show static, and there is food in the cafeteria server line that is still sealed and probably good. Even if the team thought of food, the rest of the scene puts a rest to such thoughts. Bodies must have once been strewn here. The odd piece of gear or remains still litters the place, as well as the bloody signs of conflict, but the bodies themselves have been removed; likely the pile of bodies they saw earlier. Aside from a security door that leads outside and is probably where the worms they fought came from, and the rec room itself, there are no other exits. The kitchen is just as bad as the rest of the rec area, though the freezers and refridgerators are still working, as are the stoves and ovens (if tested). Moving as unit, they quickly discover the lack of leads and move out to the only other door. This small brig is mainly just a temporary jail facility for prisoners that need to be transferred across Lake Huron for processing. The cells are high-tech with the most up-to-date equipment and M.D. glass to hold prisoners in. Like the rest area above, there a few deceased Dead Boys and defenseless prisoners in here who all died horrible deaths - except these have not been removed yet. There is a curious mini-reactor (about the size of a e-clip charger) that is on and powering something to do with the cells*). There is a very brief scuffle as 2 of the large worm soldiers spring out on the group, but with practiced ease, good fields of cover, and overwhelming numbers, those creatures die before making much of a dent in the group.

After the roar of railguns, the explosions of flesh, and other sounds of battle dissipate, the group hears a knocking coming from behind the door the to cell block. The desks have computers on them that seem to be active. In the corner, against the outer wall, is a decent sized locker of weapons that is open and has many missing weapons that would have been used by the soldiers in their defensive battle. A few items remain (some e-clips, a handful of hand grenades (3 frag, 2 plasma, and 3 smoke), and a C-12 still unloaded in its rack.


*GM Note: Anyone with experience (or skill) with law enforcement, with the Lore Psionics or Lore Magic skills can roll to get more information about the strange generator.
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"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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Drummond Leighton
Posts: 110
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Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [98] = 98 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [3] = 3 , 1d100: [22] = 22
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 Sens
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Sensory Equipment - 60% vs 1d100: [94] = 94 | Fail |Use sensors
Recognize Salvage and Quality - 75% vs 1d100: [30] = 30 | Pass| Identify operational systems
[color=redElectronics: Basic- 60% vs 1d100: [64] = 64 | Fail | Identify operational systems[/color]
Basic Electronics - 60% vs 1d100: [10] = 10 | Pass | Identify operational systems
Literacy: American - 45% vs 1d100: [93] = 93 |Fail | Identify operational systems


As they move through the building, the cyborg examines the equipment trying to determine what items are salvageable and still operational. He's looking for any security equipment that might let them see into other areas of the base. If he finds anything, he mentions it to the others, "This system looks operational." In between he's monitoring his various onboard sensors (Amplified Hearing, Motion Detector, and Thermal Imaging) looking for worms hiding in air ducts, cabinets, drawers, loose wall and ceiling panels, and under desks. Based on the amount of destruction, they've had time to find all of the nooks and crannies in here.

With the sound of the knocking, Drum moves up to the cell block door and extends his internal vibro blade, the hum putting a little vibrato in his voice. "Ready to breach, Doc."
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James Howlett
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Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [41] = 41 /78%
Just in Case: 1d20: [14] = 14 ; 1d100: [27] = 27
Conditions: None.

Lore: Psychics & Psionics 1d100: [45] = 45 /64% (ID object)
Lore: Magic 1d100: [61] = 61 /64% (ID Object)
Read Sensory Equipment 1d100: [83] = 83 /114% (Keep an eye SAMAS's sensors)


James is rather quiet in the initial breech of the facility. When they discover the elevator is unpowered, James inwardly curse. Hard way it is. The hardened doctor thinks. "We continue, Drum breech, we will follow." James says over the team channel. "Alekzander, scan the radio for anything?" James sends as a mental command over his Skelebot interface implant. James briefly considers the small device, before moving on with the others. "We are looking for stairs up or down at this point people."
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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Olive
Posts: 32
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [84] = 84 / 74%
JiC d100: 1d100: [14] = 14 ; JiC d20: 1d20: [16] = 16


Sense Psychic and Magic Energy: 1d100: [100] = 100 / 55% - Keeping her nose out for more worm-things.
Sense Supernatural Beings: 1d100: [26] = 26 / 50% - Using all of her senses to her advantage.
Firefighting: 1d100: [9] = 9 / 60% - Figure paths through the building that might lead to stairwells as requested while prepping for the breach.


Olive stays quiet as they enter. As a soldier, she's used to the smell of death, and as an ordinance disposal and retrieval dog, she was used to the grim sights that accompanied a battlefield, especially against magical beings and other such blights against the land. As such, aside from a slight wrinkling of the nose, the hound doesn't react to the bodies and debris. Poor folk. Don't deserve to be slaughtered and piled like this. We should get these bodies cremated when we can spare the resources, and not just leave them.

There are more pressing issues at the moment, however, and Olive's attention is quickly removed from the discard pile of the worm creatures. She keeps her eyes and nose open, especially after the failed ambush on the creature's behalf.
James Howlett wrote:James is rather quiet in the initial breech of the facility. When they discover the elevator is unpowered, James inwardly curse. Hard way it is. The hardened doctor thinks. "We continue, Drum breech, we will follow." James says over the team channel. "Alekzander, scan the radio for anything?" James sends as a mental command over his Skelebot interface implant. James briefly considers the small device, before moving on with the others. "We are looking for stairs up or down at this point people."
Olive nods at her superiors orders. "Got it," she says simply in response as she acknowledges, setting her sights out for ways that might lead further into the building, particularly towards stairs, like tracing the opposite of a fire escape path.
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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Culter
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Re: Crossed Signals: Outpost F279 Approach

Post by Culter »

Perception: 1d100: [51] = 51 / 49%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: 1d20: [2] = 2 / 1d100: [41] = 41

Conditions:
An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!
| Electrical Aura [26 MDC | 10m:00s]

Skills:
Basic Electronics: 1d100: [30] = 30 /75% (Aid in Electrokinesis plan)
Read Sensory Equipment: 1d100: [82] = 82 /50% (Aid in Electrokinesis plan)
Electronic Countermeasures: 1d100: [8] = 8 /60% (Aid in Electrokinesis plan)
Electricity Engineer: 1d100: [3] = 3 /55% (Aid in Electrokinesis plan) [CRIT]
Intelligence: 1d100: [69] = 69 /48% (Aid in Electrokinesis plan)
Computer Operation: 1d100: [96] = 96 /60% (Aid in Electrokinesis plan)
Detect Ambush: 1d100: [38] = 38 /65% (Watch for Ambush points, not dropping guard)

Post:

Culter follows suit and extends his sensitivity to electronics to see what he can feel. Okay, so if this base isn't offline completely, some systems must be active and if they are, I can hack them. The Zapper reasons in his mind. Keeping his weapon at the low ready as he moves in with the group, he opens his minds eye and tries to sense anything of use.

He will first look for any signs of active surveillance, such as cameras. Following that, he will seek out active computer terminals and try to find an active one that isn't directly under a hot camera. Gotta be prepared to kill the cameras should any be active. It's one thing for an enemy to know a camera is out, it's another for them to be able to watch our movements. Culter adds silently to himself.

"I'm scanning for any active electronics in the area, be it a computer or a camera, if it has an active power source, I can find it. Give me a moment." Culter adds softly over the subvocal net.

The psychic can sense or feel electricity and pinpoint its exact location as well as the approximate amount of electricity at the source (tiny, small, big).
Range: 150 feet (39.5 m) (+10 feet (3 m)/level) ;; 200 feet
Duration: Two minutes of extreme sensitivity so he can pinpoint every source of electricity in the area.
I.S.P. Cost: 2


Manipulate Electrical Devices. Through focused thought the psychic can enforce a limited control over electrical devices, such as turn off and on light switches, computers, televisions, radios, blenders, microwave ovens, flashlights, toys (battery and plug types), windshield wipers, and all types of electrically operated appliances, toys and devices. He can also manipulate the controls of the device, such as volume, channel selection, tuners, speakers, change speed, dim lights, and so on. A dozen different electrical functions can be manipulated each melee. This can mean flicking the light off and on six times (12 functions/6 off, 6 on) or turn on the T.V., turn its volume up to the max. And turn on 10 other appliances (12 functions in all).
Range: 45' +5' per level of experience. ;; 70 feet
Duration: 2 minutes per level of experience. ;; 10 minutes
I.S.P.: 4.
Note: The character does not need to see the devices to manipulate them. He can feel their presence.
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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CS High Command
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals
Moving through the cafeteria/rec room, Culter can feel dozens of minor appliances ready to respond to his instructions. Similarly the lights seem to be more or less functional. He can turn the TVs on or off, but whatever feed they had is dead. The main lobby has a lot of damage near where the desk was and the main entrance. He can feel cameras that are working, but don't seem to have anything to show. The elevator is ironically working, but something seems to be physically blocking it from working. He figures several hours of work clearing things could get it back working. He can easily open its doors if he chooses. In the security office, the computers are all working and he can access nearly all of them, though some seem to be missing keyboards or other interface devices - the result of combat more so than intentional sabotage. One thing he knows, that device by the door has a small nuclear reactor in it and is powerful. More to the point, it is feeding a powerful electromagnetic field on the other side of the door into the prison area. Several of the computers seem to be able to pull up video of the area, if they want to view it.

Olive finds that instead of being alert for the smell of the worm beasts, she can't smell nearly anything else. She ends up closing her mask fo a minute or two to clear her nose, before opening it to continue. She can definitely sense something supernatural - its smell permeates the place. It was stronger near the blocked entrance, but these worm things they just fought are just as much supernatural in nature. Looking at the building, she can clerly see the signs of the exits, as well as that automated fire suppression has already done its job in places.

As Howlett looks at the device, he remembers it suddenly. The CS has done extensive research on disrupting the ability of practicioners of magic and psychics, especially while in prisons. One of the more promising technologies was the use of a cell that uses electromagnetic resonance and inordinate amount of electricity to disrupt the ability of magical and psychic types to even focus their abilities. He remembers this type of generator was proposed for outposts to give them a cell with which to hold high value magical targets. He notices it is on and active. That suggests the special cell has an occupant. His suit's thermal sensors show the intense electromagnetic field as a heat source, creating a large block of heat on the left side of the corridor.

Drum finds a great deal of minor systems and appliances are in working order. The coffee pot in the security room was obviously left on though, and its glass pot is burned black from heating the coffee into it. He can see most of the computers are in working order, but they will need to be accessed. He can also see places where the automated fire suppression system dealt with a small fire, probably from weapons fire during the original assault. He notes the building would be a scavenger's dream because of the computers and available weapons and pieces of armor.


The security room is in disarray, especially after their own scuffle with the worm creatures, but largely its intact. There is heat coming from the vents, but the open doors basically make them useless; the temperature inside is a higher because of it - just above freezing. One thing they do all notice is that its also much more humid inside as well. Mold is beginning to grow in the corners of the room and on the ceiling, but in the normal way it would in any overly humid environment that wasn't freezing it.

Upon opening the cell bay door, they find it all but empty. All the cells on the right are empty; two show signs that they were occupied at one point, but judging by the blood stains, they are no longer inhabited. There is considerable signs of worm passage as well. The first four on the left are likewise empty, but the last one on the left is occupied by a man in a flannel shirt, jeans and boots. He looks like he's been interrogated, aggressively, multiple times. Drum, Culter, and Howlett all see the sensor readings from the cell, which shows it to be the one the generator is hooked to. Olive and Mane can tell this guy is brimming with PPE, though the cell seems to be inhibiting it somehow.

But all of them can see something else interesting. In their augmented vision, they see an IFF signal hovering over his head. All of them except for Howlett see [WO-1/CSSD Callsign Achilles]. Howlett sees [WO-1/CSSD Callsign Achilles|Clemp]. He looks at them expectantly from behind the sound proof mega-glass cell door. A call button is on the door frame, allowing communication.
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"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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Location: CS 110th - PC
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Re: Crossed Signals: Outpost F279 Approach

Post by Mane »

Perception (55% base); Friend or Foe Perception (90% base): 1d100: [86] = 86
JIC Rolls: 1d20: [10] = 10 , 1d100: [5] = 5 ,
Conditions: Bionic eye set to Thermo

Psychic Senses:
  • Sense Psychic & Magic Energy (80% base): 1d100: [66] = 66
  • Sense Supernatural Beings (74% base): 1d100: [2] = 2
Kitty Hearing:
  • Discriminate between two sounds (flat 75%): 1d100: [22] = 22
  • Judge Distance & Precise Location of Source (100% base): 1d100: [67] = 67
  • Recognize & Identify Prey by Sounds (92% base): 1d100: [14] = 14
Skill Rolls & Abilities
  • I.D. Enemy in Disguise (65% base):See Perception roll above - Trying to discern if the prisoner is truly and wholly human.
  • Detect Ambush (100% base): 1d100: [37] = 37 - It's a trap! ... Or is it?
As Mane followed in his assigned order, still shivering from the effects of the magic snowball that chilled his britches in the fight just moments ago, his well-trained eyes scanned the room. In the prior room, his natural curiosity gravitated his attention to the small power generator. He resisted the urge to place his hands on it and see if he could feel out its purpose with his psychic abilities. And he was glad he did, seeing now the prisoner in the prison cell.

With his psychic senses tingling with warning about the man in the box, Mane tilted his head in both curiosity and apprehension. "Boss, this guy is some sort of major psi. Might be a mind melter of some sort. I think we should just leave him here for the worms." he said with a cautious warning tone.

Mane took looked the cell and thumped the glass on the door, much like a child would the glass on a fish tank, trying to take a measure of the man. But the big cat also wondered if the man was filthy with worms on the inside.
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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Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [83] = 83 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [6] = 6 , 1d100: [80] = 80
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 Sens
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Sensory Equipment - 60% vs 1d100: [5] = 5 | Pass |Use sensors
Electronics: Basic- 60% vs 1d100: [22] = 22 | Pass | Figure out how to turn off cell
Literacy: American - 45% vs 1d100: [33] = 33 |Pass | Figure out how to turn off cell

First in the room, the cyborg, does a quick scout, keeping the man in the cell in the corner of his eye. He turns and then Drum walks closer to the man in the cell. He presses the call button and asks, "So tough guy, what are you in for?" He grins a bit and adds, "How come you aren't worm food yet? Looks like you like the dry heat." He checks the man over with his thermal imaging sensor and listens to his heart beat with his amplified hearing.

He steps back to let Doc speak to the man. He checks the toilets to see if there is any worm sludge suggesting that they have another way into the section and then moves up to the door at the other end of the cell block and leans his head to the door listening. Guy must be important to have been kept alive, surprising that the worms are using tech to secure him, unless he's been here from before they took over, but then what did he eat? Maybe they couldn't figure out how to get to him and he thought it would be safer to not tell them.

After the Doc is finished talking to the man, he asks, "Doc, do you want some of us to proceed to the next room?"
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James Howlett
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Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [9] = 9 /78%
Just in Case: 1d20: [20] = 20 ; 1d100: [35] = 35
Conditions: None, per say.

James: Command Skelebots Command Skelebots 1d100: [23] = 23 /90% (Command Alekzander with implant.)
Invoke Trust/Intimidate: 1d100: [81] = 81 /65% (70% vs Armed Forces Personnel) (Get Achilles to talk)


Alekzander: Radio: Basic 1d100: [66] = 66 /94% (Looking for wireless or wired signal.)
Computer Operation 1d100: [61] = 61 /90% (Looking for wireless or wired signal)


James takes in the information available, and considers the situation.
Mane wrote:"Boss, this guy is some sort of major psi. Might be a mind melter of some sort. I think we should just leave him here for the worms." he said with a cautious warning tone.
James keeps silent for a moment, only sending a mental command to Alekzander. "Alekzander see if you can find a wireless signal. I'd like to access the base's network if I could." To which Alekzander tuttles off to do as asked.
Drummond Leighton wrote: "So tough guy, what are you in for?" He grins a bit and adds, "How come you aren't worm food yet? Looks like you like the dry heat."
James continues to keep quiet, mulling over the info from his enhanced rank and implant. James walks over and hits the call button. "Warrant Officer, Callsign Achilles... I knew an Achilles once. A juicer who was part of the Hammers. Messed with his own Bio-Comp and went into the equivalent of a diabetic coma, barely saved him. Not sure whatever happened to him. I know you are not him, but I thought the similarity humorous. You can call me Doc, or Captain if you would like, we are with the CS four oh four. So you are either RSCG or PSI-BAT, I am guessing the former versus the latter, but I have been wrong before. Did you put yourself in there? Would be an ideal safe spot, their magic and psi abilities could not affect you. Or are you in there for a different reason? Either way I am assuming you are hungry, and we can solve that too." James says with the typical cold tone he uses around those unfamiliar with him, before letting the button go.
Drummond Leighton wrote:"Doc, do you want some of us to proceed to the next room?"
James considers the question, and nods. "Do it, but do not go to far. Take Grey, Plasma, and Olive. This way we are not divided so much if we are attacked." James says.
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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