Up, Up and Away - A Good Bartender is hard to find!

These fuckers are too stubborn to die.

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Wolf Whitaker
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Wolf Whitaker »

Perception: 1d100: [1] = 1 /36%
JIC: 1d20: [17] = 17 ; 1d100: [10] = 10


Paranoia Thought Text

Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.)
  • See Invisible
  • Night vision 60’
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
Current Expendable Items count:
  • Fighting Spirit (Dog Tag) 2/3 Charges
  • Loaded Equalizer Speed loaders: 1/3
  • Loaded NE-6SL Speed loaders: 4/6
  • Loaded Thundergun Speed loaders: 6/6
  • Force Field: 106/160
  • SDC: 69/79
Wolf rolls his eyes, but it is un noticed behind his helmet. John is going to get you killed one day...Ya. If anyone does it will be him...You should shoot him...No He's too useful, well most days. I guess confusion is good....this will be a fight as soon as they look closely at Jameson. you should shoot first...Not yet. might be able to get them to look at something else for a second. Although the longer we are here the more out numbered we will be. Damn it I hate this.

Wolf picks up the Cyber-Vampire and tosses it closer to the armed men, "Ya. It's daylight out here but wasn't in the attic. About four of these things attacked. For what I can tell it looks as if someone is using cybernetics to help combat the sunlight and other weaknesses Vamps have. We only killed one. Wounded some of the others. Took off down the tunnel where Jameson is. But before we get to that. I have a question for you." Wolf looks directly at the person who has been taking to him. "Why are the towns people afraid of you? Rather then the towns folk being excited or grateful of your approach, they responded with fear...Now why is that? After what just happened they should have been at least a little happy at getting more hands to help with recovery and medical needs, but they weren't. They were scared...of you...Why? What do you do to these people that they would fear your approach even though they just survived a building collapsing on them?" Wolf turns as Will surfaces, "Prefect timing Boss. These guys were just about to explain why they still have weapons pointing at me, why the towns people are afraid of them, and why more of them keep showing up, but don't seem to be in any hurry to help the town." Wolf turns back to the group of potential hostiles. "Well?"

Should things go down See Below:
Combat Contingency

APM: 10
Init: 1d20+22: [19]+22 = 41

Target Priority is:
1: QuickFlex
2: Halbred weilder
3: Rando human
4: Theodor
Exception: Imminent threat to Wolf take top priority as target.

Action 1: Draw and fire (Sharpshooting ability) Dual NE-6SL; NE-6SL Strike (Right): 1d20+5: [11]+5 = 16 ; Damage: 1d4*10: [1]*10 = 10 ; NE-6SL Strike (Left): 1d20+5: [4]+5 = 9 ; Damage: 1d4*10: [3]*10 = 30
Action 2: Dual NE-6SL; NE-6SL Strike (Right): 1d20+5: [13]+5 = 18 ; Damage: 1d4*10: [3]*10 = 30 ; NE-6SL Strike (Left): 1d20+5: [11]+5 = 16 ; Damage: 1d4*10: [2]*10 = 20
Action 3: Dual NE-6SL; NE-6SL Strike (Right): 1d20+5: [18]+5 = 23 ; Damage: 1d4*10: [3]*10 = 30 ; NE-6SL Strike (Left): 1d20+5: [20]+5 = 25 ; Damage: 1d4*10: [4]*10 = 40
Action 4: Dual NE-6SL; NE-6SL Strike (Right): 1d20+5: [18]+5 = 23 ; Damage: 1d4*10: [4]*10 = 40 ; NE-6SL Strike (Left): 1d20+5: [4]+5 = 9 ; Damage: 1d4*10: [1]*10 = 10
Action 5: Dual NE-6SL; NE-6SL Strike (Right): 1d20+5: [18]+5 = 23 ; Damage: 1d4*10: [2]*10 = 20 ; NE-6SL Strike (Left): 1d20+5: [8]+5 = 13 ; Damage: 1d4*10: [4]*10 = 40
Action 6: Dual NE-6SL; NE-6SL Strike (Right): 1d20+5: [11]+5 = 16 ; Damage: 1d4*10: [3]*10 = 30 ; NE-6SL Strike (Left): 1d20+5: [1]+5 = 6 ; Damage: 1d4*10: [1]*10 = 10
Action 7: Reload Right
Action 8: Reload Left
Action 9: Dual NE-6SL; NE-6SL Strike (Right): 1d20+5: [13]+5 = 18 ; Damage: 1d4*10: [1]*10 = 10 ; NE-6SL Strike (Left): 1d20+5: [19]+5 = 24 ; Damage: 1d4*10: [1]*10 = 10
Action 10: Dual NE-6SL; NE-6SL Strike (Right): 1d20+5: [4]+5 = 9 ; Damage: 1d4*10: [4]*10 = 40 ; NE-6SL Strike (Left): 1d20+5: [17]+5 = 22 ; Damage: 1d4*10: [4]*10 = 40

Auto-Dodge: 1d20+10: [18]+10 = 28 ; 1d20+10: [6]+10 = 16 ; 1d20+10: [9]+10 = 19 ; 1d20+10: [12]+10 = 22 ; 1d20+10: [16]+10 = 26 ; 1d20+10: [6]+10 = 16 ; 1d20+10: [2]+10 = 12 ; 1d20+10: [15]+10 = 25 ; 1d20+10: [9]+10 = 19 ; 1d20+10: [20]+10 = 30

Additional contingencies:
- If Wolf's FF goes down he will sacrifice an action to use the talisman of Invincible Armor
- If Wolf is engaged by more then jus the two individuals seen he will use an action to find and take cover and continue to fire from a covered position.
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Jack Killian
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Location: Rifts: Australia
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Jack Killian »

Perception: 94% 1d100 1d100: [89] = 89
JIC d20: 1d20 1d20: [14] = 14
JIC: 1d100 1d100: [56] = 56

Jack clicks on the Mic to give his friends the rundown on the people. “Volcano here, the two in the center seem to be normal no powers, one looks D-Bee. Oh the new guy with the brush Blade he has PPE but not a lot of experience.”

Jack is surprised at the halve lizard, he thought he was dead or out. He doesn’t seem to be talking like he did.

To all Jack speaks out, “When you fight Vampires, they have followers that appear to be normal. They might be under mind control. You know they hypnotize them. And they can’t stop.You guys don't remember that?”
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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John Altfeld
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Re: Up, Up and Away - A Good Bartender is hard to find!

Post by John Altfeld »

Perception: 1d100: [56] = 56 / 76%
JIC: 1d20: [1] = 1 / 1d100: [65] = 65

CONDITIONS: John is at +35 feet, Pebbles, and crammed in as an amorphous blob in the tunnel. Impervious to Energy - 15 minutes remaining. See Invisible, Radar, Immune to Possession etc.

MDC: -282 (273 remaining at current size/status)

Jameson tilts his head (well, his entire upper body) to the side. "Got punched in me throat, didn't I? That's why I sound weird. Chasing the blokes what done it down this tunnel."

Hoping the Quickflex understands this slur, he adds, "Now come help me get them, flatnose!"

After Wolf and Jack talk, Jameson says, "Yeah, go ahead, tell 'em why the turds're afraid of us. Ha ha ha!"

And then he kind of... nods front to back?

John also pops a couple Healing Factor boosts:
1: 4d6: [5, 1, 3, 3] = 12
2: 4d6: [5, 6, 1, 4] = 16
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Armstrong
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Posts: 182
Joined: Mon Oct 08, 2018 3:34 am

Re: Up, Up and Away - A Good Bartender is hard to find!

Post by Armstrong »

Will decides the better part of valour is to not walk down a dark tunnel by himself. When he reaches the shaft upwards, it is completely filled with John's pebble form, which normally fairly malleable, is packed so tightly into the shaft that Will is stuck in the tunnel.
OOC Comments
Nothing in the power's description says you can walk through it and John makes no reference to it, so he needs to actively let you pass.
Being distracted by however his Pebble form is manipulating Jameson, he doesn't notice Will.

Jack informs the others of what he has learned about the capabilities
Wolf Whitaker wrote: Tue Nov 16, 2021 7:58 am Wolf picks up the Cyber-Vampire and tosses it closer to the armed men, "Ya. It's daylight out here but wasn't in the attic. About four of these things attacked. For what I can tell it looks as if someone is using cybernetics to help combat the sunlight and other weaknesses Vamps have. We only killed one. Wounded some of the others. Took off down the tunnel where Jameson is. But before we get to that. I have a question for you." Wolf looks directly at the person who has been taking to him. "Why are the towns people afraid of you? Rather then the towns folk being excited or grateful of your approach, they responded with fear...Now why is that? After what just happened they should have been at least a little happy at getting more hands to help with recovery and medical needs, but they weren't. They were scared...of you...Why? What do you do to these people that they would fear your approach even though they just survived a building collapsing on them?"
Jack Killian wrote: Fri Nov 19, 2021 4:16 pm To all Jack speaks out, “When you fight Vampires, they have followers that appear to be normal. They might be under mind control. You know they hypnotize them. And they can’t stop. You guys don't remember that?”

As both Wolf and Jack attempt to get information and responses from the two men, John continues his attempts to puppet Jameson and doesn't notice Will. The two men look confused by the barrage of questions, insinuations and Jameson's behaviour. Wolf throws the corpse towards them and they both take a step back as it lands near them. As the group speak to them, the Quick Flex's radio crackles to life and a voice on the other end can be heard by anybody with enhanced hearing.

"Pickup complete. What is the situation in town? Where is Jameson?" The Quick Flex turns away from you and covers the radio to speak. The other farmhand hefts his rifle at Wolf and Jack.

"Why would we know about vampires. Not really the territory for them is it. We get Sun and we get rain. Hardly going up in flames is it. We don't know you and for all we know you could be under the control of these alleged vampires. We're going to get some more help and you'd better let our people go and not be here when we get back!" He says this in a raised voice, far louder than necessary. Jack happens to glance down where the injured lay behind the statue and he can see them shudder as the farmhand speaks.

Behind the two farmhands, one of the residents appears in the window. A middle aged woman, she shakes her head furiously where the two farmhands can't see her.

Behind the two armed men, Theodore remains pressed against the wall of the building, watching. All he can see is the two farmhands conversing with two men, possibly mercenaries, stood in front of a ruined building. There are sounds of people moaning behind the statue, but no other sign of the local inhabitants. A grackletooth with an odd voice is sticking up out of a hole in the ground, but there is something odd about his behaviour. One of the mercenaries throws the corpse of what he claims is a vampire down and there seems to be a bit of a standoff as both sides make accusations and demands.
Roughnecks GM
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