UPS: The Mysteries of the Pacific Northwest

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Vera Morozov
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Vera Morozov »

Perception: 1d100: [10] = 10 / 47%
JiC d100: 1d100: [95] = 95 ; JiC d20: 1d20: [6] = 6
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Vera's attention is firmly on the approaching creature as it speaks with Minerva. Her language translator is completely unable to place the tongue. While a touch frustrating, it simply reaffirms to the cyborg that magic had its advantages, as her eyes glance over the amulet that Minerva is wearing.
Perhaps we could find someone to recreate it for the team. Many things could be solved if we could speak without worrying about language barriers.


As such, when Brianna has her seizure, Vera is unaware of the situation until it is verbally called out. She worries briefly on her companion, but knows with a touch of shame that she knows little on the matters concerning her. Instead, she holds guard over Minerva, keeping an eye out in case something more hostile comes for them or the locals speaking with them.

When/if the male's words are translated to the group, Vera comments, "The forest has not shunned us, though we recognized it and took care to avoid harming the trees. It seems those before us did not make that decision." Despite that, she still hopes that the ones who left the log were alright, though it seemed unlikely, given how the object was in the possession of a local.
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field M.D.C.: 110/110
L1-B1 Light Infantry Armor
  • Main Body: 150/150 M.D.C.
  • Right Arm: 20/20 M.D.C.
  • Left Arm: 20/20 M.D.C.
  • Right Leg: 35/35 M.D.C.
  • Left Leg: 35/35 M.D.C.
  • Head: 15/15 M.D.C.
  • -5% to Physical skills such as Acrobatics, Climbing, Gymnastics, Pick Pockets, Prowl, and Swimming.
M.D.C. by Location
  • Head - 150/150 M.D.C. with Helmet
  • Main Body - 290/290 M.D.C.
  • Right Hand - 30/30 M.D.C.
  • Left Hand - 30/30 M.D.C.
  • Right Arm - 90/90 M.D.C.
  • Left Arm - 90/90 M.D.C.
  • Right Leg - 120/120 M.D.C.
  • Left Leg - 120/120 M.D.C.
  • Right Foot - 65/65 M.D.C.
  • Left Foot - 65/65 M.D.C.
  • Right Wing - 175/175 M.D.C.
  • Left Wing - 175/175 M.D.C.
  • Main Rear Jets (3; small) - 40/40 each
  • Lower Maneuvering Jets (3; even smaller) - 25/25 each
  • Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
  • Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
  • Claw Strike - 3D4 M.D.
  • Head Butt - 2D4 M.D.
  • Restrained Punch - 1D4 M.D.
  • Full Strength Punch - 2D6 M.D.
  • Power Punch - 4D6 M.D.
  • Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
  • Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.

Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
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Brianna Clarke
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Brianna Clarke »

Perception: 1d100: [40] = 40 (91%)
JIC: 1d20: [19] = 19 , 1d100: [47] = 47

Commune with spirits: 6 ISP, Duration: 20 minutes

Conditions
I.S.P. Multiplier: 32/38 (Enhanced)
Mesi’s PPE: 90/90 PPE Remaining

When she notices the colours of the forest blending together and she starts getting dizzy, Brianna’s stomach sinks as she realizes what is about to happen. Oh no, not now. Brianna thinks to herself. Sadly, wishing doesn’t stop the mind storms as Brianna falls to the ground and starts to convulse as a barrage of images flow through her mind. The mind storm feels like it lasts for hours though, in reality, it only lasts for a few minutes.

When she comes too, Brianna slowly becomes aware of the fact that both Ecks and Jack are watching her closely. Brianna nods at Jack’s question. ”Just give me a couple of minutes to catch my breath. I’ll be ok.” Brianna does a quick once over to see if she was injured when she fell during the mind storm to see if she needs to use some psychic energy to heal herself.
Looking to Jack, Ecks says, "Good chance she's going to tell us something we don't want to hear, when she comes out of it."
Brianna smirks weakly. ”Yeah, you’re probably right. Just let me collect my thoughts. I saw a lot of things. Not sure exactly what it means but I think there’s something wrong with this forest.” Brianna sits back in her chair and tries to understand what she had just seen. She wonders to herself in a forest like this, could there be spirits. Maybe they could help? Brianna wonders to herself. Never hurts to try, I guess. Brianna then tries to use her ability to talk to any spirits that might be around. To Ecks and Jack, Brianna says, ”I’m going to try to see if there are spirits around here I can talk to.” Feeling a bit foolish, Brianna activates her ability and asks, ”Anyone around? Can I ask you a question?”
Brianna Clarke
HP: 45/45
SDC: 25/25

NE-BA-26 Special Body Armor. Helmet: 50/50, Main Body: 90/90, Arms: 40/40 each, Legs: 50/50 each with N-F20A Medium Force Field (75 MDC) -35/75 FF Activated

Constant Conditions
Sixth Sense
Mind Storm
Precognitive Dreams
Sense Water
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Underguard
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Posts: 638
Joined: Mon Jun 03, 2019 6:41 pm
Location: UPS and GIRLS GM - nphilip90s

Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1055 (10:55AM), Late April, Pacific Northwest, Outpost Hanford
Environmental Conditions: Outside Temp; 22*C (71*F), very little if any actual rain is making it all the way to the team. It is comfortable to stand in the forest.
Brianna's Psionic Multiplier: Supernatural
Ley Line/Nexus Presence: No visible Ley Line, but the ambient energy of one.
Outside, Minerva struggles to finds the words to answer the the local which seems to aggravate him as he starts puffing and releasing soft growls before pointing to the pile of ash from the dead monsters. "Disease. You cure." It grunts before crouching to be at eye level. "You." He points to the Hunter and the others around Minerva. "Hurt? Help?" He asks. Arvid stands ready to help should he be called, and notices the brief moments of aggression or frustration from the local at Minerva's silence. Something else also catches the Godling's keen eyes; the other two locals are no longer alone. At least three others have joined them and are watching the exchange. Vera stands on the other side of Minerva and notes the same thing as Arvid, seeing the locals only her magnified optics let her see specific details about the locals; at least one of them appears to be holding an older firearm and another has what looks like a sword with a large gash across its face. Not a threat to the group by any means, but suggests a great deal of intelligence for what they seem to be.

Drake sits by his bike, watching the forest and the exchange while pondering how best to appease this forest. Looking forward, the cyber-knight is able to plot a path that continues forward and past the locals. Drake poses an open ended question for the group to consider as they continue interacting with the locals. Drake's also confident he can turn the group around and lead them back to the clearing if they wanted.

Mink spends her time tracking in the forest making sure those three were the only ones and although she does not find their lair, she does find tracks to a small watering hole several hundred feet north. There are humanoid footprints all over that vanish at the base of nearby trees. Mink looks in the canopy to inpsect the trees but sees nothing from her vantage point that suggests its used as a route of travel. This far out, Mink can't hear the engine of the Hunter hardly at all and is instead surrounded by the sounds of the forest which seems to have its own subtle sound. Mink doubles back as quickly as she can at the mention of Bri's Mindstorm.

Jack and Ecks are able to help restrain Bri to stop her from hurting herself or hitting parts of the interior, and the flash is brief before she calms down, out of breath, trying to recover. When Bri collects herself enough to feel the connection to the forest more, she takes a leap and attempts to communicate with any local spirits that could be floating around. Several of the nearby wisps that have been floating in the background of the forest move closer to the Bri as she asks her question. One seems to float near her and Brianna feels a wave of emotion come from the wisp; fear. She hears a disembodied voice as though it is right next to her. "Ask" Mink can properly identify two wisps, spirits of something, that respond to Bri. Jack sits back inside the vehicle and watches in relative bewilderment as apparently the girl that just had a seizure is now talking to ghosts. After a few minutes, the device Ecks was holding beeps again and when Ecks checks it, he is prompted for a password again.

What are you doing?
UPS (a combined AA Professional Services and MARS Group) GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) | Exe (PW GA) || EP Ledger
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Minerva
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Minerva »

Perception: 1d100: [53] = 53 /59%
JIC: 1d20: [7] = 7 / 1d100: [36] = 36

  • SDC: 207/207
  • HP: 120/120
  • ISP: 384/414

  • Duration: 10:15/16 minutes
  • Total Bonuses:
    • +1 APM
    • +3 on initiative
    • +1 to strike
    • +2 to parry and dodge
    • +2 to P.P. (factored in to bonuses)
    • +15% to all Physical skills that rely on coordination or balance

  • Damage: 4D6 M.D.
  • Duration: 10:00/16 minutes
  • Size: 8' high, 4' diameter


  • Helmet: 50/50
  • Arms:
    • L: 40/40
    • R: 40/40
  • Legs:
    • L: 50/50
    • R: 50/50
  • Main Body: 90/90
  • N-F50A Superheavy Force Field: 160/160 (ON)

  • Damage: 4D6 M.D.

  • Damage: 5D6 M.D.C. per melee

  • Range: 2,000'
  • Damage: 1D4x10 M.D.
  • Payload: 10 Shot (E-Clip)

  • Range: 1 mile
  • Damage: 6D6 M.D.
  • Payload: 2 missiles

  • Robotic P.S. of 25
  • +4 P.P.
  • +20 Speed
  • +10' to leaps
  • +10% to Climbing
  • Reduce Fatigue by 75%
  • -10% to Physical Skills
  • +1 to Strike with Hand Held Ranged Weapons
  • +3 Initiative
  • +2 to Parry
  • +2 to Dodge
  • +5 to Roll w/ Impact
  • Allows user to dodge all attack, even those from behind and/or surprise
  • Restrained Punch: 6D6
  • Punch/Kick: 1D4 M.D.
  • Power Punch/Jump Kick: 2D4 M.D.


Minerva stands perfectly still as the small ones recoil from her understood speech. Even when the large creature lumbers toward her, she remains calm and collected. Perhaps too calm and collected, as she marvels at the creature's size, it's speech and how it consciously hunched itself down to her size to communicate.
Underguard wrote: Wed Aug 03, 2022 10:15 pm "Disease. You cure." It grunts before crouching to be at eye level. "You." He points to the Hunter and the others around Minerva. "Hurt? Help?"
Minerva shakes her head out of the clouds. "Sorry, sorry. I am in awe of you. You are simply amazing. Yes. We will help. We will cure the disease. The forest was kind enough to invite us in, we will not abuse that trust. How do we cure it?"
When she's gotten all the information she needs, she'll bow and say "Gracias señor" to the creature and then turn to her team and explain what transpired.
"He says the demons we defeated are a sickness of the forest and that we must cure it. Many men have come before in armor like this", she gestures to the Hunter, "and harmed the forest. While we conduct our mission for our employers, we must also find the source of this sickness and crush it so that this place can be whole again."
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
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Arvid Hammerson
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Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 41% 1d100: [45] = 45 +25% For Electrical 1d100: [95] = 95
JIC d20: 1d20 1d20: [7] = 7

JIC: 1d100 1d100: [35] = 35

Conditions:

Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
OOC Comments
The influence of ley line energy: The duration and range of the Zapper's pyrokinetic and other psychic powers are increased by 50% whenever on or near (within one mile/l .6 km) a ley line. The duration, range, and damage of his powers are doubled when at or near (one mile/l .6 km) a ley line nexus point!

Practitioners of magic, supernatural creatures, and demons can stand on or near a ley line and freely feed on its energy to cast magic as well as enhance their magic. (Increase the range and duration of a spell by 50% when on or within 2 miles/3 .2 km of a ley line.)

(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!
Duration: Constant.

Enhance Reflexes (10) bonuses: + 1 attack per melee, +3 on initiative, + 1 to strike, +2 to parry and dodge, +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.

Electrical Aura & Radiate Electricity: Duration: Two minutes per level of experience. I.S.P. Cost: 5 24 MDC. Renews itself at a rate of 2D6 M.D.C. per melee round

2D6 M.D. can be inflicted with an electrical energy bolt (4D6 M.D. at ley lines and 6D6 M.D. at a nexus) if the Zapper concentrates intensely. This 2D6 M.D. can be added to damage from the Zapper's punches, kicks, or simply by being touched, if he so wills it to happen! lasts only one melee round per level of experience. Each M.D. electric attack (bolt, punch, kick, head butt, etc.) counts as one melee action/attack. Maximum range of the energy bolt is 30 feet (9m) per level of experience; triple at a ley line and quadruple at a nexus point.

Note: Additional cost of 8 I.S.P.,
P.P.E.: 110
I.S.P.: 150 127 -2
M.D.C.: 429 MDC, Armor 38, Electric Field 24 fully renewed

Arvin continues to listen to Minerva speaking with the Forest Person. When he sees the others close by, he slowly stands up and nods his recognition of the others.
Minerva "Sorry, sorry. I am in awe of you. You are simply amazing. Yes. We will help. We will cure the disease. The forest was kind enough to invite us in, we will not abuse that trust. How do we cure it?"
He speaks softly to Minerva, “Minerva, we have more company, looks like three more of them where the others were. Invite the others down, so we can make everyone feel comfortable and maybe we can help them in other ways?”
Minerva: "He says, the demons we defeated are a sickness of the forest and that we must cure it. Many men have come before in armor like this", she gestures to the Hunter, "and harmed the forest. While we conduct our mission for our employers, we must also find the source of this sickness and crush it so that this place can be whole again."
Arvin replies to Minerva Shaking his head in agreement, “Yes, Demons and devils are a pox on any world. We need to help these people and this forest.“

To the Forest People, “I will help rid this fair forest and these people of this vile plague to the best of my abilities, This I promise in the name of Odin and Asgard.” Arvin knows that his new friends do not understand what he has said, but he hopes, him showing solidarity with Minerva will help. He offers his hand to the Forest People, but makes sure he does not zap him. Then realize they may not understand it. “Minerva, can you help us here maybe invite the others? And tell him he might receive a bit of a jolt, it is normal and don't be afraid.”

Arvin switches to the radio, “Commander Ecks, Minerva, seems to understand these people and it seems we have an ally to help in this Forest. she seems to be the only one capable. I don't have any magic that cane replicate the spell. Do you have magic that can accomplish this? She can tell you more.”
The BOLT
OOC Comments
Avrid Hammerson
Zapper/Air Warlock

Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 110 -4
MDC: 429
ISP:150
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 429
Electrified Body Protection: 24 MDC
Armor: 38
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Vera Morozov
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Vera Morozov »

Perception: 1d100: [28] = 28 / 47%
JiC d100: 1d100: [25] = 25 ; JiC d20: 1d20: [11] = 11
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Vera can't help but chuckle to herself as the situation is explained, both to the team and to the people of the forest.
No matter where I go, demons crop up. I cannot get away from it.
She moves up besides Minerva and Arvin. Unlike Arvin, who chooses to respond to the forest people, Vera doesn't speak to them, simply allowing her presence and standing besides her team speak for her.

Once they have assured the forest folk that their intentions are benevolent, she turns and moves to the Hunter and those inside, servos whirring as the cyborg approaches. "Find anything useful on our little present, Ecks?" she queries.
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field M.D.C.: 110/110
L1-B1 Light Infantry Armor
  • Main Body: 150/150 M.D.C.
  • Right Arm: 20/20 M.D.C.
  • Left Arm: 20/20 M.D.C.
  • Right Leg: 35/35 M.D.C.
  • Left Leg: 35/35 M.D.C.
  • Head: 15/15 M.D.C.
  • -5% to Physical skills such as Acrobatics, Climbing, Gymnastics, Pick Pockets, Prowl, and Swimming.
M.D.C. by Location
  • Head - 150/150 M.D.C. with Helmet
  • Main Body - 290/290 M.D.C.
  • Right Hand - 30/30 M.D.C.
  • Left Hand - 30/30 M.D.C.
  • Right Arm - 90/90 M.D.C.
  • Left Arm - 90/90 M.D.C.
  • Right Leg - 120/120 M.D.C.
  • Left Leg - 120/120 M.D.C.
  • Right Foot - 65/65 M.D.C.
  • Left Foot - 65/65 M.D.C.
  • Right Wing - 175/175 M.D.C.
  • Left Wing - 175/175 M.D.C.
  • Main Rear Jets (3; small) - 40/40 each
  • Lower Maneuvering Jets (3; even smaller) - 25/25 each
  • Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
  • Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
  • Claw Strike - 3D4 M.D.
  • Head Butt - 2D4 M.D.
  • Restrained Punch - 1D4 M.D.
  • Full Strength Punch - 2D6 M.D.
  • Power Punch - 4D6 M.D.
  • Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
  • Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.

Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
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Ecks
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Ecks »

Perception: 1d100: [56] = 56 /85%
JIC: 1d20: [15] = 15 / 1d100: [48] = 48

Computer Hacking; 1d100: [18] = 18 /93% (these rolls for keeping the device unlocked/active)
Computer Hacking; 1d100: [23] = 23 /93%
Computer Hacking; 1d100: [74] = 74 /93%
Computer Hacking; 1d100: [32] = 32 /93%
Computer Hacking; 1d100: [82] = 82 /93%

These for gaining a better understanding of other features of the device.

Computer Hacking; 1d100: [18] = 18 /93%
Computer Hacking; 1d100: [52] = 52 /93%
Computer Hacking; 1d100: [21] = 21 /93%

Ecks watches warily as Bri composes herself and beckons spirits to speak to. The operator has never entirely shaken his distrust of the supernatural.

"Remember, never give your secured card number to any spirits you don't know." he says cheekily, covering the unsettling nature of the environment.

Still as the device beeps, prompting him for a password again, he tries his hand again, to keep the device active.
Ecks
Medals
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H.P. 61/61
S.D.C. 51/51

NG-EX10 Light ExoSkeleton Battle Armor: Helmet: 96 , Main Body: 216, Arms: 84, Legs: 108
Combat Trench Coat:17/36
Mantooth Dessication Bullets 6 Rounds/2d6 S.D.C. pistol whip
NG-45LP 5D6+5 M.D.C 12/12 charges long e-clip
Vibro Knife: 1D6 M.D.C. Dmg.

NG-V7 main body 492/492 M.D.

Sled main body 110/110
force field 285/285
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Underguard
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1100 (11:00AM), Late April, Pacific Northwest, Outpost Hanford
Environmental Conditions: Outside Temp; 22*C (71*F), very little if any actual rain is making it all the way to the team. It is comfortable to stand in the forest.
Brianna's Psionic Multiplier: Supernatural
Ley Line/Nexus Presence: No visible Ley Line, but the ambient energy of one.
The creature seems to nod fervently in appreciation at understanding. The creature takes a stick and pokes it into the ground so it is standing up. He moves his hands around it and grunts "Machine." He moves to another spot and says Machine again. He moves and says it again and walks in the middle of all of them and says "Tree." Then he moves to the stick and kicks it out of the ground and looks to Minerva to see if she understands. Drake stares blandly, watching the encounter from his bike and dreaming of other things. Minerva can head to everyone else and relay what she learned from the locals. When Minerva moves away from the creature, he also steps back and vanishes into the brush. Minerva can hear the sound of tree climbing. Minerva doesn't have time to relay Arvid's request before the locals seem to spread out, however keen eyes can tell a couple of the locals might be watching them still. [Everyone passed their perception check]

Bri takes a few moments to recollect her thoughts after her Mindstorm and relaying what happened to Ecks. Jack is able to help get her water and otherwise just watches the optics, most of the other sensory systems relatively useless. Vera hops ontop of the Hunter to Ecks' hatch and peers inside as the Operator does impressive hacking. Once Ecks broke into the device, Ecks dove in and a series of minor curse words and Ha's later, Ecks is learning a lot about the device. "DAGR" is etched into different areas within it's small operating system and Ecks can immediately tell it is a form of Global Positioning System device that is still connected to something; as in this hand-held GPS receiver is actively being fed information from somewhere else. The Contact List is a list of other, offline GPS modules. There are only 9 buttons on device, making using it simple yet complicated. Ecks is not capable of removing the password prompt, it seems the device is set to auto-lock after five minutes of being unlocked, regardless of activity; a security feature? Something interesting about this DAGR device is that whatever signal it is receiving penetrates the forest's natural blocking ability, which means Ecks might be able to track it. [Hacking for days.]

Minerva stands outside with Arvid, Mink and Drake in a perpetual stand still, the locals they were talking too seemingly done talking. The four outside note the Hunter has not moved the entire time, even a little bit; within Ecks is diving into the device while Bri recovers. The outside forest doesn't have many of the natural sounds you might expect to hear, but with the Hunter idling and the conversations died down, the sound of the rain above can be heard. Those outside note that there seem to be an increasing number of wisps that are circling the Hunter.

What are you doing?
UPS (a combined AA Professional Services and MARS Group) GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Culter (CS 40-4th) | Exe (PW GA) || EP Ledger
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Arvid Hammerson
Posts: 28
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 41% +25% For Electrical 1d100

JIC d20: 1d20

JIC: 1d100

Conditions:

Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
OOC Comments
The influence of ley line energy: The duration and range of the Zapper's pyrokinetic and other psychic powers are increased by 50% whenever on or near (within one mile/l .6 km) a ley line. The duration, range, and damage of his powers are doubled when at or near (one mile/l .6 km) a ley line nexus point!

Practitioners of magic, supernatural creatures, and demons can stand on or near a ley line and freely feed on its energy to cast magic as well as enhance their magic. (Increase the range and duration of a spell by 50% when on or within 2 miles/3 .2 km of a ley line.)

(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!
Duration: Constant.

Enhance Reflexes (10) bonuses: + 1 attack per melee, +3 on initiative, + 1 to strike, +2 to parry and dodge, +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.

Electrical Aura & Radiate Electricity: Duration: Two minutes per level of experience. I.S.P. Cost: 5 24 MDC. Renews itself at a rate of 2D6 M.D.C. per melee round

2D6 M.D. can be inflicted with an electrical energy bolt (4D6 M.D. at ley lines and 6D6 M.D. at a nexus) if the Zapper concentrates intensely. This 2D6 M.D. can be added to damage from the Zapper's punches, kicks, or simply by being touched, if he so wills it to happen! lasts only one melee round per level of experience. Each M.D. electric attack (bolt, punch, kick, head butt, etc.) counts as one melee action/attack. Maximum range of the energy bolt is 30 feet (9m) per level of experience; triple at a ley line and quadruple at a nexus point.

Note: Additional cost of 8 I.S.P.,

W.P. Sword - +2 to strike +1 to parry

Number of Attacks: 7
Initiative Bonus: +9
Strike Bonus: +10
Parry Bonus: +15
Dodge Bonus: +14

P.P.E.: 110
I.S.P.: 150 127 -2
M.D.C.: 429 MDC, Armor 38, Electric Field 24 fully renewed

Arvin looks on as the Forest Man explains the plan,
The creature takes a stick and pokes it into the ground so it is standing up. He moves his hands around it and grunts "Machine." He moves to another spot and says Machine again. He moves and says it again and walks in the middle of all of them and says "Tree." Then he moves to the stick and kicks it out of the ground and looks to Minerva to see if she understands.
Arvin speaks with a look of concern over the radio, “So there are three Machines, and we need to take them out? Very simple he is letting us decide how to do our part? I can wreak havoc with machines, may not destroy them but it gives the rest time to close and destroy it or them. I should lead the way and stop their communications. Then switch things off like the radar and optics. Finally get close and start draining the machine, make it less efficient."

Arvin continues, “Ecks any idea what we will run into? Anyone else have some suggestions before we head out? I think we should start moving, soon since the Allies have left.”

Arvin uses his abilities to Sense Electronics and moves toward it if the forest allows it.

Arvin uses his Turbo Board to head for the nearest source.

Use Frequency Jamming
Range: 300 ft line of sight or two machines by touch.
Duration: 1.5 minutes
OOC Comments
Saving Throw: Not applicable; affects machines.
P.P.E.: Eight for Air Warlocks.
This spell interferes with communications, transmissions and/or
sensor systems (radios, radar, sonar, motion detector, heat sensor, CAT
scan, lie detector, etc.) by magically jamming the frequencies used by
that machine. This means no intelligible readings or communications
can be delivered by the enchanted machine until the magic ends.
The BOLT
OOC Comments
Avrid Hammerson
Zapper/Air Warlock

Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 110 -4
MDC: 429
ISP:150
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 429
Electrified Body Protection: 24 MDC
Armor: 38
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Minerva
Diamond Level Patron
Diamond Level Patron
Posts: 220
Joined: Sat Jun 03, 2017 11:55 pm
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Minerva »

Perception: 1d100: [91] = 91 /59%
JIC: 1d20: [3] = 3 / 1d100: [37] = 37

"OK... Three machines surrounding the forest that must be destroyed in order to restore the forest to health. I think I understand. I will do my best." As she moves away from the creature, she hears the sound of it's retreat. Glad it felt comfortable enough with me to Heading to the others, she explains what the creature has told her as best she can. The rain is a comforting sound but the wisps are a source of concern for her. "What are these? Mr. Ecks, what would you have us do next?"

She climbs aboard her motorcycle and awaits further instructions.
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
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