UPS: The Mysteries of the Pacific Northwest

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Brianna Clarke
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Brianna Clarke »

Perception: 1d100: [65] = 65 (91%)
JIC: 1d20: [18] = 18 , 1d100: [35] = 35
Initiative: 1d20: [16] = 16
APM: 6

Conditions
I.S.P. Multiplier: 34/38 (Enhanced)
Mesi’s PPE: 90/90 PPE Remaining
"Bri, look up!" Minerva shouts as she twists away from the lock she has been working on to engage the descending giant spider.
Brianna looks up immediately at Minerva’s words and her eyes widen. ”Oh shit!” Taking a step back, Brianna thinks to herself Why did it have to be spiders!?! Grabbing Maia, Brianna takes a deep breath and readies herself to strike. Slashing at the closest spider, Brianna does her best to take it down and avoid any attacks they might send her way.

Actions
1. looks up and takes a step back
2. grabs Maia and takes a deep breath
3. slashes at spiders with Maia. Strike: 1d20+2: [19]+2 = 21 CRIT, damage, if hit: 4d6+6: [6, 2, 3, 4]+6 = 21 *2=42 md
4. reserved for dodge, if needed. 1d20+3: [1]+3 = 4
5. slashes at spiders with Maia. Strike: 1d20+2: [11]+2 = 13 , damage, if hit: 4d6+6: [6, 3, 4, 4]+6 = 23 md
6. reserved for dodge, if needed. 1d20+3: [13]+3 = 16

Auto-parry, if needed.
1. 1d20+3: [7]+3 = 10
2. 1d20+3: [2]+3 = 5
3. 1d20+3: [7]+3 = 10
4. 1d20+3: [15]+3 = 18
5. 1d20+3: [1]+3 = 4
6. 1d20+3: [6]+3 = 9
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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Drake
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Drake »

Perception: 1d100: [5] = 5 /55%
Just in Case: 1d20: [6] = 6 ; 1d100: [25] = 25
Conditions:

Advanced Combat Awareness Combat awareness (all opponents). Basically the same as level four, above, but the CyberKnight's awareness extends to all combatants who direct an attack at the Knight. However, because the area of awareness is expanded to include several opponents, the overall bonuses are reduced.
Bonuses & Abilities against Weapons and Technology:
• Negates any bonuses provided by the weapon/machine.
• The Cyber-Knight knows what his opponent is doing the same instant his opponent does it, enabling the Knight to react a split second faster: +2 on initiative against attacks from modem guns and machines (bionics, robots, etc . ) and +4 against artificial intelligences and computers like Skelebots and automated defense systems.
Also the Cyber-Knight is +2 to strike and parry, and +1 to dodge.
• Meanwhile, the Cyber-Knight' s gun-toting or tech-laden opponent is -2 to strike the Knight, -2 to dodge the Cyber-Knight's attacks, and loses I melee attack/action due to time spent compensating for the Cyber-Knight' s amazing agility, combat skills and awareness.
Cloud Sensors: The Cyber-Knight cannot be accurately detected with Sensors.
• Sensors" are limited to those in Robots, Power Armor, Vehicles with Weapons/Sensor systems.
• Inexperienced (1st-3rd Level) sensor operators cannot use sensors at all, and -2 attacks per melee every time they try to figure out what's going on.
• Experienced operators are uncertain, hesitate, and lose one melee action, with a -40% skill penalty.

NG Road Hog Motorcycle Main Body 115/115
NG-EX10 Gladius Light Exo-Skeleton Battle Armor Main Body 180/180
• [roll]N-F40A Heavy Force Field[/roll] Force Field 110/110
Armored M.D.C. “Tank” Trench Coat Main Body 50/50



Initiative: 1d20+4: [18]+4 = 22
Number of Attacks: 8

Action One: Shoot NG-P7 Particle Beam Rifle at wounded spiders. (Strike: 1d20+4: [18]+4 = 22 ; Damage: 1d4*10: [2]*10 = 20 M.D.)
Action Two: Shoot NG-P7 Particle Beam Rifle at wounded spiders. (Strike: 1d20+4: [12]+4 = 16 ; Damage: 1d4*10: [1]*10 = 10 M.D.)
Action Three: Shoot NG-P7 Particle Beam Rifle at wounded spiders. (Strike: 1d20+4: [8]+4 = 12 ; Damage: 1d4*10: [2]*10 = 20 M.D.)
Action Four: Shoot NG-P7 Particle Beam Rifle at wounded spiders. (Strike: 1d20+4: [20]+4 = 24 Critical; Damage: 1d4*10: [3]*10 = 30 M.D. x2 damage: 60 M.D.)
Action Five: Shoot NG-P7 Particle Beam Rifle at wounded spiders. (Strike: 1d20+4: [2]+4 = 6 ; Damage: 1d4*10: [2]*10 = 20 M.D.)
Action Six: Shoot NG-P7 Particle Beam Rifle at wounded spiders. (Strike: 1d20+4: [13]+4 = 17 ; Damage: 1d4*10: [4]*10 = 40 M.D.)
Action Seven: Shoot NG-P7 Particle Beam Rifle at wounded spiders. (Strike: 1d20+4: [6]+4 = 10 ; Damage: 1d4*10: [2]*10 = 20 M.D.)
Action Eight: Shoot NG-P7 Particle Beam Rifle at wounded spiders. (Strike: 1d20+4: [3]+4 = 7 ; Damage: 1d4*10: [2]*10 = 20 M.D.)

Contingency
If Drake needs to parry he will manifest his Psi-sword (Blue Jagged bladed Machete).

Parries with Psi-Sword as needed: 1d20+10: [10]+10 = 20 , 1d20+10: [11]+10 = 21 , 1d20+10: [14]+10 = 24 , 1d20+10: [18]+10 = 28 , 1d20+10: [5]+10 = 15 , 1d20+10: [18]+10 = 28 , 1d20+10: [16]+10 = 26 , 1d20+10: [12]+10 = 22 .
Dodges vs. Ranged Attacks: 1d20+6: [20]+6 = 26 , 1d20+6: [15]+6 = 21 , 1d20+6: [10]+6 = 16 , 1d20+6: [18]+6 = 24 , 1d20+6: [9]+6 = 15 , 1d20+6: [17]+6 = 23 , 1d20+6: [15]+6 = 21 , 1d20+6: [11]+6 = 17 .


Damn dig spiders, likely dimensional imports. Drake thinks as he fires his particle beam rifle into the wounded ones, to clear them out. "Big spiders are certainly new on my list of things." Drake says between shots. How do they even find enough food in this forest? Drake considers.
"I hear black and I have no mercy." ~Drake, during the black rage. EP
"The sun persists in rising, so I make myself stand." -Katniss Everdeen
"Where must we go, we who wander this wasteland, in search of our better selves." ~The First Histories of Man.
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Vera Morozov
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Vera Morozov »

Perception: 1d100: [12] = 12 / 47%
JiC d100: 1d100: [70] = 70 ; JiC d20: 1d20: [1] = 1
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 grunts in effort, her mechanics whining as she roughly shoves the corpse of the giant spider off of her. As she stands and checks that her spears haven't tumbled too far from her. Rapidly grabbing everything, the military woman immediately rejoins the fight, calling out a "Спасибо, Ecks!" as she leaps to aid Arvid.

She will aid the godling in striking it down before turning and charging towards the ones dropping in on Bri and Minerva, pole-arms striking out in a hopefully more graceful fight than her previous one.
Forest fights are never great. Too many things in the way to get a good charge or leap,
she quietly complains to herself.
Combat
Initiative: 1d20+11: [17]+11 = 28
APM: 6 (+1 when using only polearms & claws)

Action 1-1: Strike down the spider on Arvid, or move on to one on Bri and Minerva. Strike: 1d20+12: [9]+12 = 21 ; Damage: 1d6*10+2: [2]*10+2 = 22 M.D.
Action 1-2: Keep on at it! Strike: 1d20+12: [19]+12 = 31 ; Damage: 1d6*10+2: [3]*10+2 = 32 M.D.

Action 2-1: Continue the assault! Strike: 1d20+12: [3]+12 = 15 ; Damage: 1d6*10+2: [4]*10+2 = 42 M.D.
Action 2-2: Parry an incoming strike against her. Parry: 1d20+16: [6]+16 = 22

Action 3-1: Continue the assault! Strike: 1d20+12: [18]+12 = 30 ; Damage: 1d6*10+2: [3]*10+2 = 32 M.D.
Action 3-2: Parry an incoming strike against her. Parry: 1d20+16: [9]+16 = 25

Action 4-1: Continue the assault! Strike: 1d20+12: [15]+12 = 27 ; Damage: 1d6*10+2: [3]*10+2 = 32 M.D.
Action 4-2: Parry an incoming strike against her. Parry: 1d20+16: [16]+16 = 32

Action 5-1: Continue the assault! Strike: 1d20+12: [12]+12 = 24 ; Damage: 1d6*10+2: [4]*10+2 = 42 M.D.
Action 5-2: Continue the assault! Strike: 1d20+12: [20]+12 = 32 - Nat 20!; Damage: 1d6*10+2: [4]*10+2 = 42 *2 = 84 M.D.

Action 6-1: Continue the assault! Strike: 1d20+12: [7]+12 = 19 ; Damage: 1d6*10+2: [5]*10+2 = 52 M.D.
Action 6-2: Parry an incoming strike against her. Parry: 1d20+16: [18]+16 = 34

Action 7-1: Continue the assault! Strike: 1d20+12: [7]+12 = 19 ; Damage: 1d6*10+2: [6]*10+2 = 62 M.D.
Action 7-2: Parry an incoming strike against her. Parry: 1d20+16: [14]+16 = 30

Contingency Actions: Will give up actions 6 & 7 to dodge if her force field goes down. Dodge Rolls: 1d20+12: [8]+12 = 20 ; 1d20+12: [3]+12 = 15
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field: 110/110 M.D.C.
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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Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1300 (1:00PM), Late April, Pacific Northwest, Outpost Hanford
Environmental Conditions: Outside Temp; 12*C (54*F), much cooler, more rainwater is flowing
Brianna's Psionic Multiplier: Supernatural
Ley Line/Nexus Presence: No visible Ley Line, and the former ambient energy of the group felt feels diluted.
Combat Round: 3
[The itsy bitsy spider(nest) crawled in from the rain]

Vera steps into action and bursts towards the Spider on Arvid while Bri unsheathes Maia and Minvera successfully paralyzes the descending spider. Unfortunately Minerva doesn't even think about trying to dodge or roll out of its way as it comes tumbling down on top of her. Bri immediately swipes with Maia and carves through half of its head, prompting it to squirm even more while Minerva crawls out from underneath it. Minerva starts hacking away at the Spider as it gets up. However before Minerva and Bri can go back to getting the hatch open, Bri finds herself stuck to the ground and covered in webbing that makes it hard to move. [GM: Roll above 13 on a d20 + PP bonus to break free on your own, otherwise it will need to be cut.]

Meanwhile, Vera and Arvid quickly dispatch theirs and move on to the closest of the remaining three that are descending. Arvid and Vera, through a tandem effort, brutally dispatching one of them. Though Vera feels several impacts glance off her forcefield from one of the spiders. The pair move on to the second one descending and are able to dispatch it without fuss, finding it rather helpless as it descends.

Drake, though no stranger to combat is a stranger to giant spiders. Does it stop the seasoned veteran? No. As Drake unloads with his particle rifle, he notices two things inbetween shots. First, the spiders in question do not have any apparent supernatural resistances or immunities. Second, there are quite a lot more running around in the canopy above. Enough to overwhelm the group if they aren't careful. Drake can figure the group has maybe another fifteen seconds before the rest of the spiders on the outskirts start pouring in. Easy enough to kill, but a lot of them.

How many legs does a nest have?

MotW1.png
[Red circles are groupings of spiders. Mk is Mink. There are a lot of spiders, so just pick a direction when you start. Next map will have PC tokens on it]


  • Ecks:
  • Brianna: -9 MDC to main body
  • Drake:
  • Mink:
  • Minerva: -4 MDC to main body
  • Vera: -18 MDC to Forcefield
  • Jack:
  • Arvid:
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Exe (PW GA) |Venenifer (Roughnecks) | Glitch (PW: Rogues) | Sam Animus (PW Void Reaver) || EP Ledger
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Arvid Hammerson
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Itsy Bitsy Spiders
Perception: 44% 1d100: [90] = 90 +25% For Electrical 1d100 1d100: [95] = 95
JIC d20: 1d20 1d20: [13] = 13
JIC: 1d100 1d100: [17] = 17
Init:1d20+9 1d20+9: [8]+9 = 17

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.,
Walk the Wind: 120 min,
Frostblade: 12 min, 4D6
W.P. Sword - +2 to strike +2 to parry
P.P.E.: 126 - 8, 4
I.S.P.: 160 127 –2, 8, 4
M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed
Arvid when his and Vera’s last spider Drops turns to look around as he quickly gets his Frostblade. He turns around trying to ascertain the current situation he speaks, “I think we should concentrate on those nest groups close to us first, those up toward the Northeast and Southeast that gives us a place to retreat if need be and not have anyone coming up on be hind us. I think I can try to delay those on the western side with some spells. What say the rest of you?"

Arvid then goes after the groups to the West and South hoping to slow some of them down 3 spells( 36 PPE). After that he then helps his team attack the other spiders on the East.

Number of Attacks: 8
Initiative Bonus: +9
Strike Bonus: +12
Parry Bonus: +17
Dodge Bonus: +15

ACTIONS
OOC Comments
Action 1
Pickup Frost blade

Action 2
Northern Lights on Group/Nest of Spiders

Action 3
Northern Lights on Group/Nest of Spiders

Action 4
Northern Lights on Group/Nest of Spiders

Action 5
Right hand Vibro Strike: 1d20+12 1d20+12: [4]+12 = 16
Damage: 10d6 10d6: [2, 3, 1, 1, 3, 5, 4, 3, 6, 2] = 30
Left hand Frost Blade Strike: 1d20+12 1d20+12: [9]+12 = 21
Damage: 10d6 10d6: [6, 1, 6, 1, 3, 4, 4, 2, 5, 5] = 37

Action 6
Right hand Vibro Strike: 1d20+12 1d20+12: [9]+12 = 21
Damage: 10d6 10d6: [5, 5, 5, 5, 1, 3, 2, 6, 1, 1] = 34
Left hand Frost Blade Strike: 1d20+12 1d20+12: [9]+12 = 21
Damage: 10d6 10d6: [4, 4, 3, 6, 6, 1, 3, 2, 5, 5] = 39

Action 7
Right hand Vibro Strike: 1d20+12 1d20+12: [2]+12 = 14
Damage: 10d6 10d6: [6, 2, 2, 6, 3, 1, 5, 2, 6, 2] = 35
Left hand Frost Blade Strike: 1d20+12 1d20+12: [2]+12 = 14
Damage: 10d6 10d6: [2, 5, 6, 3, 3, 1, 5, 2, 5, 2] = 34

Action 8
Right hand Vibro Strike: 1d20+12 1d20+12: [11]+12 = 23
Damage: 10d6 10d6: [2, 5, 5, 5, 5, 3, 4, 5, 4, 2] = 40
Left hand Frost Blade Strike: 1d20+12 1d20+12: [18]+12 = 30
Damage: 10d6 10d6: [2, 5, 5, 2, 6, 1, 4, 1, 3, 5] = 34
Parry: 1d20+17 1d20+17: [4]+17 = 21 , 1d20+17: [5]+17 = 22 , 1d20+17: [2]+17 = 19 , 1d20+17: [9]+17 = 26 , 1d20+17: [1]+17 = 18 , 1d20+17: [12]+17 = 29 , 1d20+17: [16]+17 = 33 , 1d20+17: [16]+17 = 33
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: 126
MDC: 449
ISP:160
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: 449
Electrified Body Protection: 24 MDC
Armor: 38[/inline]
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Ecks
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Ecks »

Perception: 1d100: [75] = 75 /85%
JIC: 1d20: [11] = 11 / 1d100: [5] = 5

Pilot Jetpack: 1d100: [26] = 26 /100%

Ecks looks at the encroaching spiders and offers, He yells to Arvid, "Arvid, you look corn-fed, see about prying that lid open when you get a moment. We may need to make a hasty retreat." With that, Ecks ignites his jetpack and flies up above the tree tops a hundred feet. Establishing a hover, he once again bring the JA-12 up and fires upon the spiders.

APM:8
Action 1-2: Fly jetpack up and hover
Action 3: 1d20+7: [15]+7 = 22 Attack, Damage 1d6*10: [6]*10 = 60 +10=70MD
Action 4: 1d20+7: [1]+7 = 8 Attack, Damage 1d6*10: [1]*10 = 10 +10=20MD
Action 5: 1d20+7: [11]+7 = 18 Attack, Damage 1d6*10: [6]*10 = 60 +10=70MD
Action 6: 1d20+7: [14]+7 = 21 Attack, Damage 1d6*10: [2]*10 = 20 +10=30MD
Action 7: 1d20+7: [11]+7 = 18 Attack, Damage 1d6*10: [3]*10 = 30 +10=40MD
Action 8: 1d20+7: [7]+7 = 14 Reserved for dodge

Parry: 1d20+6: [6]+6 = 12 , 1d20+6: [11]+6 = 17 , 1d20+6: [8]+6 = 14 , 1d20+6: [13]+6 = 19 , 1d20+6: [16]+6 = 22 ,
Ecks
Medals
Image
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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Mink
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Mink »

Perception: 71%/ 1d100: [41] = 41 SUCCESS
JIC: 1d20: [10] = 10 , 1d100: [60] = 60

Since entering the clearing, Mink has been engrossed in the DAGR device. She has tried, unsuccessfully, to unlock more features or link to it with her own computer and piggy back into the cellular system. All such efforts have thus far failed. She also can't shake a feeling of dread and curiousity for the slim figure that seemed to look at her in the vision. It has dominated her thoughts such that she is not paying attention to her surroundings.

She is caught off guard by the appearance of the spiders, saved only by her sixth sense. She spends the first few seconds of combat dealing with foes in the outskirts, letting her companions deal with the ones coming down over the other women of their group. Standing right beside Drake, she has the same view he does and comes to similar conclusions. Hearing Eck's call for assistance with the door, Mink sprints over and examines it. Over the team radio, she calls out. "We're seconds from even more company. Those trees are swarming with those things! I'm going to work on the door. Cover me!" She presents the DAGR device, seeing if it might offer access to the door in the manner of a proximity sensor of some sort. She spends her time trying to examine it and attempting to use the DAGR device to access the door, psionically and electronically. She does examine for any ways to cut into it faster as a last resort.

Action 1:
1d20: [11] = 11 +8 or 5
Move to the Dome, activating force field 160/160
Action 2: Not Dodging - relying on Force field; See if the DAGR device is some sort of wireless key device for access: Military Etiquette 90%/ 1d100: [72] = 72 - Use whatever ID I can figure out that might gain access SUCCESS
Action 3: Not Dodging - relying on Force field; Inspect the locking mechanism: Basic Electronics 55%/ 1d100: [45] = 45 - can this be accessed electronically? SUCCESS
Action 4: Not Dodging - relying on Force field; Inspect the locking mechanism: Sensory Equipment 65%/ 1d100: [76] = 76 - Using thermal or infrared for any clues FAIL
Action 5: Not Dodging - relying on Force field; Inspect the locking mechanism: Military Etiquette 90%/ 1d100: [53] = 53 - how would the NGR or CS Military design this to be accessed? SUCCESS
Action 6: Not Dodging - relying on Force field; Inspect the locking mechanism: Field Armorer & Munitions Expert 85%/ 1d100: [82] = 82 - can it be bypassed with explosives or blades? SUCCESS
Action 7: Not Dodging - relying on Force field; Attempt to interface with the lock and the DAGR device; using one to access the other. Machine Ghost; Computer Operation 85%/ 1d100: [85] = 85 - Open Sesame SUCCESS
Mink, Freelance Intelligence Operative
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Minerva
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Minerva »

Perception: 1d100: [43] = 43 /59%
JIC: 1d20: [1] = 1 / 1d100: [61] = 61
  • SDC: 207/207
  • HP: 120/120
  • ISP: 374/414

  • Damage: 5D6 M.D.
  • Duration: 19:00/20 minutes


  • 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.


Shoving the spider corpse off of her, Minerva makes a sound of disgust under her mask. "
Spider Guts? Disgusting!
!"


When she is warned about the incoming swarm of spiders, she decides to step her game up.
I was reserving my inner strength for a larger challenge. It looks like the time is now.


Turning to the group she points to Bri. "Someone get her out of those webs!" She activates her
  • -50 ISP
  • 3100 lbs max weight
  • 16 minute duration
and focuses on tearing the door out of it's frame. If successful, she hollers to everyone "Inside, now!" When all are inside, she creates a
  • -20 ISP
  • Damage: 6D6 MD
  • 72% chance of setting combustibles on fire
large enough to seal the entrance (up to 14'x14'). If there are spiders just beyond the wall of flame, she'll drop the door on them.

If she's not able to get everyone inside or the door off of it's hinges, she'll use her Hyper-Telekinesis to grab as many spiders as she can (up to 8 as per Super-Telekinesis) and hold them in place to take them out of the game.

Initiative: 1d20+4: [2]+4 = 6
APM: 7

Action 1: Activate Hyper-Telekinesis (-50 ISP)
Action 2: Pull door out of it's frame.
Actions 3-5: Head inside and usher folks inside as well.
Action 6: Create Pyrokinesis: Wall of Flame (-20 ISP)
Action 7: Drop door on spiders. Strike: 1d20+3: [11]+3 = 14


Action 2: Grab spider with Hyper-Telekinesis. Strike: 1d20+3: [17]+3 = 20
Action 3: Grab spider with Hyper-Telekinesis. Strike: 1d20+3: [15]+3 = 18
Action 4: Grab spider with Hyper-Telekinesis. Strike: 1d20+3: [17]+3 = 20
Action 5: Grab spider with Hyper-Telekinesis. Strike: 1d20+3: [2]+3 = 5
Action 6: Grab spider with Hyper-Telekinesis. Strike: 1d20+3: [7]+3 = 10
Action 7: Grab spider with Hyper-Telekinesis. Strike: 1d20+3: [19]+3 = 22


Parry: 1d20+12: [15]+12 = 27 1d20+12: [5]+12 = 17 1d20+12: [1]+12 = 13 1d20+12: [17]+12 = 29 1d20+12: [20]+12 = 32 1d20+12: [16]+12 = 28 1d20+12: [1]+12 = 13 1d20+12: [16]+12 = 28
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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Re: UPS: The Mysteries of the Pacific Northwest

Post by Vera Morozov »

Perception: 1d100: [48] = 48 / 47%
JiC d100: 1d100: [23] = 23 ; JiC d20: 1d20: [8] = 8
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 continues her hack-and-slash, ignoring the few hits that manage to land and weaken her force field. It was why she has it, after all. She begins to work her way towards Minerva, intent on providing protection as she works, until the woman calls out,
Minerva wrote:Turning to the group she points to Bri. "Someone get her out of those webs!"
"Да, on my way." Her jets fire, getting Vera to Brianna rapidly as she goes to work both helping to free the woman and defending her from incoming spiders.
Spears were not made for cutting web,
, the warrior-borg complains to herself as she works.

Should Minerva get the door freed, and Brianna is freed from the webs, the borg moves with the other woman to get the both of them safely through the opening.
Combat
Initiative: 1d20+11: [6]+11 = 17
APM: 6 (+1 when using only polearms & claws)

Action 1: Move over to Minerva with her jets and help to cut her free. Parry: 1d20+16: [20]+16 = 36 - Nat 20!

Action 2-1: Strike at the nearest spider to keep them off of her and Bri. Strike: 1d20+12: [1]+12 = 13 - Nat 1! ; Damage: 1d6*10+2: [3]*10+2 = 32 M.D.
Action 2-2: Strike at the nearest spider to keep them off of her and Bri. Strike: 1d20+12: [19]+12 = 31 ; Damage: 1d6*10+2: [1]*10+2 = 12 M.D.

Action 3-1: Strike at the nearest spider to keep them off of her and Bri. Strike: 1d20+12: [6]+12 = 18 ; Damage: 1d6*10+2: [1]*10+2 = 12 M.D.
Action 3-2: Parry any incoming attacks from the spider-kin. Parry: 1d20+16: [12]+16 = 28

Action 4-1: Strike at the nearest spider to keep them off of her and Bri. Strike: 1d20+12: [16]+12 = 28 ; Damage: 1d6*10+2: [2]*10+2 = 22 M.D.
Action 4-2: Parry any incoming attacks from the spider-kin. Parry: 1d20+16: [11]+16 = 27

Action 5-1: Strike at the nearest spider to keep them off of her and Bri. Strike: 1d20+12: [13]+12 = 25 ; Damage: 1d6*10+2: [5]*10+2 = 52 M.D.
Action 5-2: Parry any incoming attacks from the spider-kin. Parry: 1d20+16: [5]+16 = 21

Action 6-1: Strike at the nearest spider to keep them off of her and Bri. Strike: 1d20+12: [3]+12 = 15 ; Damage: 1d6*10+2: [1]*10+2 = 12 M.D.
Action 6-2: Strike at the nearest spider to keep them off of her and Bri. Strike: 1d20+12: [12]+12 = 24 ; Damage: 1d6*10+2: [5]*10+2 = 52 M.D.

Action 7: Move with Brianna back towards the opening to the facility. Parry: 1d20+16: [4]+16 = 20

Contingency Actions: Vera will give up Actions 5 & 6 for Dodges if her Force Field goes down. Dodge: 1d20+12: [10]+12 = 22 ; 1d20+12: [13]+12 = 25
Action 7 will be a Dodge if the door is not opened up by then. Dodge: 1d20+13: [4]+13 = 17
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field: 110/110 M.D.C.
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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Re: UPS: The Mysteries of the Pacific Northwest

Post by Drake »

Perception: 1d100: [12] = 12 /55%
Just in Case: 1d20: [12] = 12 ; 1d100
Conditions:

Advanced Combat Awareness Combat awareness (all opponents). Basically the same as level four, above, but the CyberKnight's awareness extends to all combatants who direct an attack at the Knight. However, because the area of awareness is expanded to include several opponents, the overall bonuses are reduced.
Bonuses & Abilities against Weapons and Technology:
• Negates any bonuses provided by the weapon/machine.
• The Cyber-Knight knows what his opponent is doing the same instant his opponent does it, enabling the Knight to react a split second faster: +2 on initiative against attacks from modem guns and machines (bionics, robots, etc . ) and +4 against artificial intelligences and computers like Skelebots and automated defense systems.
Also the Cyber-Knight is +2 to strike and parry, and +1 to dodge.
• Meanwhile, the Cyber-Knight' s gun-toting or tech-laden opponent is -2 to strike the Knight, -2 to dodge the Cyber-Knight's attacks, and loses I melee attack/action due to time spent compensating for the Cyber-Knight' s amazing agility, combat skills and awareness.
Cloud Sensors: The Cyber-Knight cannot be accurately detected with Sensors.
• Sensors" are limited to those in Robots, Power Armor, Vehicles with Weapons/Sensor systems.
• Inexperienced (1st-3rd Level) sensor operators cannot use sensors at all, and -2 attacks per melee every time they try to figure out what's going on.
• Experienced operators are uncertain, hesitate, and lose one melee action, with a -40% skill penalty.

NG Road Hog Motorcycle Main Body 115/115
NG-EX10 Gladius Light Exo-Skeleton Battle Armor Main Body 180/180
• [roll]N-F40A Heavy Force Field[/roll] Force Field 110/110
Armored M.D.C. “Tank” Trench Coat Main Body 50/50


Initiative: 1d20+4: [1]+4 = 5
Number of Attacks: 8

Action One: Move to Brianna.
Action Two: Use Psi-Sword to cut her free.
Action Three: Continue to cut her free.
Action Four: Shoot NG-P7 Particle Beam Rifle at spiders. (Strike: 1d20+4: [6]+4 = 10 ; Damage: 1d4*10: [4]*10 = 40 M.D.)
Action Five: Shoot NG-P7 Particle Beam Rifle at spiders. (Strike: 1d20+4: [2]+4 = 6 ; Damage: 1d4*10: [3]*10 = 30 M.D.)
Action Six: Shoot NG-P7 Particle Beam Rifle at spiders. (Strike: 1d20+4: [20]+4 = 24 Crit; Damage: 1d4*10: [3]*10 = 30 x2.5= 75 M.D.)
Action Seven: Shoot NG-P7 Particle Beam Rifle at spiders. (Strike: 1d20+4: [16]+4 = 20 ; Damage: 1d4*10: [3]*10 = 30 M.D.)
Action Eight: Shoot NG-P7 Particle Beam Rifle at spiders. (Strike: 1d20+4: [20]+4 = 24 Crit; Damage: 1d4*10: [4]*10 = 40 x2.5= 100 M.D.)

Contingency
If Drake needs to parry he will manifest his Psi-sword (Blue Jagged bladed Machete).

Parries with Psi-Sword as needed: 1d20+10: [5]+10 = 15 , 1d20+10: [15]+10 = 25 , 1d20+10: [7]+10 = 17 , 1d20+10: [5]+10 = 15 , 1d20+10: [20]+10 = 30 , 1d20+10: [15]+10 = 25 , 1d20+10: [5]+10 = 15 , 1d20+10: [5]+10 = 15 .
Dodges vs. Ranged Attacks: 1d20+6: [9]+6 = 15 , 1d20+6: [3]+6 = 9 , 1d20+6: [10]+6 = 16 , 1d20+6: [14]+6 = 20 , 1d20+6: [8]+6 = 14 , 1d20+6: [6]+6 = 12 , 1d20+6: [19]+6 = 25 , 1d20+6: [14]+6 = 20 .


Drake looks at the scene. Well shit this is a mess. "They're agitated, maybe fifteen seconds before they attack." Drake radios as he moves to help Brianna. "Got you." Drake grunts as he manifests his Psi-Sword and begins to cut her free. After a few slashes, Drake grabs up his rifle once more and begins to fire into the spiders he can see.
"I hear black and I have no mercy." ~Drake, during the black rage. EP
"The sun persists in rising, so I make myself stand." -Katniss Everdeen
"Where must we go, we who wander this wasteland, in search of our better selves." ~The First Histories of Man.
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Brianna Clarke »

Perception: 1d100: [68] = 68 (91%)
JIC: 1d20: [8] = 8 , 1d100: [58] = 58
Initiative: 1d20: [12] = 12
APM: 6

Conditions
I.S.P. Multiplier: 34/38 (Enhanced)
Mesi’s PPE: 90/90 PPE Remaining

Brianna’s satisfaction at helping Minerva avoid the spiders is short lived as she is quickly pinned to the ground by webbing that makes it hard for her to move. 1d20: [4] = 4 If she is able to get free on her own, Brianna jumps to her feet, still brandishing Maia. If Brianna isn’t able to get free on her own, she smiles gratefully at her teammates to immediately come to her defense and stays as still as possible while they attempt to get her free. ”Thanks for the assist.” Brianna says to anyone who helped get her free.

Once free, Brianna waits for the others to get the door open so they can escape. ”I thinking getting the hell out of here is definitely a good idea!” Though she can’t help but wonder what the group is going to be walking into as they enter the building. Hopefully there are no more spiders in there! Brianna thinks to herself. As she waits for the door to be opened, Brianna will slash at any spiders that try to attack her with Maia.

Actions
1. tries to escape webbing on her own
2. attempts to get free on her own, if that fails, stays still so teammates can help get her free
3. slashes at spiders with Maia. Strike: 1d20+2: [15]+2 = 17 , damage, if hit: 4d6+6: [5, 1, 1, 6]+6 = 19
4. reserved for dodge, if needed. 1d20+3: [3]+3 = 6
5. slashes at spiders with Maia. Strike: 1d20+2: [7]+2 = 9 , damage, if hit: 4d6+6: [1, 2, 3, 5]+6 = 17
6. reserved for dodge, if needed. 1d20+3: [2]+3 = 5

Auto-Parry, if needed
1. 1d20+3: [16]+3 = 19
2. 1d20+3: [12]+3 = 15
3. 1d20+3: [12]+3 = 15
4. 1d20+3: [19]+3 = 22
5. 1d20+3: [15]+3 = 18
6. 1d20+3: [19]+3 = 22
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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Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1305(1:05PM), Late April, Pacific Northwest, Outpost Hanford
Environmental Conditions: Outside Temp; 12*C (54*F), much cooler, more rainwater is flowing
Brianna's Psionic Multiplier: Enhanced
Ley Line/Nexus Presence: No visible Ley Line, and the former ambient energy of the group felt feels diluted.
[GM Note: Several folks didn't actually roll initiative or include it. In that situation, you go last. If multiple people don't roll, the highest JiC 20 goes ahead of the other]

[Icky Sticky Spidey Ichor]

Everyone kicks it into gear. Arvid retrieves his weapon while Vera barrels towards Brianna's aid. As Brianna frees herself from the webbing, she feels the impact of Vera colliding with her side (-16 MDC both PC main body). Minerva focuses on activating a supercharged version of telekinesis while Drake moves to protect the two tumbled ladies with Jack, firing a couple blasts up at the spider Vera barreled past which turns to the knight. Ecks floats about 10 feet up and starts picking off any spiders he can see, though the closest nest is mostly decimated, the rest are getting active.

Mink completely disengages combat and makes it to the hatch without interference. When the DAGR is within 5 feet, a prompt for site authorization appears on the DAGR's screen. Mink starts to work through her logins when suddenly there is a thud from the door, she stars to hear a grueling sound of stressed metal being bent or warped. The door is seen shifting in place, Mink can look back and see Minerva focusing to rip the door off. Mink's forced authorization of the DAGR's credentials prompts a loud pop followed by a snap as the locking mechanism disengages and the door is ripped from its hinges and flung into a descending spider.

Arvid makes his circle around, stunning several nests as he flies back and sees the removed lid. Vera and Bri make it back to their feet and, with Drake and Jack, move together back towards the newly hatched door. Ecks floats his way over and the team is able to dive in, leaving a giant wall of fire in their wake and placing the lip softly on top of them, though most in the group recognize the spiders could probably remove the lid by persistence if left that way.

[What lies beneath]

The group finds themselves in something of a tunnel sub-system that is roughly twenty feet down and is reminiscent of old sewer systems without the sewer part. There is a fork going left and right ahead of them, and a single tunnel going to the going straight back into darkness behind them.

The area does not look like it has been traveled in years. Drake notes scoring on the wall from weapons fire, a mix of physical bullet holes and plasma scoring. Mink notes several signs that are too faded to read, though a warning label is still partially visible going behind them. Ecks is quickly able to identify dent marks left by a powered armor or a really strong punch with Bri's mental threat meter dropping, as if being in this tunnel system feels naturally safer. When/if Arvid attempts to sense electricity, he pings an active signal behind them and down the left path of the fork.

After roughly a minute of looking around, fumbling up above can be heard at the hatch.

What do you do?

  • Ecks:
  • Brianna: -9 MDC to main body
  • Drake:
  • Mink:
  • Minerva: -4 MDC to main body
  • Vera: -18 MDC to Forcefield
  • Jack:
  • Arvid:
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PCs: Ronan (Spook Squad) | Exe (PW GA) |Venenifer (Roughnecks) | Glitch (PW: Rogues) | Sam Animus (PW Void Reaver) || EP Ledger
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 44% 1d100: [24] = 24 +25% For Electrical 1d100 1d100: [2] = 2

JIC d20: 1d20 1d20: [2] = 2

JIC: 1d100 1d100: [27] = 27

Init:1d20+9 1d20+9: [12]+9 = 21

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 the 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.,

Walk the Wind: 120 min,

Frostblade: 12 min, 4D6

W.P. Sword - +2 to strike +2 to parry
P.P.E.: 126 - 8, 4
I.S.P.: 160 127 –2, 8, 4
M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed

Arvid Sense Electronics once he gets down there.

Arvid hears the scratching back at the hatch and heads up there to weld a few spots to try to secure the hatch a little bit better. If he hears scratching at the lid, he will put a charge on it to zap the spiders. He uses his Strength and zapping ability and seals the hatch.

He then descends and points out something, “I’m sensing electricity down there, active signal behind us and down the left path of the fork.”
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: 126
MDC: 449
ISP:160
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: 449
Electrified Body Protection: 24 MDC
Armor: 38[/inline]
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Ecks
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Location: AAPS PC
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Ecks »

Perception: 1d100: [20] = 20 /85%
JIC: 1d20: [7] = 7 / 1d100: [98] = 98

Ecks observes the marks on the walls and mentions it to the others.

"Well, I suppose the best thing is to follow the tunnel. Minkowski, why don't you have a peak up ahead.. carefully of course. Before we wake the dead down here, walking in a sound amplifier."

He is glad to see that Arvid has built in welding skill. He asks him, "So are you AC or DC? Can you do 3 phase?" The question seems to be both humor and genuine curiosity.
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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Minerva
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Minerva »

Perception: 1d100: [5] = 5 /59%
JIC: 1d20: [6] = 6 / 1d100: [26] = 26

  • SDC: 207/207
  • HP: 120/120
  • ISP: 304/414

  • Duration: 9:00/14:00 minutes
  • Weight: 3000 lbs
  • Range: 400 feet
  • Bonus: +3 to strike, +4 to parry

  • Damage: 5D6 M.D.
  • Duration: 15:00/20 minutes


  • 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: 156/160 (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.


"If only their brains had caught up to their bodies." Minerva says about the giant spiders that just tried to kill them all. "Mr. Ecks, I can hold this hatch in place and keep the spiders out for you. Or we can just take them down when we come back this way."

Whichever way Ecks decides makes the most sense, Minerva follows suite. While walking around, she tries to get a sense of what this place was used for. "Anybody have a guess about what this place is?"
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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Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Arvid Hammerson wrote: Sat Nov 05, 2022 7:49 pm Perception: 44% 1d100: [24] = 24 +25% For Electrical 1d100 1d100: [2] = 2

JIC d20: 1d20 1d20: [2] = 2

JIC: 1d100 1d100: [27] = 27

Init:1d20+9 1d20+9: [12]+9 = 21

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 the 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.,

Walk the Wind: 120 min,

Frostblade: 12 min, 4D6

W.P. Sword - +2 to strike +2 to parry
P.P.E.: 126 - 8, 4
I.S.P.: 160 127 –2, 8, 4
M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed

Arvid Sense Electronics once he gets down there.

Arvid hears the scratching back at the hatch and heads up there to weld a few spots to try to secure the hatch a little bit better. If he hears scratching at the lid, he will put a charge on it to zap the spiders. He uses his Strength and zapping ability and seals the hatch.
He speaks to Ecks, "I'll go up and sodar some ends in place just to make it more secure."
1d20+12
1d20+12: [5]+12 = 17 1d20+12: [7]+12 = 19 1d20+12: [1]+12 = 13 1d20+12: [7]+12 = 19 1d20+12: [17]+12 = 29
He then descends and points out something, “I’m sensing electricity down there, active signal behind us and down the left path of the fork.”

He then responds to Ecks, "Commander, I can do it all, usually DC on the attacks. Draining, I can do anything, suck an E clip Dry or a Generator. take a vehicle and It might take a while but it is not going to work to well. When it gets weaker I can actually heal myself."
Last edited by Arvid Hammerson on Thu Nov 10, 2022 1:07 pm, edited 1 time in total.
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: 126
MDC: 449
ISP:160
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: 449
Electrified Body Protection: 24 MDC
Armor: 38[/inline]
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Vera Morozov
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Posts: 103
Joined: Sat May 09, 2020 12:48 pm

Re: UPS: The Mysteries of the Pacific Northwest

Post by Vera Morozov »

Perception: 1d100: [52] = 52 / 47%
JiC d100: 1d100: [54] = 54 ; JiC d20: 1d20: [9] = 9
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 doesn't dwell on the fumbling that occurred above ground for long. While a touch embarrassing, the soldier had had worse engagements in the past. Fortunately, with the immense amounts of armor and shielding the group had, a small bump wasn't a fatal accident. Rather, she simply focused on getting herself and Bri back up to make it through the door inside.

Down below, Vera stays in the back, especially at Ecks' words.
Ecks wrote:"Well, I suppose the best thing is to follow the tunnel. Minkowski, why don't you have a peak up ahead.. carefully of course. Before we wake the dead down here, walking in a sound amplifier."
It's hard not to glance at the cyborg with the comment, not that Vera isn't aware how difficult it can be to be quiet when you're over a ton of metal.
One of the first things I was trained in when I got this body was to be stealthy despite it. Many others are much more proficient at it, still.
She moves to stand with Minerva as the scouting takes place, watching over the door to keep it covered in case the spiders manage to wriggle their way in despite the psychic's effort.

"I certainly hope," Vera mentions to the other woman, "That the fire outside doesn't count as harming the forest, да?"
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field: 110/110 M.D.C.
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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Mink
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Mink »

Perception: 1d100: [6] = 6 /71% Critical Success!
JIC: 1d20: [2] = 2 / 1d100: [1] = 1
Minerva wrote:"Anybody have a guess about what this place is?"
Mink replies quietly, loud enough to be heard, but not loud enough to echo too much. "Access tunnels and ventilation to a pre-rifts military complex, possibly with some post rifts occupation or expansion. Its seen its share of combat, note the damage to the walls. The DAGR device is the key to get in. Sorry I didn't try it sooner. Got too caught up fiddling with it. Whole thing is odd. Briana, Boss, this place remind you of that place in Kansas? I keep having it come to mind when I look around. It's creepy. Something is at the heart of this, something cold and hostile. I connected with it for a split second sensing the connection of this DAGR device to its owner." The head of her power armor shakes with her own, slow and shuddering, somewhat involuntarily.
Ecks wrote:"Well, I suppose the best thing is to follow the tunnel. Minkowski, why don't you have a peak up ahead.. carefully of course. Before we wake the dead down here, walking in a sound amplifier."
Arvid Hammerson wrote:“I’m sensing electricity down there, active signal behind us and down the left path of the fork.”
"Thanks Big Guy, I appreciate the heads up. No problem Boss. Suggest we all stay radio silent unless there's a need. My encryption should still be good, but I'd rather not test it against the equipment this place could have until we have a better idea of what we are dealing with."

Mink drops to a half crouch and begins moving forward to the right fork, the sound absorbing material of her boots and joints keeping her noise to what could be heard from a suit of body armor, not the normal whine of servos from an exoskeleton or suit of power armor, let alone the hydraulics and servos of Vera's massive and sturdy frame. 'Some might compare our tech and thing one is superior to the other. But Vera is a wilking tank and my armor is that of a scout, so their purposes are different and one is not judged by the other. Both serve purposes.' This is how she keeps her mind from dwelling on the creepiness of her surroundings. The internal commentary does not distract her, but helps calm her, allowing her to be aware of her surroundings and keep vigilant without falling on paranoia.

As she moves ahead, She sets her sensors to passive, allowing the feed to go into a program that tracks inertial movement and records her sensor feeds as he goes. Audio, Normal Vision, Infrared, and Thermal are all active, though she is using a combination of the normal vision and infrared to mark her way, checking thermal occasionally to keep an eye for hot spots that might suggest camouflaged or invisible combatants. As she goes, she keeps her head on a swivel, looking for any markings, signs or anything else that might give her an idea of where they are in the complex. She moves down the hall until can see a branch point and stealthily and carefully approaches the junction, careful for trip wires, infrared detection beams, cameras, turrets, etc - as well as more mobile threats. She then retreats and does the same for the left fork. She then retreats back with the same care to report back to the group. She will use the computer on her left wrist to display anything of note she saw.

Prowl 75%/ 1d100: [11] = 11 - Sneaky Sneaky Success!
Computer Operation 85%/ 1d100: [57] = 57 - Record it all and activate inertial tracking (records where she goes, how far and what directions based on where she starts) Success!
Radio: Basic 100%/ 1d100: [4] = 4 - Scan for any signals Critical Success!
Electronic Countermeasures 85%/[rol]1d100[/roll] - Break any encryption Success!
Intelligence: 82%/ 1d100: [69] = 69 - Make sense of anything she sees Success!
Tracking: People 70%/ 1d100: [10] = 10 - Look for signs of humanoid/robot passage Critical Success!
Military Etiquette 90%/ 1d100: [77] = 77 - How does what she is seeing give her clues about the facility and the construction around her. What purpose does it serve. Success!
Detect Ambush: 70%/ 1d100: [18] = 18 - Looking for places of obvious ambush, and then look for places for a counter ambush if they need to retreat. Success!
Detect Concealment 50%/ 1d100: [36] = 36 - Looking for concealed sensors/cameras and defense measures
Read Sensory Equipment: 65%/ 1d100: [12] = 12 - Sensors on passive recording; feeding into databanks Success!
History - Pre-Rifts: 46%/ 1d100: [92] = 92 - What should I see in a place like this and if I don't, what could that mean Failure!
Lore: Demons & Monsters 85%/ 1d100: [53] = 53 - looking for signs of any monsters/creatures of note Success!
Mink, Freelance Intelligence Operative
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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: 1310(1:10PM), Late April, Pacific Northwest, Outpost Hanford
Environmental Conditions: Outside Temp; 12*C (54*F), much cooler, more rainwater is flowing
Brianna's Psionic Multiplier: Enhanced
Ley Line/Nexus Presence: No visible Ley Line, and the former ambient energy of the group felt feels diluted.
[A step to the right]

Arvid moves to the hatch and begins to overcharge his electrical bolt to sodder the hatch shut and while it isn't nearly as effective as intense fire would have been, it does the job after a few minutes. Arvid can still hear the spiders picking at the hatch but is confident they are safe for the time being.

Mink suggests the group stay off radios and use their own voices for the time being, becoming rightly untrusting of subterraining complexes in recent years. Mink takes a tactical approach to her scouting and starts with the path that that Arvid isn't sensing an electrical source from. Moving down the access tunnel, Mink has no clue what this purpose this place could serve yet, it almost feels like an emergency bunker but that doesn't make sense in the middle of the forest. Though dark, the operative spots several cameras, though they do not appear to be emitting any power source. Not far down the right tunnel, Mink comes to another T but this junction is even shorter, with a pair of doors on either side.

Everyone follows suit with Mink, trailing her down the tunnel that they find to not be very large at all. Each corridor isn't more than a hundred feet so far. Ecks can move up to Mink and together, the pair can open the first door (to the left). Inside this first room, Mink and co find a trashed and empty barracks room. Enough racks to house twenty four people, curiously though there are no bodies.

What are you doing?

  • Ecks:
  • Brianna: -9 MDC to main body
  • Drake:
  • Mink:
  • Minerva: -4 MDC to main body
  • Vera: Forcefield recovered
  • Jack:
  • Arvid:
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: Ronan (Spook Squad) | Exe (PW GA) |Venenifer (Roughnecks) | Glitch (PW: Rogues) | Sam Animus (PW Void Reaver) || EP Ledger
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 44% 1d100: [17] = 17 +25% For Electrical 1d100 1d100: [5] = 5

JIC d20: 1d20 1d20: [18] = 18

JIC: 1d100 1d100: [98] = 98


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 the 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.,

Walk the Wind: 120 min,

Frostblade: 12 min, 4D6

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

P.P.E.: 126 - 8, 4
I.S.P.: 160 127 –2, 8, 4

M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed
Arvid speaks up, “I’ll be the tail and watch down the other way to make sure nothing comes up behind us.” Then thinks, It is OK if they make sure there is nothing down there that might attack us when we go this way. He continues to sense for electrical devices.

Arvid ask Ecks, "I can turn invisible and scout down the other end?"

If the answer is yes Arvid turns Invisible and hovers close to the celling and heads down the hall. He slowly and carefully goes down that way to give the others time to look around.
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: 126
MDC: 449
ISP:160
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: 449
Electrified Body Protection: 24 MDC
Armor: 38[/inline]
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Vera Morozov
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Vera Morozov »

Perception: 1d100: [8] = 8 / 47%
JiC d100: 1d100: [44] = 44 ; JiC d20: 1d20: [14] = 14
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 watches as Arvid uses his electrical powers to seal off the entryway, examining the work for a moment and giving a nod of approval.
Yet more evidence of the strength of magic. Perhaps my Warlord would be better off using it than cybernetics.
As she thinks, her mechanical fingers glide to the talisman gifted to her not too long ago. It was still fully charged, Vera having been lucky enough to not need to activate it quite yet.

Her idle musings leaves her in the back of the group ahead of Arvid, scanners and sensors active for threats as she stands guard in the intersection between the barracks-style room and the as-yet-unknown door. Peering into the former from her position, she remarks, "Ah, barracks. Home before my augments. It seems they all left in a hurry, нет?"
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field: 110/110 M.D.C.
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
Group Leader
Posts: 925
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Ecks »

Perception [roll]1d100[/roll]/85%
JIC[roll]:1d20[/roll]/[roll]1d100[/roll]

Arvid asks about going down the tunnel invisibly. Ecks nods, "Now that's a good idea."

Ecks pokes around the room, looking for any clues as to the last time it was used or when it was built.

"Well at least we didn't run into any right away."
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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Minerva
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Posts: 229
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: [41] = 41 /59%
JIC: 1d20: [2] = 2 / 1d100: [67] = 67
Vera Morozov wrote: Thu Nov 10, 2022 12:39 am She moves to stand with Minerva as the scouting takes place, watching over the door to keep it covered in case the spiders manage to wriggle their way in despite the psychic's effort.

"I certainly hope," Vera mentions to the other woman, "That the fire outside doesn't count as harming the forest, да?"
"I hope no. The spiders could also be part of the forest, yes? I think our actions here, dislodging what mechanics have settled here should put us in the clear."
Mink wrote: Thu Nov 10, 2022 8:55 pm
Minerva wrote:"Anybody have a guess about what this place is?"
Mink replies quietly, loud enough to be heard, but not loud enough to echo too much. "Access tunnels and ventilation to a pre-rifts military complex, possibly with some post rifts occupation or expansion. Its seen its share of combat, note the damage to the walls. The DAGR device is the key to get in. Sorry I didn't try it sooner. Got too caught up fiddling with it. Whole thing is odd. Briana, Boss, this place remind you of that place in Kansas? I keep having it come to mind when I look around. It's creepy. Something is at the heart of this, something cold and hostile. I connected with it for a split second sensing the connection of this DAGR device to its owner."
"A door is a door. We would always get in somehow. Military complex. The forest must not like war beneath its roots. Let's hope there are no military grade surprises for us here."

Minerva trails the group with Vera, keeping an eye out for anything out of the ordinary.
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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Underguard
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1330(1:30PM), ~ 20 minutes have passed, Late April, Pacific Northwest, Unnamed Forest
Environmental Conditions: Outside Temp; 12*C (54*F), much cooler, more rainwater is flowing
Brianna's Psionic Multiplier: Enhanced
Ley Line/Nexus Presence: No visible Ley Line, and the former ambient energy of the group felt feels diluted.
The left room shows a small barracks room that has 10 bunk beds, 20 lockers and a set of shower stalls and toilets in the back. Several of the beds are still made with a course green fabric that is not perfectly square-cut, varied holes in all the bedding from simple tear. Most of the beds are unmade and shuffled, like those in them got dressed quickly and rushed out. Almost all of the lockers are opened and they all still have personal items of the last inhabitants in them. Long expired rations and basic medical supplies that have longed turned to goo or dust. A few of them have mostly faded photos, though with the lack of light, they are still visible. The personnel in them are not wearing any uniform that is recognizable; nothing Coalition, Federation or the sort. All the soldiers seem to be in a optical camouflage uniform. Minerva finds the only locker with more than junk inside of it, a locker tagged with "Ssgt K. Hartman"; seemingly a squad leader. This locker has a file folder tucked in the back of it with big red letters on the front that read "TOP SECRET" with the starting page outlining several ongoing operations; reading "Kitsap Extension Operation", "Yakima Failover Operation", "Worden Expansion Operation", "Fairchild Overwatch Operation" and the final line, "McCord Assimilation Operation" (It will take more than skimming to determine what information matters in this folder)

Ecks follows Minerva inside the barracks room to investigate and feels a faint shiver down his spine at the memory of their trip the Kansas. The entire inside of the bunker is deathly quiet, the scratching of the spiders unheard. Whatever this bunker was, it is a shell that hasn't seen activity in years. Ecks can poke around the lockers, looking at the more personal items to get a feel of the area. After a few minutes of rummaging, Ecks is confident this little bunker came up before whatever magic inhabited the forest, though it has long since been abandoned. The exact purpose of the bunker is hard to decipher, but they didn't have any scientists or doctors staying in the bunk room besides from someone who was likely just a medic, judging by the red cross and heart sticker in a locker.

Vera and a couple others check the room on the right and find a near empty armory. Vera moves in to inspect and finds several weapons racks to still have a weapon on them, Vera is also able to find several boxes of old ammunition (5.56mm boxes). Continuing on, she finds the two weapons racks closest to the door to be completely empty; and these racks look different than the racks holding the older weapons, fit to hold other weapons that were obviously all taken a long time ago. Continuing her search, she finds what she can only assume is an old computer of some sort, ancient by today's standards. There is no power going to the device. However, on the desk are several files with a full inventory roster.

20 CAR-15 XM177 5.56 Carbine Rifles (8 of these can be found in the armory, every other rack is empty)
-- 10 with M320 GLMs 40mm (none of the under-barrel GLMs are attached)
4 M249 LMG 5.56
4 M240 FN MAG 7.62
8 LSR-250 Laser Rifles
4 Boxes of Fragmentation Grenades
500,000 rounds of 5.56 (Several boxes of 5.56 can be found)
250,000 rounds of 7.62 (All 7.62 ammo is gone)


Meanwhile, Arvid doubles back and starts down the other hallway. He remains alone and does not see any movement down the path to their entryway. So continuing beyond, Arvid goes another thirty or so feet before finding himself at a heavy metal door titled "RESTRICTED ACCESS: PILOTS AND MECHANICS ONLY". The door has no power to it and is behind a mechanical lock, but Arvid is able to manipulate the door easily enough without interruption to get it open in a few minutes. When he opens it, he sees four operation stations on each side of the doorway. Each station looks jarring familiar to a antiquated power armor repair station you'd see at Northern Gun or Triax; a couple hundred years antiquated. As Arvid explores, he finds each station to be empty, however there is another secured door at the back of the room, and Arvid senses a faint electrical signal from within. The godling can choose to rip the door off or try to electrically manipulate it (either case works) and inside is a storage room with a pair of locked containers. Each container is large enough to house two Arvids, and each container has a faint electrical signal coming from it. On the top of each container is a warning label and a weird symbol Arvid doesn't recognize that resembles three crescent moons with their backs to each other and a circle encircling the interior arc of the three moons. The words "WARNING" and "COMMAND STAFF ONLY" are etched into each box. Arvid is strong enough to simply rip the box open and finds two pristine, though antiquated looking suits of armor.

What are you doing?
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