Episode 3: Run

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Underguard
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Episode 3: Run

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 0700 (07:00AM), Merctown, Late June
Environmental Conditions: Outside Temp; 22*C (71*F), dry heat, warm morning.
Ley Line/Nexus Presence: Nexus within 1 mile.
The group enjoys some well deserve pay and time off and uses that to the most. With several departures, a new structure and new requirements, the investment of a group vehicle became priority. After that, the group was able to dote on themselves and enjoy their time for several days without interruption. Eight remains static by the door, seemingly in some sort of standby mode and doesn't seem to move unless spoken too.

The group can drop several dimes around the town for their other prospect, the missing benefactor that Brooks and Sharee were working for that their own employer wants captured. While they are relatively decided on their own course of action, this Uteni on the run has been difficult to track down which is both a good and a bad thing. Even their own employer hasn't had reliable information on his former employee even though this Uteni is single-handedly responsible for disrupting some of his major operations.

About two weeks in to their relative time off after their score, Susan receives an encoded message from Brooks and Sharee at around 3 in the morning.

Code: Select all

Come to the Crib when you can; got a lead on our missing benefactor. Need to lay low.


When Susan and the others wake up in the morning, everyone will notice that for the first time, Eight is no longer in his normal location and is instead standing by the conference room. "The creator has requested your presence at your earliest convenience; he has information about the whereabouts of his former employee." Eight explains and will wait by the door.

==================
GM Note: Intro post. Feel free to write a few paragraphs about your R&R for bonus experience. The timeline is ambiguous but don't go longer than two weeks.
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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Jerrick Vincent
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Re: Episode 3: Run

Post by Jerrick Vincent »

Perception: is 46% / 1d100: [65] = 65
JIC: 1d20: [10] = 10 | 1d100: [43] = 43
Sense Supernatural Evil: 60% / 1d100: [21] = 21
Conditions: M.D.C.: Helm 100/100 | Arms 75/75 | Legs 90/90 | Torso 140/140, S.D.C.: 50/50, H.P.: 40/40, See the Invisible, +7 Magic, +5 Lethal Poison/Non-Lethal Poison, +4 Horror Factor, +2 Possession, +1 Psionics, Coma/Death 20%

The last two weeks have been a whirlwind of activity. Jerrick had familiarized himself with his new home and headquarters. His last “mission” using that term loosely, showed him that he needed to make adjustments for his new life as a Mercenary.

First he needed more fire power. Having 100,000 credits, was something he never experienced. He knew he had to invest in his career. After a failed attempt to get Eight to order him a Naruni SMG, he perused local Gun Stores and picked up a new Wellington Industries SMG with Ramjet Ammo. He also got another Fire Agate. this one was a Fire Agate of Tongues for his mage armor at a local Tech Wizard’s shop. That would prepare him for any situation involving the need of language he didn’t know. But his prized purchase was his Amulet of See Invisible. That would help keep the team safe. He also realized that he may need wheels for jobs and for personal transport so his last purchase was a hovercycle.

When he wasn’t shopping he was training. Every day he runs 5 miles he would do an hour long regimen of weight training. After a hearty lunch, he practices his Martial Arts Forms, followed by 100 practice rounds at the range. His goal was to be as good a Mercenary as he could be. He wanted the others to see he was taking this job seriously.

He also took care of all the necessary business needed for his new transition. He gave his notice at the Sphinx and Unicorn. He played one farewell session, and hung out with Little T and told him stories about his first Merc job. He had dinner with Weird Sisters and told them a milder PG rated, version. He would do his best to hang out with Little T and visit his surrogate MercTown moms, but he wasn’t exactly sure how often or to what degree he would have downtime. He also wrote a song about his first adventure, called ‘Freefall’, which killed in his farewell session at the Sphinx and Unicorn.

Other nights he spent the evening with the team. He is still trying to figure them out. They are very enigmatic and always serious, but it was understandable. They recently lost a team member. Not permanently from what Jerrick could tell. They just didn’t know where she was. And there were a couple of members on hiatus he hoped to meet eventually. They didn’t talk about them much, at least not with Jerrick. What little Jerrick did know was deductions made from conversations made in his presence. Jerrick learned quickly that working for a group like the Naruni obviously was problematic and kept them focused, serious and vigilant. Despite the obvious social barriers that existed, Jerrick really liked the team, even Phinneas, who although odd and obviously crazy carried it with a bit of a weird charm. His completely off the wall comments at inappropriate times were sometimes hilarious and brought great and needed levity in a serious time.

The highlight of the hiatus was when Susan used some of our take from the last job on a new team transport. That was a fun day as everyone got to check out our new travel digs. It was fun to see the team excited about something and not so down. Even Amber in all her seriousness, smiled as she went over every cool feature.

It was a whirlwind of new experiences for Jerrick, and he almost forgot that they were mercenaries, he began to see them as cool friends and roommates living it up in MercTown. That came to a screeching halt when he awoke to Eight’s announcement.
Underguard wrote: Tue Aug 02, 2022 7:53 pm "The creator has requested your presence at your earliest convenience; he has information about the whereabouts of his former employee." Eight explains and will wait by the door.
This was it. Jerrick was about to meet the employers who had the cool and collected Amber and Susan on edge. He made his way quickly with the others to the conference room. He was ready, he had to be. Everyone here needs me to step up and pull my weight. I will do just that. “Good Morning, Amber, Susan, Phinneas, and even you, you bucket of bolts.” The last greeting was made with side eye at Eight. He sat at the conference table ready to face whatever he was about to face.
Last edited by Jerrick Vincent on Mon Aug 08, 2022 8:47 am, edited 3 times in total.
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Re: Episode 3: Run

Post by Phinneas_Graves »

Since returning from the battlefield, Phinneas has made himself acquainted with his new digs. After finding a bunk and a place to stow his gear, he approaches Amber to get a little more info on his new group and the general goings on. Unless approached by Susan directly, he steers clear for the time being while he feels her out. There is an uneasiness there and he's not quite sure what to do with it yet. Watching Jerrick go through his daily routine, Phinneas sees that he is a mostly serious fellow, maybe too serious. There might be some fun to be had here. Sometimes when coming back from a day's exploration, he will stand next to Eight and mimic the robot's expressionless and motionless stance for a while.

When not occupied in the HQ, Phinneas attends to his gear. He gets his force field repaired, replenishes ammo and looks for some transportation. Walking hasn't done him any harm, but sometimes its nice to be a little lazy.

Phinneas makes his way back to the security checkpoint where Mr. Boom Boom got his hat when he first arrived and asks if they have one in a different color. He walks away a little dejected when they tell him unfortunately they only come in one color.

He makes his way through Merctown, familiarizing himself with his new surroundings. He stays mostly in The Hub and The Spokes, where he finds the shops with the tastiest treats, weird as they might look. He sees all manner of people and D-Bees, some of which are totally new to him. He also takes note of the Juicers in town and contemplates having a bit of fun with a few, but decides to wait until he has been here a little longer. As an indulgence, he finds a shop where he can get a haircut and get his M.O.M. implants polished. After all, he's in a new place and wants to look good.

One thing that will probably be noticed by the others is that Phinneas doesn't sleep much. He is normally awake for a few days at a time, and only sleeps for a little more than a few hours when he finally does. When the rest of the group sleeps, Phinneas can be caught on whatever security cameras there are occupying himself with gymnastics, climbing whatever he can or weight lifting, although there really isn't enough weight around for him.

When Eight calls for everyone's presence in the conference room, he wasn't surprised. The rest and relaxation was nice, but it was only a matter of time until it was time to go back to work.
Phinneas Graves
Current stats
S.D.C. 134/134
M.D.C. 110/98
P.P.E. 21/21
Ammo: 192/188
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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100 / 41%
JIC: 1d100 / 1d20

Yep, that's me. I bet you're wondering how I got into this trouble!

COMPUTER, replay backstory.

Susan went home to Lazlo for a week after their return from mission, with contingency plans to get on one of the many 1-hour flights or teleports if an emergency popped up. (OOC: charge for round trip accordingly, please).

"The babies are off 'safety' and standing behind my door. Do not enter my room without first contacting me."

During that time, she hung out with her family (I'm FINE, MOOOOOM!), her colleagues (the FOOLS!) and her friends (what she calls her books and trid shows).

She also reached out to psychologists and specialists in MercTown to help test Phinneas's ... status.

"Mr. Phinneas. As part of our team charter, we require full medical and psychological evaluations of all prospective members. I have scheduled your mental evaluation for..." she provides the necessary information and assures her attendance.

OOC: Phinneas is displaying clear signs of schizophrenia (voices talking to him) and breaks with reality (like thinking normal people will find explosives funny) on top of other disorders. This would be VERY BAD for someone a year into Crazy conversion. Susan's primary concern is to determine how long he's been a Crazy, how long these disorders have been present and how fast this deterioration is progressing.

Susan goes into the meeting with Eight and ignores the external contact until after.
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 42% = 1d100: [44] = 44 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [1] = 1 | 1d100: [97] = 97

Skills Rolls
Charm/Impress: 55% = 1d100: [34] = 34
Invoke Trust/Intimidate: 70% = 1d100: [51] = 51
Constant/Active Conditions
Constant Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range 300’
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [1] = 1
o Track by Psychic Scent: 70% = 1d100: [27] = 27 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 50% = 1d100: [56] = 56 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’

Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
Alter Aura will last for 8 hours. 6.25 hours remaining. Costs 2 I.S.P.

[Merctown]
Amber spends the first day or so of their downtime getting to know the newcomers to the GIRLS. As the defacto leader in Jez’s absence, she makes sure the newcomers know what is expected of them and how the GIRLS operate. She breaks down how the shares are allotted for their work and tries to get a read on the skills each of them has in order to effectively lead them.

She reaches out to the Mercs they worked with at the Naruni compound and arranges to meet them for a drink at Robyn's Rib Rack and Beer Shack like they discussed earlier. She enjoys the comradery, a few drinks and some food with the boys. She feels out their leader, Jiquo, to see if he would be willing to work with them in the future. It never hurts to have some Merc friends in their back pocket if they are eventually going to be taking down The Creator.

Being a bit paranoid that Eight has the facility bugged or under some kind of surveillance, she will take Jerrick and Phinneas out into the city and lays out the reality of working for the Naruni as well as how they were coerced into being ‘The Creators’ trouble-shooters. She leaves out the fact that the GIRLS are also going to be trying to eliminate ‘The Creator’ when the opportunity arises.

In the following days, she spends much time meditating and analyzing their last mission and how they were overmatched in regards to firepower. Jez has only been gone a few days and she leaves a enormous hole to fill in group. We miss her leadership, her strength, and thinking back to the launcher she salvaged and the building she smashed through, the massive amount of damage she can do. My psychic abilities are powerful, but not in those situations. I need to learn to be more effective on the battlefield. And how to be a leader in Jez’s absence. I need to find someone that can train me in all of that, while balancing that with my people’s heritage. I need to become a Cyber-Knight. It will allow me to do the most good and allow me to use my current abilities in different ways. She pauses in her thoughts. So, who do I know that can train me? I’ve heard rumours that Cyber-Knights are based out West somewhere, but the West is so big I could spend years trying to find it. I could try Sir William back at Psyscape, but I know he really doesn’t have the time for training anyone with his duties. Plus I don’t want to get pulled back into fighting Harvesters again either. So, where to go? I guess I’ll look around town and see if I can find anyone here.

She wanders around the city for several days, listening for rumours of Cyber-Knights in the city. She finally tracks down a lead that Knights sometimes frequent the Quiet Warrior Inn in the Spokes but her luck is against her as none are in residence, since there are rumours of some trouble to the West that has the Knights attention.

Her shoulders slump as her search of Merctown comes to a fruitless end. Maybe I’m going about this wrong. I should head back to Manoa and my kin there. There should be someone there that is able to train me. Plus, who better to train an Atlantean than another Atlantean. And I would like to change some things up with my order with Meirdin too. Hmmm. I got the contact information from that company that flew us down there. I can reach out to them or maybe there is a someone here in town that could send me and some gear down there via a Rift. I would like to cut out that long flight if possible. I’ll check out some places in the Mystic Quarter and see if there is someone that can help me there.

[Merctown - Magic Missives]
Amber searches the Mystic Quarter for likely magical means of transport back to Manoa. She notices a shop called Magic Missives and decides to take a chance that they are able to ship more than just letters and objects. She enters the shop and approaches the desk of the proprietor, Figorro Noussaurin. She waits patiently until she has his attention. “Are you the proprietor here? I understand that you are able to send packages to distant locations, but I was wondering if you are also able to transport a person to distant locales.”

Figorro looks her up and down with a critical eye as he decides whether to entertain Amber’s request or send her on her way. His piercing gaze slightly unnerves Amber, but she returns his gaze confidently. He replies, “I may be able to, my dear. Where is it you need to go?”

Amber feels more optimistic that she has found a faster way of travelling to Manoa. “Have you heard of Manoa? It lies on the continent of South America, some 3000 miles to the south of here.”

Figorro raises an eyebrow. “Of course I have heard of it.” He says with a slight air of annoyance at having his knowledge challenged. “It can be arranged for a price. But yes. I can send you there. Come back tomorrow morning with payment and I will send you there.”

Amber smiles. "I'll see you in the morning!"

She returns to the GIRLS Hangar and tells them all that she is going to attend to some personal business and expects to be back in a couple of weeks at most. She packs up some of her gear and leaves for Manoa the next morning.

[City of Manoa]
Amber arrives a few miles outside the City of Manoa. The warm, moist air hitting her face brings a sheen of sweat to her face. She smiles warmly. It has only been what, a week, since I have been here last, but it still feels like I’m coming home. She makes sure she has all her gear and flies off towards the City Gates and their beckoning pyramids beyond. She lands gracefully near the guards stationed at the gates . She answers their questions truthfully and enters the city.

First some business to attend to. Let’s go and see Meirdin and completely change up the job I commissioned while I was here last. She finds the nearest Ley Line and concentrates a while and Phases into the Ley Line and reappears near his shop. She enters the TW shop and greets her kinsman. She makes some small talk with him before breaking the news to him that she wants to change the project she had commissioned last week. Knowing that he was unhappy with her choice of armour at the time, she hopes he will be happy with the custom set she has brought with her this time.

She explains that she wants the upgrades placed on this new set of armour with two additional add-ons. She would like TW Magical Silence and TW Magically Lightweight added to the armour. She would like everything put on this new armour she brought with her. Understanding that he will have to start over from scratch with everything, and knowing that her most likely has the armour completely torn apart, she tells him keep the armour he was modifying as payment for the inconvenience she had caused. She will also ask for an Atlantean Heavy Forcefield to be installed in her temporary set of armour as soon as he is able to complete it.

Armour Mods
• TW Magical Silence (costs 90,000 credits; doesn't jingle, click or creak; no prowl penalty due to noise)
• TW Magically Lightweight (costs 60,000 credits and erases any penalties the suit might otherwise have)
• From previous purchase chat with Nate. “The NE eqv. is the Superheavy at 160 MDC, costing 280k for the integrated model. We'll say 260k for the Atlantean model (base), say 208,000 after the discount for the forcefield itself, then add labor costs and such so round it up to 220k”).
She prepays for everything (370k credits) saying that she understands that it will push back the delivery time a few weeks and to send it to Merctown when it is complete. Meirdin asks her to come and join him and some other clanmates for dinner and upon finding out that she is alone in the city, invites her to stay for the duration of her visit which she graciously accepts.

She has to make one more stop on the way to her clanmates home. She stops in at Master Josiah’s Tattoo shop and inquires with his assistant, Eresa, if he has some time to speak with her. She is told to comeback in the morning after breakfast and Master Josiah will be happy to see her then.

Story continued in Amber’s background story. viewtopic.php?f=932&t=17932&p=1372363#p1372363

[Merctown - Return]
Amber returns from her excursion to Manoa. She greets everyone like she hasn’t seen them in months, not a week ago. Her face is more tanned and her hair is longer. Something else is different about her, although the others cannot tell quite what it is. There is an air of confidence about her that wasn’t there before she left. Her gait pattern looks more graceful and powerful than she was before she left too. She isn’t quite ready to tell them, especially the new members of the GIRLS, what she experienced on her time away.
Underguard wrote: Tue Aug 02, 2022 7:53 pm When Susan and the others wake up in the morning, everyone will notice that for the first time, Eight is no longer in his normal location and is instead standing by the conference room. "The Creator has requested your presence at your earliest convenience; he has information about the whereabouts of his former employee." Eight explains and will wait by the door.
Amber is eager to get on with their next job, but hopes that she doesn’t find it too distasteful in the details. She goes to the conference room and awaits the ‘Creator’.
Amber Dach

Current Conditions
Conditions
P.P.E.: 33/33
I.S.P.: 150/150
H.P.: 33/33
S.D.C.: 87/87

TX-26 Particle Beam Pistol: 15/15 shots remaining (FSE-clip)
Crystal Deflector Gauntlet: 15/15 melee round charges remaining
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Underguard
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Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 0730 (07:00AM), Merctown, Late June
Environmental Conditions: Outside Temp; 22*C (71*F), dry heat, warm morning.
Ley Line/Nexus Presence: Nexus within 1 mile.
Everyone is able to comfortably gather their morning food, snacks or otherwise before everyone find themselves in the Conference Room around 0730. Eight enters the room last and closes the door and then moves to the head of the table and there is the familiar hue of light as the holographic image of the Creator appears in the center of the table. The two newest members are unable to identify what this Creator even is, as he appears completely alien and mostly shrouded, even on the projection. His voice, however, is smooth and professional.

"I understand the roster has changed and we don't need to go any further." He says, showing little to no care about the two new members or the disappearance of others. "I have tracked down my former employee but thus far he has been uncooperative and unwilling to return. Regrettably I cannot shift any more resources to this but with this lead, I trust your creative team to be able to accomplish what my agents could not." He says and his visage vanishes and the vishage of a Uteni appears and a description of a device in an alien language.

"The item he has in a prototype that has dangerous implications. The Dimensional Tunneler; a prototype and more portable version of my teleporter. The Tunneler is designed to tap into different dimensions and will essentially turn any reflective surface they are closest too into a portal. As it is a prototype, currently the chosen dimension cannot be controlled only influenced. Someone can close a door and reopen it until they find the one they want, but it requires concentration. The portals that are opened remain open for a set among of time that, in the future, will be modifiable but for now is set at 24 hours; this was a safety precaution in case any researcher got stranded." He explains as the writing suddenly becomes readable is it is translated into English as he talks.

"Your mission is to capture my employee and return him to the base located near Manoa. I would prefer he be kept alive and unharmed; however if he refuses to cooperate, I at least need the prototype back. You don't need to kill him, he will be on the run for the rest of his life if he chooses that option and at that point, it won't be your concern." He says matter-of-factly. He pauses and another image appears. "As to where he is right now, he has left your little planet. I will organize a direct trip to my Manoan Facility which can transport you to the proper location. From there you will be on your own and will need to track him down. Eight will assist. When you have found the Tunneler, leave it with Eight. It is highly valued company property and I would hate for any of you to be liable." He finishes and the image of him reappears with his arms crossed.

"Does any of that not make sense?" He asks and will wait. If no one has questions, he will conclude the short meeting telling them to expect to leave within two days.

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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Re: Episode 3: Run

Post by Amber Dach »

Perception: 57% = 1d100: [2] = 2 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [9] = 9 | 1d100: [80] = 80

Skills Rolls
Charm/Impress: 55% = 1d100: [45] = 45
Invoke Trust/Intimidate: 70% = 1d100: [78] = 78
Wilderness Survival 40% = 1d100: [74] = 74 (survival gear needed for jungle)
Constant/Active Conditions
Constant Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 700' (100’/level) when being is not using powers or abilities; 1600’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 84% = 1d100: [28] = 28
o Track by Psychic Scent: 80% = 1d100: [55] = 55 (86% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 70% = 1d100: [87] = 87 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’

Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
Alter Aura will last for 8 hours. 8 hours remaining. Costs 2 I.S.P.

Amber shrugs inwardly. Dammit, I was literally just there. Not that I don’t want to go back again. At least we don’t have to fly back down like the first time. Okay, I guess it is time for my standard tell us more than the bare bones speech. “Well, as usual. We need more information. Manoa is a large area to search for someone that doesn’t want to be found. Could we have a complete dossier on your employee? Everything you know about them would be helpful. Do you have a last known location? Any known associates? Does this Uteni have any aliases that you have uncovered? Do you have any objects that belonged to the Uteni, something personal and portable that we could use.”

She changes direction slightly in her information requests. “We also need some more details on the device itself. Have they actively been using the device or are they keeping it under wraps and hidden from you? If he is using it, what kind of power source does it require? Like, how much energy does it require to activate? It will narrow down where to look if they require a massive amount of power to operate the device as those places are not that common.”

She looks around the room at the rest of the GIRLS. “Feel free to chime in folks with any questions/concerns you have.”

Once they are done with the mission brief from The Creator, she tells Susan. “Give these guys any shots you think they need before we go. And make sure they have any thing else you think they need. We should both be good since we were just down there. I remember Jez saying before the last time down to stock up on water filtration units, insect repellents, and anti-viral medications. And anti-venom too." She looks at Jerrick. "Jerrick, could you look after the TW Food & Water Purifier?" She looks around at the rest, "If we are going into the jungle, the heat and humidity are tough on gear, and people for that matter. So pack wisely and lightly."
Amber Dach

Current Conditions
Conditions
P.P.E.: 33/33
I.S.P.: 150/150
H.P.: 33/33
S.D.C.: 87/87

TX-26 Particle Beam Pistol: 15/15 shots remaining (FSE-clip)
Crystal Deflector Gauntlet: 15/15 melee round charges remaining
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [65] = 65 / 41%
JIC: 1d100: [55] = 55 / 1d20: [19] = 19

Susan listens carefully to their "employer's" presentation. She leans over to Amber. "I believe we're not going to Manoa except to transport to a different dimension."

To the Naruni, she says, "We'll need to know the target destination dimension and its hazards so that we can be prepared, please."

It opens dimensional portals through reflective surfaces?!? That sounds like magic, not super science. Science doesn't use vague concepts like 'go through a mirror.'

"I would also add to Amber's questions - is the device itself dangerous for us to transport, for example, does it leak radiation or similar?"

I wonder if I can get a cranial bomb or explosive bracelet and convince Phinneas it's a piece of protective equipment... As a precaution.
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 30% | 1d100: [79] = 79
JIC: 1d20: [11] = 11 | 1d100: [71] = 71
Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the sent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.

Phinneas perks his head up slightly. "Did he just say we are leaving Earth???" A slight sense of excitement is in his voice. "I think he just said we are leaving Earth! Did you hear that Jerrick?! Leaving Earth!!"

He thinks for a second. "How big of a reflective surface does this tunnel-ma-bob need to activate?" Thinking of the recent implant polishing he had done, Phinneas does not want a portal opened on his head.

He looks to Susan. "Hey Doc, looks like we're gonna have to speed that physical up so we can be best GIRL friends. We are gonna have soooo much fun!"
Last edited by Phinneas_Graves on Sun Aug 14, 2022 11:47 am, edited 1 time in total.
Phinneas Graves
Current stats
S.D.C. 134/134
M.D.C. 110/98
P.P.E. 21/21
Ammo: 192/188
User avatar
Jerrick Vincent
Diamond Level Patron
Diamond Level Patron
Posts: 29
Joined: Mon May 09, 2022 6:09 am

Re: Episode 3: Run

Post by Jerrick Vincent »

Perception: is 46% / 1d100: [86] = 86
JIC: 1d20: [3] = 3 | 1d100: [7] = 7
Sense Supernatural Evil: 60% / 1d100: [57] = 57
Conditions: M.D.C.: Helm 100/100 | Arms 75/75 | Legs 90/90 | Torso 140/140, S.D.C.: 50/50, H.P.: 40/40, See the Invisible, +7 Magic, +5 Lethal Poison/Non-Lethal Poison, +4 Horror Factor, +2 Possession, +1 Psionics, Coma/Death 20%

Jerrick had completely zoned out when the The Creator mentioned leaving Earth through a Portal. Did he just say we are leaving Earth through a portal. After traveling all the was across the world. Holy S**t. My second job as a mercenary will involve inter dimensional travel. Before MercTown I never left Dweomer. Now I am leaving Earth. Ok keep your cool. Don’t look too excited or terrified (note: he looks totally terrified.). You can do this Jerrick. You learned how to become proficient in magic from a ghost. You are the only person you have ever heard learned that way. Comparatively using said magic to protect your team and do a hard target search of an alien dimension with no comprehension of said dimension or its denizens will be a cake walk. At that by moment he is startled by hearing his name.
Amber Dach wrote: Sat Aug 13, 2022 5:44 pm She looks at Jerrick. "Jerrick, could you look after the TW Food & Water Purifier?"
After the initial startle at his name, he says “Sure, . . .” There is initial crack in his voice. He quickly clears his throat and finishes his intended statement. “. . .Amber, no problem.”

I can do this, it is only food and water. I mean like if I screw up, the lack of those things will kill us, but hey no pressure.

Jerrick starts hearing his father’s voice in his head. You worthless miserable sod. I am glad you aren’t going to try to go to the College. You would just fail at everything there too. And failure gets people killed. You have never had aptitude for anything. Your brother and sister have shown they are far more capable than you. You will end up probably living with us most of your life pursuing your punches and kicks, your back flips and target practice. You will be Dweomer’s own village idiot. Stay out of my sight and in a rubbage bin where you belong.

Jerrick realizes that he has been wringing his hands in fury. With a single tear streaming down his face. His face becomes firm and his mind stoic when Phinneas says,
Phinneas_Graves wrote: Sat Aug 13, 2022 7:00 pm b] A slight sense of excitement is in his voice. "I think he just said we are leaving Earth! Did you hear that Jerrick?! Leaving Earth!!"
“Yes Phinneas, I did. We have preparations to make. We have a job to do and this guy will not find himself.” He stands up and leaves the room to go prepare his gear and TW Water and Food purifier for travel.
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