UPS: The Mysteries of the Pacific Northwest

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Arvid Hammerson
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Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 44% 1d100: [2] = 2 +25% For Electrical 1d100 1d100: [51] = 51

JIC d20: 1d20 1d20: [10] = 10

JIC: 1d100 1d100: [85] = 85
Init:1d20+9 1d20+9: [14]+9 = 23

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
Phantom Footman 30 min
W.P. Sword - +2 to strike +2 to parry.
P.P.E.: 126 - 8, 4, 20
I.S.P.: 160 127 –2, 8, 4
M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed.
Arvid is in combat with two spiders out of twelve; Arvid the Spiders are no match for you so you may choose how you want to terminate them. Write out sixty seconds worth of your own combat (don't need to roll it)]
Arvid gets ready for the fight with the two spiders. Great two more to take out. Thank Odin that I feel refreshed after taking in some of that power. Best delay one, then attack the other. Odin aways Be yourself not you Father, or your older Bother. They rush in and beat slash kill. Use your head and think. Be the Eagle Watch for you Strike and then dive on it fall back access and strike again.

Arvid cast Mesmerism the two spiders. Both slow down as the spell take holds. He moves to one side and around to the back. He watches as the creatures try to match the speed but are unable to match his speed. Arvid. dashes in, then strikes one, twice on its head. The spider slows its turn and then comes to a stop. It quivers a couple of second and the body slumps to the ground, as its fluids starts to flow out the two wounds.

Arvid backs up as second one starts to climb up on the other cast a blob of webbing, but Avrid easily dodges it. Arvid goes the other way around to get to the back. He sweeps in and slashes at the thorax, with two swift strikes. The creature seems wounded but continues to turn and face Arvid. He parries the spiders’ slow strikes and retaliates swiftly. One, Two, blows and the sider slumps, the body fluid flowing onto the floor.
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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Beckett
Posts: 406
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Location: P.A.S. - PC
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Beckett »

Perception: 1d100: [54] = 54 / 74%
JiC d20 | d100: 1d20: [4] = 4 | 1d100: [17] = 17
Initiative: 1d20+2: [8]+2 = 10

Conditions
-- Forcefield: 160 / 160
-- Ammunition (Rifle): 30 / 30 [-0 EClip]


Samantha looks at the spike, and quickly analyzes that it appears to be a tap into a ley line. I wish Pieter was here, he'd probably figure this thing out in ten seconds flat. She muses to herself. Someone put a tap in to power something, or reduce the power of the ley line. The generator is about to blow unless I can get some cooling to it, or reduce the power.
The Operator wrote:"Good to meet you again Beckett, it's been an age or two. So you know this crew?"
"Hey Ecks," she says as she grabs the power tap. "Yeah, I hooked up with M.A.R.S. a while back, been on a sabbatical for a little bit. I'd like to talk more, but we got a bit of a problem here. So I'm going to turn off the lights, before the generator blows.

With that she does her calculations over everything, to make sure she's not going to cause a bigger disaster, and pulls the tap out.


Electrical Engineer -- 1d100: [8] = 8 / 100%
Mecha Engineering -- 1d100: [11] = 11 / 105%
Mechanical Engineer -- 1d100: [26] = 26 / 100%
Robot Electronics -- 1d100: [61] = 61 / 100%
Robotechnology Engineering -- 1d100: [5] = 5 / 100%
Quantum
H.P.: 49 / 49 S.D.C.: 59 / 59
CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25
LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
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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 »

((rolls carried))

Ecks watches with some misgivings. To those within ear shot, he asks a question. "My only concern is if it's powering something important, rather than nefarious. Of course if it goes bang, then it doesn't matter anyhow, but keep your heads on a swivel."

Arvid's quick work with the spiders is reassuring. "Good work, Spider Man." he says flatly.
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: [95] = 95 /59%
JIC: 1d20: [2] = 2 / 1d100: [63] = 63

"I don't like arañas but I like this generator even less." Minerva watches with anticipation as Arvid draws the spiders away, creating the opening for Beckett to reach the generator. Since only two spiders go after Arvid, she decides to float up to Beckett to offer mechanical assistance as well as watch her back.
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: 1359 (1:59 PM), ~1 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.
[When ya got a bug problem, who do you call?]
Underworld Pacification Services

Ecks greets Beckett as the group convenes below while Becket prepares to severe power connection to and from the generator, hopefully depriving if and stopping it from exploding. Beckett's easily able to manipulate the older technology which has a tinge of an extradimensional feel to it, but still earth. There is one main power line on either side of the generator, one running towards the needle and one going up towards the barracks area. The second line doesn't seem to be pulling any draw but the needle still has a constant draw. Severing the connection and shutting down the needle would stop the draw on the generator and stop its explosion; this generator tech doesn't build a charge, it exerts as much energy as is needed for long-term use but requires cold ventilation, it's designed for cave work. Beckett can tell that whoever build this place hadn't planned against internal sabotage as the lines seem more temporary than ideal placement.

Arvid is able to smash a couple spiders, the fight reminding him of the many times the godling has fought others for sheer show of strength and fun rather than fear of life and death. When Arvid crushes the second spider and moves back, he watches the other spiders still pay no mind. No one can see the generator anymore as it is now completely covered in silk webbing. Any sensor systems or thermal imaging reveal it to be glowing red as the spiders continue encasing it. Those outside EBAs and PAs will smell a weird burning smell.

Minerva follows Beckett and the two can determine a good spot to cut the power connection however it is in sight of all the spiders, though Arvid stands ready to intervene. Beckett also knows if she can get past the hard metal door leading to the needle, she can shut it down a lot easier without pissing off the spiders. Ecks watches with the others and starts hearing metal clattering from above.

What are you doing?
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) || EP Ledger
╭∩╮(︶︿︶)╭∩╮

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

Post by Vera Morozov »

Perception: [roll]1d100[/roll] / 50%
JiC d100: [roll]1d100[/roll]; JiC d20: [roll]1d20[/roll]
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, not being an expert on matters pertaining to electrical engineering, elects to remain nearby Arvid as he smashes spiders.
Reminds me of guard duty when the techs set up equipment. Less snow, though.
She glances at the spiderwebs about her, and revises her thought.
In a sense, at least.


As the others discuss and prep their plan, Vera speaks to the godling, "Let me know if you need assistance in providing a distraction to the spiders, though your work is excellent on your own," she offers. If needed, she will help with the extermination with polearm and claw.
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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Beckett
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Beckett »

Perception: 1d100: [17] = 17 / 74%
JiC d20 | d100: 1d20: [19] = 19 | 1d100: [33] = 33
Initiative: 1d20+2: [18]+2 = 20

Conditions
-- Forcefield: 160 / 160
-- Ammunition (Rifle): 30/ 30 [-0 EClip]


Samantha pushes the door open with her augmented strength of her armor. "That generator may not last too much longer," she explains to the others behind her. "Vera or the guy playing with the spiders, can you get the webbing off, while I try to pull the source of the power. I know I'm asking a lot, but if you crack that webbing off the generator, it could buy me time to fully pull the plug without it being destroyed."

I really hope this works... As she pulls the door open wide enough to fit through. If it is not moving or is not fast enough, she tries to get Minerva to help. "Minerva, are you able to get this door open? Or maybe pull that spike out all the way from over here?" Hinting that Minerva's unique psychic abilities could help in shutting things down.

Roll with Punch/Fall/Impact: 1d20+5: [15]+5 = 20 | 1d20+5: [15]+5 = 20 | 1d20+5: [19]+5 = 24 | 1d20+5: [11]+5 = 16 | 1d20+5: [17]+5 = 22 | 1d20+5: [4]+5 = 9 | 1d20+5: [3]+5 = 8 | 1d20+5: [2]+5 = 7
Dodges as needed: 1d20+8: [1]+8 = 9 | 1d20+8: [1]+8 = 9 | 1d20+8: [13]+8 = 21 | 1d20+8: [4]+8 = 12 | 1d20+8: [12]+8 = 20 | 1d20+8: [5]+8 = 13 | 1d20+8: [12]+8 = 20 | 1d20+8: [1]+8 = 9


Electrical Engineer -- 1d100: [56] = 56 / 100%
Mecha Engineering -- 1d100: [86] = 86 / 105%
Mechanical Engineer -- 1d100: [56] = 56 / 100%
Robot Electronics -- 1d100: [69] = 69 / 100%
Robotechnology Engineering -- 1d100: [34] = 34 / 100%
Quantum
H.P.: 49 / 49 S.D.C.: 59 / 59
CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25
LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
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Arvid Hammerson
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 44% 1d100: [22] = 22 +25% For Electrical 1d100 1d100: [20] = 20
JIC d20: 1d20 1d20: [20] = 20

JIC: 1d100 1d100: [37] = 37
Init:1d20+9 1d20+9: [3]+9 = 12

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
Phantom Footman 30 min
W.P. Sword - +2 to strike +2 to parry.
P.P.E.: 126 - 8, 4, 20
I.S.P.: 160 127 –2, 8, 4
M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed.
Arvid continues to scan the spiders, not wanting them to move if he moves. When Vera ask about help.
Vera speaks to the godling, "Let me know if you need assistance in providing a distraction to the spiders, though your work is excellent on your own,"


Arvid states, “You are more than welcome to join in, I do not wish to take all of the kills, but at this time I think they are happy to stand down, is that how you would say it? I don't want to interfere with Lady Samantha. work in there.”

To Samantha, “Are you OK in there, it seems the Heat and smell is getting worst out here. If you need me to do anything, let me know.”
Samantha
"Vera or the guy playing with the spiders, can you get the webbing off, while I try to pull the source of the power. I know I'm asking a lot, but if you crack that webbing off the generator, it could buy me time to fully pull the plug without it being destroyed."
Arvid to Vera, "Lady Vera, could you assist me in removing the Webs from the Generator?"

Avrid places Cloud of Slumber (4) on the spiders close to the generator. He the cautiously approaches the web and tries to cut the webbing.
Strike:1d20+12 1d20+12: [11]+12 = 23
Slowly pealing the web away, and watching the spiders. If he get a chance he will use his Universal Energy to Matter Converter to repair the generator.
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: 1d20: [8] = 8 / 1d100: [37] = 37

Ecks looks up and investigates the metal clattering. "Anyone else hear that?" No matter what machine he's been in, the arrival of new sounds is never a welcome one. And in this situation it's even less welcoming. He brings up his rifle, defensively, as if waiting for the other shoe to fall.

The operator looks carefully for any movement, ducts or anything else that may be the source of the sound or transmitting the sound from another location.
Ecks
Medals
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H.P. 61/61
S.D.C. 51/51

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

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

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

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1400 (2:00 PM), ~1 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.
Vera stands ready to aid the Godling as Arvid casts Cloud of Slumber on the generator and several spiders fall out of the webbing, however at least six scatter in different directions on the caverns ceiling. Arvid's able to keep track of several spiders that seem to be circling. Vera moves to assist him in clearing the webbing near the slumbering spiders and as soon as they do, a pair of spiders leap towards them. Both Arvid and Vera find themselves pinned by a spider in the ground near the generator. [You are both strong enough to hold back their attacks, however; -4 MDC main body from the impact to each of you.] Arvid sees the other spiders above moving closer as well.

Sam has Minerva and Ecks cover her as Sam is able to quickly crack open the door once she figured out the tech. Inside the room, the trio sees a powered computer console from the golden era, military rugged designed to be cheap, expendable but durable and long lasting. Sam figures she'll need a few minutes on the console to properly shut it down. Looking back to the opening where they all came from, Ecks can see at least four more spiders crawl out. Ecks also sees Arvid and Vera both get jumped on and the other spiders circling above them around the generator.

What are you doing?

  • Ecks:
  • Sam:
  • Minerva:
  • Vera: -4 M.D.C. MB
  • Mink:
  • Arvid: -4 M.D.C. MB
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Minerva »

Perception: 1d100: [71] = 71 /59%
JIC: 1d20: [7] = 7 / 1d100: [36] = 36

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


  • 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.

Beckett wrote: Fri Mar 03, 2023 9:01 pmAs she pulls the door open wide enough to fit through. If it is not moving or is not fast enough, she tries to get Minerva to help. "Minerva, are you able to get this door open? Or maybe pull that spike out all the way from over here?" Hinting that Minerva's unique psychic abilities could help in shutting things down.
"Of course, Q. Teamwork makes the dreams happen, they say, no?" With the door open, Minerva activates her Telekinesis, hoping that the needle is light enough to require minimal effort. If it is not, she will continue pulling until she reaches the right amount of
  • Telekinesis
    • Small: 0-2 lbs/3 ISP
    • Medium: 3-20 lbs/8 ISP
    • Large: 21-30 lbs/9 ISP
  • Super Telekinesis
    • 0-100 lbs/10 ISP
    • 101-200 lbs/20 ISP
    • 201-300 lbs/30 ISP
    • 301-400 lbs/40 ISP
  • Hyper Telekinesis
    • 0-3100 lbs/50 ISP
necessary to remove the needle from the ley line.
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 Ecks »

Perception: 1d100: [51] = 51 /85%
JIC: 1d20: [10] = 10 / 1d100: [69] = 69

Ecks calls out the new arrivals. "I can't say this is looking good. We'll try to hold them off." Ecks squeezes the trigger and keeps the capacitors humming as he engages the spiders. The air around the rifle shimmers with heat as the canister dumps its electrons in an offering at the altar of destruction.

Init 1d20+1: [10]+1 = 11
APM:9
Action 1:shoot closest spider with JA-12 Attack: 1d20+7: [9]+7 = 16 Damage 1d6*10+10: [5]*10+10 = 60
Action 2:shoot closest spider with JA-12 Attack: 1d20+7: [4]+7 = 11 Damage 1d6*10+10: [2]*10+10 = 30
Action 3:shoot closest spider with JA-12 Attack: 1d20+7: [13]+7 = 20 Damage 1d6*10+10: [6]*10+10 = 70
Action 4:shoot closest spider with JA-12 Attack: 1d20+7: [7]+7 = 14 Damage 1d6*10+10: [2]*10+10 = 30
Action 5:shoot closest spider with JA-12 Attack: 1d20+7: [20]+7 = 27 CRIT Damage 1d6*10+10: [5]*10+10 = 60 (120 total)
Action 6:shoot closest spider with JA-12 Attack: 1d20+7: [13]+7 = 20 Damage 1d6*10+10: [2]*10+10 = 30
Action 7:shoot closest spider with JA-12 Attack: 1d20+7: [9]+7 = 16 Damage 1d6*10+10: [1]*10+10 = 20
Action 8:reserved for dodge 1d20+7: [12]+7 = 19
Action 9:reserved for dodge 1d20+7: [9]+7 = 16

Parry: 1d20+7: [4]+7 = 11 , 1d20+7: [9]+7 = 16 , 1d20+7: [7]+7 = 14 , 1d20+7: [1]+7 = 8 , 1d20+7: [10]+7 = 17 , 1d20+7: [13]+7 = 20 , 1d20+7: [4]+7 = 11 ,
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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Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 44% 1d100: [52] = 52 +25% For Electrical 1d100 1d100: [30] = 30
JIC d20: 1d20 1d20: [3] = 3

JIC: 1d100 1d100: [28] = 28
Init:1d20+9 1d20+9: [13]+9 = 22

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
Phantom Footman 30 min
W.P. Sword - +2 to strike +2 to parry.
P.P.E.: 126 - 8, 4, 20
I.S.P.: 160 127 –2, 8, 4
M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed.
W.P. Sword - +2 to strike +1 to parry
Avrid is upset at the spider is on top as the Electric Field protects him. The Spider takes (4d6 4d6: [5, 5, 3, 6] = 19 ) for touching Arvid. He sees Vera is Pinned as well. And to make matters worst more are on the move toward them. Arvid speaks, "Lady Vera, Ecks more are moving toward us." Arvid lashes out at the spider. When the spider is dead he will help Vera or go after the other Spiders that go after them. Used one action to get to feet.

Number of Attacks: 8
Initiative Bonus: +9
Strike Bonus: +10
Parry Bonus: +15
Dodge Bonus: +14
Action 1
Right hand Vibro Strike: 1d20+12 1d20+12: [13]+12 = 25 Damage: 10d6 10d6: [5, 2, 4, 6, 6, 5, 4, 2, 4, 6] = 44
Left hand Frost Blade Strike: 1d20+12 1d20+12: [13]+12 = 25 Damage: 10d6 10d6: [3, 4, 3, 2, 5, 5, 3, 6, 3, 2] = 36

Action 2
Right hand Vibro Strike: 1d20+12 1d20+12: [16]+12 = 28 Damage: 10d6 10d6: [1, 2, 5, 5, 1, 6, 5, 2, 6, 2] = 35
Left hand Frost Blade Strike: 1d20+12 1d20+12: [13]+12 = 25 Damage: 10d6 10d6: [6, 6, 5, 3, 5, 2, 6, 2, 5, 3] = 43

Action 3
Right hand Vibro Strike: 1d20+12 1d20+12: [8]+12 = 20 Damage: 10d6 10d6: [6, 2, 5, 4, 3, 2, 1, 5, 3, 4] = 35
Left hand Frost Blade Strike: 1d20+12 1d20+12: [1]+12 = 13 Damage: 10d6 10d6: [3, 5, 3, 4, 6, 6, 1, 6, 1, 6] = 41

Action 4
Right hand Vibro Strike: 1d20+12 1d20+12: [14]+12 = 26 Damage: 10d6 10d6: [3, 5, 5, 1, 4, 4, 3, 5, 3, 3] = 36
Left hand Frost Blade Strike: 1d20+12 1d20+12: [15]+12 = 27 Damage: 10d6 10d6: [1, 4, 4, 4, 1, 2, 5, 5, 6, 1] = 33


Action 5
Right hand Vibro Strike: 1d20+12 1d20+12: [18]+12 = 30 Damage: 10d6 10d6: [4, 1, 6, 4, 5, 6, 2, 4, 5, 3] = 40
Left hand Frost Blade Strike: 1d20+12 1d20+12: [4]+12 = 16 Damage: 10d6 10d6: [5, 3, 2, 6, 2, 5, 4, 6, 2, 6] = 41


Action 6
Right hand Vibro Strike: 1d20+12 1d20+12: [17]+12 = 29 Damage: 10d6 10d6: [5, 6, 1, 4, 2, 3, 5, 6, 5, 6] = 43
Left hand Frost Blade Strike: 1d20+12 1d20+12: [6]+12 = 18 Damage: 10d6 10d6: [2, 3, 4, 2, 1, 5, 6, 4, 4, 3] = 34


Action 7
Right hand Vibro Strike: 1d20+12 1d20+12: [9]+12 = 21 Damage: 10d6 10d6: [3, 4, 2, 6, 1, 5, 6, 1, 1, 4] = 33
Left hand Frost Blade Strike: 1d20+12 1d20+12: [8]+12 = 20 Damage: 10d6 10d6: [1, 5, 6, 1, 3, 6, 5, 5, 3, 2] = 37

Action 8
This for him to eventually stand up an fight
Parry:
1d20+15
1d20+15: [10]+15 = 25 , 1d20+15: [8]+15 = 23 , 1d20+15: [14]+15 = 29 , 1d20+15: [14]+15 = 29 , 1d20+15: [2]+15 = 17 , 1d20+15: [13]+15 = 28 , 1d20+15: [6]+15 = 21
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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Beckett
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Beckett »

Perception: 1d100: [33] = 33 / 74%
JiC d20 | d100: 1d20: [13] = 13 | 1d100: [60] = 60
Initiative: 1d20+2: [14]+2 = 16

Conditions
-- Forcefield: 160/ 160
-- Ammunition (Rifle): 30/ 30


Samantha takes a look at the computer and the spike and makes a quick assessment on which would be easier to stop the generator before it explodes or melts down. That looks like something I worked on years ago in the Campo Grande. She looks back at Minerva. "I think I can shut it down by the computer, but it's going to take a bit. Unless you have some super powers that can manipulate a computer."

With that she starts to get to work, tapping away at the keyboard she goes through some basic commands to test the operating system and its limitations. Her fingers deftly hit the keys as she starts to unravel the code to safely turn it off. This feels so familiar but so different, she thinks about the software she is starting to break through. "Just another minute..." her voice trails off as her eyes are glued to the screen.

Roll with Punch/Fall/Impact: 1d20+5: [19]+5 = 24 | 1d20+5: [4]+5 = 9 | 1d20+5: [19]+5 = 24 | 1d20+5: [15]+5 = 20 | 1d20+5: [15]+5 = 20 | 1d20+5: [6]+5 = 11 | 1d20+5: [4]+5 = 9 | 1d20+5: [12]+5 = 17
Dodges as needed: 1d20+8: [3]+8 = 11 | 1d20+8: [16]+8 = 24 | 1d20+8: [13]+8 = 21 | 1d20+8: [18]+8 = 26 | 1d20+8: [5]+8 = 13 | 1d20+8: [3]+8 = 11 | 1d20+8: [1]+8 = 9 | 1d20+8: [14]+8 = 22



Computer Operation -- 1d100: [20] = 20 / 122%
Computer Programming -- 1d100: [28] = 28 / 101%
Artificial Intelligence -- 1d100: [7] = 7 / 68%
Quantum
H.P.: 49 / 49 S.D.C.: 59 / 59
CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25
LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Ecks »

((rolls carried))

Arvid's alert of more spiders does little to buoy his spirits. A thought comes to Ecks' mind. "Hey Arvid. Do you think these spiders can swim?" he asks, while energy is dumped out his rifle into the arachnids descending upon them.
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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Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

(((Rolls Carry Over)))
Ecks
"Hey Arvid. Do you think these spiders can swim?
Arvid respond, "Not sure, Itty Bitty Spider washed them down the Water Spout, I believe we are at the bottom of the Water Spout."
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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Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1401 (2:01 PM), , 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.
Ecks takes aim and opens up on the Spiders that have toppled Vera as Arvid is able to peel the one off of him and cut it down. The trio are able to hold the spiders at bay, with only single spiders leaping down at any given point. They seem to be intent on stopping the group from cleaning off the webbing and willing to sacrifice themselves for it; the presence of the ley line and whatever this tech is doing apparently infectious.

Sam rushes to the console and dives into her in-depth knowledge of computers and their operation to orient herself to the technology. She finds this console to be far different than what she is used too, the operating system and operation being almost completely different with only a large, lopsided Z denoting it's name. Sam can hear the sound of fighting going on outside the door as she tries focusing. Sam is able to pull up generator schematics but as she tries powering it down there is a safety code preventing her. Minerva takes her own queue and attempts to use telekinesis to move or disrupt the needle that is injected into the rock ceiling (and ley line). Minerva focuses on the weakest point she can identify and pushes, needing to dive into her super-telekinesis to eventually move what must be a close to 300lb point; but it moves.

When it moves there is a loud snap that deafens everyone in the cavern and a kinetic shockwave that stumbles both Minerva and Sam. Arvid, Vera and Ecks all see over a dozen spiders fall off the ceiling, apparently stunned and immobile. Sam sees an overload warning on the screen, the generator is running hot with no output source and she doesn't have long to turn it off. [3 Computer Operation Rolls; target is 75 or less; pass 2/3]

What are you doing?
GM Note: Arvid, Ecks and Vera can count 14 stunned spiders on the ground around them; they are on their backs and seem completely dazzed.

  • Ecks:
  • Sam:
  • Minerva:
  • Vera: -4 M.D.C. MB
  • Mink:
  • Arvid: -4 M.D.C. MB
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) || EP Ledger
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 44% 1d100: [39] = 39 +25% For Electrical 1d100 1d100: [81] = 81
JIC d20: 1d20 1d20: [7] = 7

JIC: 1d100 1d100: [35] = 35
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 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
Phantom Footman 30 min
W.P. Sword - +2 to strike +2 to parry.
P.P.E.: 126 - 8, 4, 20
I.S.P.: 160 127 –2, 8, 4
M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed.
W.P. Sword - +2 to strike +1 to parry
Arvid speaks up quickly, as he finishes the last spider willing to come down, “I will take the webbing off the generator. If you can hold bac the spiders. I also might have a way of cooling it down.”
Arvid well uses his frost blade to help in two ways, first freezing the web so it is more brittle and also making it lest sticky by freezing moister on it to make I less sticky.
(Can Accomplish it using, Cloud of Steam 4 ppe, for water vapor, then Northwind 7 ppe , freezing the vapor and also cooling the overheating as a side bonus. hoping like throwing warm water on your frozen windshield)

He then cracks the webbing and peals it away.
Repeating any of the above as needed.
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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