UPS: The Mysteries of the Pacific Northwest

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Arvid Hammerson
Posts: 59
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 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]
User avatar
Beckett
Posts: 409
Joined: Sun Dec 18, 2011 4:05 pm
Location: P.A.S. - PC
Contact:

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
Group Leader
Posts: 935
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 »

((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
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
Minerva

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.
Underguard

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?
User avatar
Vera Morozov
Posts: 110
Joined: Sat May 09, 2020 12:48 pm

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: 106/110 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.
Image
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Beckett
Posts: 409
Joined: Sun Dec 18, 2011 4:05 pm
Location: P.A.S. - PC
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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
User avatar
Arvid Hammerson
Posts: 59
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 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]
User avatar
Ecks
Group Leader
Posts: 935
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC
Contact:

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
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
Underguard

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
Minerva

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.
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Ecks
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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
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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Arvid Hammerson
Posts: 59
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 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]
User avatar
Beckett
Posts: 409
Joined: Sun Dec 18, 2011 4:05 pm
Location: P.A.S. - PC
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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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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))

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
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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Arvid Hammerson
Posts: 59
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

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]
Underguard

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
User avatar
Arvid Hammerson
Posts: 59
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 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 back 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]
User avatar
Beckett
Posts: 409
Joined: Sun Dec 18, 2011 4:05 pm
Location: P.A.S. - PC
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Re: UPS: The Mysteries of the Pacific Northwest

Post by Beckett »

Perception: 1d100: [63] = 63 / 74%
JiC d20 | d100: 1d20: [16] = 16 | 1d100: [61] = 61
Initiative: 1d20+2: [17]+2 = 19

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


Samantha tires to keep her feet and hold onto the console as the shock wave hits her unexpectedly. What the... then her eyes hit the warning message on the screen. She starts to type away and go into her programming skills to see if she can kill processes gracefully as to not destroy the generator. She yells back at Arvid, "Thanks big guy! Taking the webbing off can only help the situation!"

Her fingers start typing away, "I really wish had finished building my computer interface system." Her eyes dart through the characters that pop on the screen as she goes through almost understanding what she is seeing and typing some more.


Computer Operation -- 3d100: [4, 55, 27] = 176 / 122%
Computer Programming -- 3d100: [43, 18, 40] = 181 / 101%
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
User avatar
Vera Morozov
Posts: 110
Joined: Sat May 09, 2020 12:48 pm

Re: UPS: The Mysteries of the Pacific Northwest

Post by Vera Morozov »

Perception: 1d100: [50] = 50 / 50%
JiC d100: 1d100: [23] = 23 ; 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 pulls herself up from the ground, the awkwardness of her wings in such a position harming her rather than helping her. Not helping was the bulk of a spider atop her, until Ecks helps to remove it from her. She briefly turns his way, about to thank him, until she's knocked off-balance once more by the shock wave from the generator. This time, however, she stops herself from toppling with her jets, pushing up into the air briefly rather than crashing to the ground. Finally, she gets a chance to tell her teammate, "Thank you. I'm afraid I'm not the best suited for tight interior work."
Arvid Hammerson wrote:“I will take the webbing off the generator. If you can hold back the spiders. I also might have a way of cooling it down.”
Her inefficiency in such a space doesn't stop her from trying to help, of course. She responds to the conjurer of lightning with a simple "Да," before pausing to reconsider her words, and adding, "Should I not end up like a turtle again."
Let's hope that doesn't happen. If I keep tripping over myself I'm sure they'll start filming it.


The half-joking thought aside, the cyborg focuses on clearing out the stunned spiders with her polearms, working on the ones closest to Samantha and Arvid and moving from there.
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field: 106/110 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.
Image
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Ecks
Group Leader
Posts: 935
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC
Contact:

Re: UPS: The Mysteries of the Pacific Northwest

Post by Ecks »

Perception: 1d100/85%
JIC:1d20/1d100

Seeing the stunned spiders, Ecks replaces the long e-clip and begins rapidly dispatching them, preferring headshots.

"I was wondering if they could swim, seeing as they have webbed feet." he says plainly.

"You playing minesweeper in there Beckett?" he asks, ribbing the old, new arrival.

APM:9
Action 1: Reload Long Eclip
Action 2: JA-12 vs shocked spider: 1d20+7: [19]+7 = 26 , damage 1d6*10+10: [2]*10+10 = 30
Action 3: JA-12 vs shocked spider: 1d20+7: [8]+7 = 15 , damage 1d6*10+10: [6]*10+10 = 70
Action 4: JA-12 vs shocked spider: 1d20+7: [18]+7 = 25 , damage 1d6*10+10: [6]*10+10 = 70
Action 5: JA-12 vs shocked spider: 1d20+7: [7]+7 = 14 , damage 1d6*10+10: [1]*10+10 = 20
Action 6: JA-12 vs shocked spider: 1d20+7: [4]+7 = 11 , damage 1d6*10+10: [5]*10+10 = 60
Action 7: JA-12 vs shocked spider: 1d20+7: [5]+7 = 12 , damage 1d6*10+10: [3]*10+10 = 40
Action 8: JA-12 vs shocked spider: 1d20+7: [2]+7 = 9 , damage 1d6*10+10: [4]*10+10 = 50
Action 9: JA-12 vs shocked spider: 1d20+7: [6]+7 = 13 , damage 1d6*10+10: [1]*10+10 = 20

Parry: 1d20+7: [15]+7 = 22 , 1d20+7: [8]+7 = 15 , 1d20+7: [8]+7 = 15 , 1d20+7: [19]+7 = 26 , 1d20+7: [7]+7 = 14 , 1d20+7: [14]+7 = 21 , 1d20+7: [5]+7 = 12 , 1d20+7: [16]+7 = 23 ,
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
Underguard

Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1405 (2:05 PM), A few 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.
Arvid moves away from the spiders and pulls out his Frostblade, icing the webbing and cutting more of it off as Vera moves to flank him. Ecks walks the perimeter and puts nicely placed shots in some dazzed and defenseless spiders. Sam remains at the console in an attempt to avert the overload and deftly masters the old operating system, cycling the generator into a power-down cycle. It takes several minutes for the generator to turn off completely, though Sam is able to start this before Arvid steams the generator. Arvid and Vera are able to easily remove the remaining webbing and can hear the internal mechanisms of the generator spinning down.

Ecks makes it to the 9th dazzed spider before the remaining ones appear to awaken and rustle around. The one Ecks had been approaching retreats and skitters up a wall with the remaining spiders following it. Ecks can't see where they went but it looks like they left the room entirely afterwards. Minerva stands by Sam and watches the needle. After her disconnect, the glow on parts of the needle began strobing though Minerva can see now that the Needle is indeed powering down and disconnected from the ceiling. The point that the needle was connected too seems to be seeping visible magical energies, as if the Ley Line is bleeding. Sam still has access to the console, though without the generator being on, it has limited use.

What are you doing?
GM Note: No spiders. By the end of the post, the Generator is offline. The console remains active.

  • Ecks:
  • Sam:
  • Minerva:
  • Vera: -4 M.D.C. MB
  • Mink:
  • Arvid: -4 M.D.C. MB
Minerva

Re: UPS: The Mysteries of the Pacific Northwest

Post by Minerva »

Perception: 1d100: [91] = 91 /59%
JIC: 1d20: [20] = 20 / 1d100: [78] = 78

Righting herself after the shockwave, Minerva keeps her tight grasp on the needle. "Sam, I think we did it." She watches as the magical energy seeps from the hole the needle created and looks around for anything that might plug said hole. "The forest can heal from this, no? And we have news for our employers. Maybe this is a win win!" The spiders taking off brings a smile to her face. "They were just here to stop this machine. They meant us no harm."
User avatar
Arvid Hammerson
Posts: 59
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 44% 1d100 +25% For Electrical 1d100 1d100
JIC d20: 1d20 1d20

JIC: 1d100 1d100
Init:1d20+9 1d20+9

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 looks around making sure nothing else is going on. No spiders attacking. The generator is off and cooling down. Arvid looks at Sam, “Are we good. Where did the spiders go? I don’t like that.”

Arvid looks at Ecks and says, “Commander Ecks, I don’t like the wound in the ley line. I have never seen anything like thIs Could this be a rift? Mini Rift? Maybe we should leave too? The closest thing I think is when a summoner opens a portal.”

Arvid lets hi footman go, "Brother, thank you for you help. You have fulfilled your help request Brother, go in peace."
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]
User avatar
Ecks
Group Leader
Posts: 935
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC
Contact:

Re: UPS: The Mysteries of the Pacific Northwest

Post by Ecks »

Perception: 1d100: [1] = 1 /85%
JIC: 1d20: [15] = 15 / 1d100: [26] = 26

Arvid points out the rift. "Yeah, I don't like it either. Does anyone have an opinion on what it is? Beckett, now that the immediate danger is over, does the computer have any other info to give up, like what this thing is?"

Minerva offers her optimistic assessment of the spiders. "If you say so. But they were still pretty disagreeable outside before we got here. I'll make sure to apologize once we get out." he adds, sounding as though he has no intentions of offering an apology.

Ecks, makes his way to Beckett to see what she has found.
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
Underguard

Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1410 (2:10 PM), A few 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: Highly visible Ley Line, Feels like a supercharged Ley Line.
Minerva does another sweep and confirms the spiders are gone as everyone checks themselves and circles up. Ecks goes to investigate what Sam found at the terminal and Sam can report the generator to be completely offline. The Needle is still discharging the power it held, the monitor showing it still over 50%. Sam can also find and point out an alert on the console that is warning them of [Improper Dislodging of the Harvester. Excess Energy Releasing.] With an image of the needle that Minerva knocked out of place.

Arvid approaches from behind and expresses unease at the bleeding Ley Line in the ceiling as he releases his fragmented brother. He, Minerva and Ecks begin talking about what the bleeding ley line could be as Sam sees a light beep on the console. Vera stands on the outside of the needle room watching for spiders and starts noticing that there are small pieces of dirt and rock falling from the ceiling in various places, the ground feels like it is rumbling.

Ecks feels a static shock between his fingertips and notices the bleeding part of the visible ley line crackling with magical energy that is arcing and connecting with the Harvester. Minerva feels her own gut wrench and churn as her sixth sense triggers and warns of of imminent and deadly danger, they have less than 60 seconds to get clear.

What are you doing?

  • Ecks:
  • Sam:
  • Minerva:
  • Vera: -4 M.D.C. MB
  • Arvid: -4 M.D.C. MB
User avatar
Beckett
Posts: 409
Joined: Sun Dec 18, 2011 4:05 pm
Location: P.A.S. - PC
Contact:

Re: UPS: The Mysteries of the Pacific Northwest

Post by Beckett »

Perception: 1d100: [3] = 3 / 74%
JiC d20 | d100: 1d20: [17] = 17 | 1d100: [11] = 11
Initiative: 1d20+2: [12]+2 = 14

Conditions
-- Forcefield: 160 / 160
-- Ammunition (Rifle): 3- / 30 [-0 EClip]


Samantha looks at the computer and looks at the ceiling. "Guys, everyone get out of here. Now!" She yells at everyone over the comm. Looking at the screen once more, "Minerva, that needle is going to discharge, and I expect it's a lot of power. It needs to be grounded and we need to get out of here. You need to relodge it into the rock to reground it." She takes a quick look around the room for a grounding rod or some place where she can push the needle into the wall, ceiling, or floor to make it a ground rod. Electrical Engineer -- 3d100: [33, 6, 72] = 111 / 100%

I hope this works, she thinks to herself. This could get us all killed. With that she exits the room with Minerva and runs. Letting her enhanced exoskeleton push her speed to an unnatural level.
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
User avatar
Arvid Hammerson
Posts: 59
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 44% 1d100: [90] = 90 +25% For Electrical 1d100 1d100: [75] = 75
JIC d20: 1d20 1d20: [1] = 1

JIC: 1d100 1d100: [41] = 41
Init:1d20+9 1d20+9: [16]+9 = 25

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, 20
I.S.P.: 160 127 –2, 8, 4
M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed.
Arvid doesn’t need to be told twice. He will grab any slow member of the group to help. He flies or runs, down the hall and up to the surface he can carry any that can’t move faster .( running 37)and does not need to use the ladder.
Arvid speaks, “If anyone needs help. I can carry them up and out.”
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]
Underguard

Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1410 (2:10:30PM), 30 seconds 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: Highly visible Ley Line, Feels like a supercharged Ley Line.
[Badaboom]
Folks underground

Beckett and Minerva quickly look around the room as the energy spark between the Harvester and the Ley Line becomes more visible and volatile. To Beckett, it looks a lot like a continuous electrical discharge between power transformers only made of Ley Line Energy. Beckett sees the Ley Line itself seem to pulse and glow brighter as the spark starts discharging and striking various spots in the cavern; not unlike a Ley Line Storm. Minerva and Beckett try and quickly find they are unable to tip the entire structure that is the Harvester to ground it to a wall or something, and Minerva isn't sure she can move it back into place without doing more damage.

The two quickly evacuate the room and see that the resident godling of thunder has wasted no time since the discovery of the danger and has already started evacuating the members of the team that can't fly themselves, ferrying them up to the bunker access point and coming back. The Ley Line now fully visible inside the ceiling where once it wasn't. When everyone enters the metal bunker and closes the door there is a brief pause, from inside the bunker no one can see the ley line but anyone attuned to it will feel it surging.

GM Note: 30 seconds have passed. You have 30 seconds remaining.

[The Hunt]

The Seljuk hunter has been following his prey for several cycles now, with it barely escaping his powerful grip each time. Another abomination that claimed a quarter of a settlement before finally running down into the forest for some reason. The abomination was larger than Kraul but not by much and the few times the headhunter had been able to catch up, Kraul seemed to hold the advantage with it retreating each time. The Seljuk noticed several other forms of life in the forest while hunting the abomination including an indigenous tribe with a camp he passed further northwest; the abomination notably ignoring this tribe, though Kraul only spots it on a fluke. Kraul has recently picked up a trail he thought might've gone cold and figures he can't be more than an hour behind his prey.

GM Note: Start hunting, write for an hours worth of it, traveling south.

What are you doing?

  • Ecks:
  • Sam:
  • Minerva:
  • Vera: -4 M.D.C. MB
  • Arvid: -4 M.D.C. MB
  • Kraul:
Underguard

Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Mini-Update
Current Conditions wrote:Time/Date and Location: 1410 (2:10:45PM), 15 seconds 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: Highly visible Ley Line, Feels like a supercharged Ley Line.
[Cat and Mouse]
Kraul
Kraul's New Friend
image_2023-05-02_152823605.png
Kraul isn't entirely sure where he is anymore though he knows he's traveled a fair amount of distance. After the twists and turns of self-made paths the reptilian hunter made, Kraul spots something. In between several trees are claw marks that resemble the type of claw his prey had, and they were fresh with a few noticeable brush marks around as well. Kraul also remembers from the brief encounters he's had with it that he's injured it and it bleeds, though that was hours ago.

Slowing and examining the area, Kraul is blind-sided as the abomination tackles him from the side and screeches at him, Kraul barely dodging a powerful jaw aiming to take out his own neck. He isn't able to stop the powerful grip of the beast as it starts damaging his armor [-6 MDC to right arm] only for Kraul to reel around and level it with a powerful punch. The blow sends the creature stumbling back as it reorients on all fours towards Kraul and leaps again. Kraul able to strike the monster mid leap but it still crashes into Kraul and pushes the Seljuk back to the ground (-4 MDC MB -- or 10 total from Cyber Armor). Amid the wails of the beast, Kraul almost hears it say Stop after his last punch seemed to daze it. Kraul then watches as the abomination seems to blur out (as if vibrating or moving too fast to see) then leaps away. Before Kraul can move in for another strike, the beast vanishes into the thick forest.

GM Note: After the brief fist-play, it retreats.

What are you doing?

  • Kraul: -10 MDC
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Arvid Hammerson
Posts: 59
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: UPS: The Mysteries of the Pacific Northwest

Post by Arvid Hammerson »

Perception: 44% 1d100: [44] = 44 +25% For Electrical 1d100 1d100: [43] = 43
JIC d20: 1d20 1d20: [6] = 6

JIC: 1d100 1d100: [27] = 27
Init:1d20+9 1d20+9: [9]+9 = 18

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, 20
I.S.P.: 160 127 –2, 8, 4
M.D.C.: 449 MDC, Armor 38, Electric Field 24 fully renewed.
The two quickly evacuate the room and see that the resident godling of thunder has wasted no time since the discovery of the danger and has already started evacuating the members of the team that can't fly themselves, ferrying them up to the bunker access point and coming back. The Ley Line now fully visible inside the ceiling where once it wasn't. When everyone enters the metal bunker and closes the door there is a brief pause, from inside the bunker no one can see the ley line but anyone attuned to it will feel it surging.

Avrid still sees the two near the Ley Line and is puzzled. He speaks up, “Ladies I thought you be on your way out of here. I can feel the power surging in the Ley Line. What you see after the tip was pulled out was the first spurt. The Damn is about to break wide open we need to put distance between us and the storm that is about to level this place. Move Now!” Arvid will assist anyone that needs it especially moving up the ladder.
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]
User avatar
Vera Morozov
Posts: 110
Joined: Sat May 09, 2020 12:48 pm

Re: UPS: The Mysteries of the Pacific Northwest

Post by Vera Morozov »

Perception: 1d100: [80] = 80 / 50%
JiC d100: 1d100: [71] = 71 ; JiC d20: 1d20: [13] = 13
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.
The collapsing cave is mildly concerning to the cyborg. Well, the threat to her friends is more of a concern than her own well-being. Capable of flying meant that, much like Arvid, escaping was much easier for her than for her land-stuck companions. However, with the godling providing his own aid to the others, she chooses to take guard in the bunker, waiting for everyone else to catch up before taking up the rear of the group to ensure she's the last out.
As interesting as magic is, this is why I prefer technology. More predictable wild explosions.

Arvid Hammerson wrote:“Ladies I thought you be on your way out of here. I can feel the power surging in the Ley Line. What you see after the tip was pulled out was the first spurt. The Damn is about to break wide open we need to put distance between us and the storm that is about to level this place. Move Now!”
"It seems everywhere we go our tours are getting cut short, be it demonic invasions or explosions," she comments, half-jokingly. She urges the group forward to get out of the bunker proper, and put as much distance between themselves and the impending boom as possible.
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field: 106/110 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: 935
Joined: Sat Jan 29, 2011 11:25 pm
Location: AAPS PC
Contact:

Re: UPS: The Mysteries of the Pacific Northwest

Post by Ecks »

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

Ecks thanks Arvid "Thanks for the lift. What a disaster. At least we aren't trapped down there."

Ecks looks at the watch again and see if there is any change in the information on there, perhaps seeing if there was any live data available on it.
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
User avatar
Beckett
Posts: 409
Joined: Sun Dec 18, 2011 4:05 pm
Location: P.A.S. - PC
Contact:

Re: UPS: The Mysteries of the Pacific Northwest

Post by Beckett »

Perception: 1d100: [86] = 86 / 74%
JiC d20 | d100: 1d20: [11] = 11 | 1d100: [51] = 51
Initiative: 1d20+2: [2]+2 = 4

With Arvid's words, Samantha shakes the image of what just happened off. That is quite a bit of energy, I wonder if Pieter has witnessed anything like that first hand. Taking his wisdom of magic to heart, she starts to move in the same direction he is heading off in. "On it," she replies. Accepting his help as needed, I really need to install that gravpack into this suit.
Vera wrote:"It seems everywhere we go our tours are getting cut short, be it demonic invasions or explosions,"
"It is the nature of the job," Samantha relates. "Sometimes the clients cut the mission short. Sometimes the mission comes up empty. But for every failed mission at MercTown, I am sure someone has a statistic."

If it is safe from the Ley Line storm, Samantha opens up her faceplate, "Thank you all for helping me get out of there. I appreciate it greatly. It looks like my mining operation came up empty handed."
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
Minerva

Re: UPS: The Mysteries of the Pacific Northwest

Post by Minerva »

Perception: 1d100: [73] = 73 /59%
JIC: 1d20: [7] = 7 / 1d100: [82] = 82

  • 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.


Leaving with the others, Minerva looks back over her shoulder at the erupting ley line energy coming from the gash left by the removal of Harvester. Eso no parece que se esté curando. ¿Qué pasa si esto provoca un derrumbe y destruye el bosque? Yo causé esto y debo detenerlo. No hay tiempo para hablar de eso. Debo actuar.
That doesn't look like it's healing. What if this causes a cave in and destroys the forest? I caused this and I must stop it. No time to talk about it. I must act.


Minerva activates her Ring of Invisibility and sneaks back into the cave. Getting 300 feet away from the source of the energy, she places 5 layers of
ISP: 30 each/150 total. MDC: 200 each/1000 total.
around the gash to contain it. She hits her radio and says "Minerva here. I need to contain the damage to the cave and forest. Wish me luck and see you on the other side."
Underguard

Re: UPS: The Mysteries of the Pacific Northwest

Post by Underguard »

Current Conditions wrote:Time/Date and Location: 1410 (2:1:00PM), 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: Visible; feels like a nexus.
[Badaboom]
Folks underground

Ecks and the others make it to the top of the bunker and are ready to seal it behind them when they notice Minerva isn't with them. Sam rushes to the door leading back into the mine as Arvid, Ecks and the others pause towards the ladder and look back as Minerva's voice breaks over the radio. As Minerva gets closer to the Harvesters needle and the tear, the ambient energy is glowing bright green and hard to look at even through polarized visors. Everyone else hears her radio call start to static out as she gets closer, though her full transmission is sent as the Neo-Human concentrates all her efforts on containing the incoming explosion.

Sam, knowing she can't go back down there but can't leave, instinctively slams and locks the door to the mine shaft and locks it as everyone suddenly hears a deafening crack that shakes the bunker. Then, anyone who can sense ley lines senses something that should be impossible. The ambient energy of the Ley Line they had felt suddenly vanishes as if they are in a magical dead zone. Then, not a second later, a surge of magical energy resembling a Ley Line Nexus and the bunker shakes again. Arvid, Ecks and anyone near the ladder see a sudden wave of green energy that pulses out and into the skies above. When Sam moves to the bunker door leading to the mine shaft, she notices it to be scalding hot and appears much harder to move [Requires SNPS to open; attempting to open re-starts a Sixth Sense trigger from anyone nearby. Attempting to go outside does not trigger a warning.]

[Zoink]
Minerva

When Minerva is within 300ft of it, her radio starts cutting out and making it difficult to communicate back, especially through the mine shaft and bunker above. Determined and resolute, the neo-human concentrates all her mental energy on enclosing the area around the tear in an incredibly powerful bubble. She completes the fifth layer in the nick of time and sees something incredible.

From inside the bubble erupts an explosion of blue, green and white energy that shatters a pair of layers instantly. The colors start to mix until only a blue swirl of energy is seen and then it suddenly is sucked back into the Ley Line. The tear now seems to be a small black cut with energy now falling into it, the entire Ley Line seems to simply die or dim as the remaining layers shatter and Minerva feels a sudden and intense pull that simply overpowers her flight. The sound of energy cracks as the Ley Line surges around her and is pulled into the tear.

Minerva's world suddenly topsy-turvey, she feels like she is falling but also can't move, nor see.

[What was that?]
Kraul

Kraul attempts to follow the creature and mentally wrestles with what he thinks he heard. While tracking his quarry, he notes that all signs seem to have vanished. Slowing down to ensure he doesn't miss anything, Kraul hears a loud crack that seems to shake the earth. Looking around, the hunter is suddenly shocked, surprised or down-right flabbergasted as a literal stampede of Giant Spiders come barreling towards him from the southwest, going more northeast. Kraul is not sure he's ever seen this many, and loses count if he tries; this was a full den of not more. Fortunately the hunter has steel nerves and is able to keep his wits, noticing a crucial detail; they weren't attacking, they were running.

It's then that Kraul sees a series of greenish pulse-like waves emanate from seemingly no-where, the ground? It's hard to say but he can't see any sort of magical ley line or the like.

GM Note: This is Minerva's exit, BH doesn't need to reply but can if we wants as Minerva.

What are you doing?

  • Ecks:
  • Sam:
  • Vera: -4 M.D.C. MB
  • Arvid: -4 M.D.C. MB
  • Kraul: -10 M.D.C. from C.A.
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