Refugee All Stars

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Venenifer
Posts: 128
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

Perception: 1d100/65%
JiC: 1d20 / 1d100

Conditions:
MDC: 630/630 | Barding MDC: 315/315 (Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 126/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |

Skills
Lore, Demons and Monsters: 1d100/55% (Does Ven know about Alien/Vampiric Intelligences)
Lore, Psychics and Psionics: 1d100/55% (Does Ven know about Alien/Vampiric Intelligences)
Invoke Trust: 1d100/65% (Calm the situation down between Ash and Rawlings)
Charm: 1d100/107% (Calm the situation down between Ash and Rawlings)

Post
"Yes we are being tracked. All of LB's creations allow the Legion to know our status and location, but that information, is only accessible in the situation room, and access is highly restricted. Noone with access that room would compromise our position. More than likely we are being watched by scouts from this facility to the North tracking our progress. That would mean they are expecting us yet not actively attempting to stop us, which is concerning, because it makes it look like they want us there."
Ven listens to Xander talk, though she finally decides that her time as a cat as come to an end. The feline dragon walks seems to strut away and walk a circle around the small shack before appearing on the other side in her normal, beautiful human form. "Ahh, that's better. Not sure I like going so small." Ven says aloud playfully, looking around then to Xander. "Magic is a powerful force, is it not possible our enemies could track these empowered objects as well as your own could? Especially if they knew about it." Ven asks Xander before shrugging off her own question. "I suppose it doesn't matter. We are committed, are we not. The fact they haven't actively tried to stop is a mistake they will come to regret." Ven says with a smile and glint in her eyes that could be recognized as a predator stalking prey. She looks to Xander as he continues on about Rawlings.

"It is a terrible thing when the mind is invaded and changes someone's entire person. Such power." Ven ponders. I wonder what sort of intelligence could bend another to its will so deftly. Rawlings may as well have been a willing thrall. Now we must consider if you are one, Xander. Ven thinks to herself, genuinely interested in the mental prowess of whatever could do such a thing.
Jack wrote:
Ash wrote:"Its in the nature and camaraderie of working with someone who has your back and vice versa that as you get closer, you do more things together. You want us to believe in 3 years time you never saw him eat, remove his gear, bathe, or do anything a living person would? You're either the stupidest fucking magic user this world has ever known, or complicit, which makes you both. I will say it one more time, strip, and slowly, you start talking Or make a sudden movement like a flinch, and I am going to use your head as a bowling ball, just one quick jerk, or open your mouth, I fucking dare you"
“Hey, you two chill. I’m the hot head around here. We don’t need fighting between us when the shit storm is flowing toward us.
Ven glances to her former ward from Atlantis with amusement in her eyes as she smiles. "Well, looks like Ash isn't reacting well." Ven says and then looks to Ash "Your reaction is a bit much, Ash. Xander is no threat and stripping in the middle of a dangerous area is not safe for anyone. There are other ways to confirm or deny one's story that are far less demanding and so much more amusing." Ven says and approaches Xander who is likely at gunpoint. "Do not resist, I will see if you are being honest." Ven says and will then use Telepathy Superior to read his mind far more thoroughly.
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


Please Do Not PM This Account, PM Underguard Instead
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Wolf Whitaker
Diamond Level Patron
Posts: 255
Joined: Wed Jul 24, 2019 2:24 pm

Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100/65%
JIC: 1d20;1d100


Paranoia Thought Text

Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.)
  • See Invisible
  • Night vision 60’
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
General Disarray wrote: Mon Jun 19, 2023 8:42 am "Yes we are being tracked. All of LB's creations allow the Legion to know our status and location, but that information, is only accessible in the situation room, and access is highly restricted. Noone with access that room would compromise our position. More than likely we are being watched by scouts from this facility to the North tracking our progress. That would mean they are expecting us yet not actively attempting to stop us, which is concerning, because it makes it look like they want us there."
Wolf scowls, "Ya. Awesome. Glad transparency is still a thing. I'm sure magic could hijack or tap into the feed like technology can with radio signals. Glad we are all on the same page now." Wolf scoffs as he deposits the items made by the Tomorrow Legion by the LT's body. Good riddance!...It was useful gear. We just can't take the risk...Finally you're coming around...no I'm just being pragmatic...I told you not to trust that gear didn't I...I don't think so. I'm sure you're just tying to use this to your advantage...and what advantage would that be? Keeping us alive? You realise we are one and the same...No we are not...Keep telling yourself that, oh wait you just did.

Wolf turns back around, "We really shouldn't stay here..." Wolf stops abruptly as he watches Ash assault Xander, Well this will be interesting...I never liked him...Which one?...Both. Ash will turn on you too...And if he does he will die...Yay!...not until then...Boo!...Besides you know we could easily take him even if he were to do the same thing he just did to Xander. Wolf chuckles as he types a few words into his drone gauntlet.
Message to Shadow wrote: -Ready action to pin Ash. Non lethal. Activate if Ash turns on any member of the group or does not follow Ven's instructions.

-Pin Xander if he turns out to be a vampire.
Shadow Pin roll
Pin: 1d20+3
Wolf leans against a wall and watches it play out. Wolf smiles slightly as Ven makes her intentions known. I had no idea she could do that. I wonder what she would say about our conversations...I'm sure it would make her head explode...I bet she has met far more deranged people then us...I don't know, You're pretty deranged...So are you...Thank you...wasn't a compliment...You should kill her so she never finds out...I'm sure they already know as we were talking and broadcasting with the ring when we first got it...Oh ya. Well you should kill her anyway. No one should have that kind of power...You do remember she is a fucking dragon right?...So you could take her...I'm not even going to entertain that.

When things calm down Wolf, still leaning on the wall, speaks up, "So are we done now? Can we get going? I don't want to give these people any more time to prepare for us then they already have. You, Sad Guy. Care to direct us back towards the lab?"
Wolf Whitaker

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William Summers
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Posts: 524
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
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Re: Refugee All Stars

Post by William Summers »

Perception: 1d100/51% (+15% regarding machines and/or magic)
JIC: 1d20/1d100
John Altfeld wrote: Fri Jun 16, 2023 10:17 am"Let me know if we decide to kill him," John adds to Will.
"Let's see what he's got against these vamps first."
David Morrow wrote: Wed Jun 14, 2023 10:17 am
David looks at William. "Sounds reasonable, but I would like to add a side trip to this ranch or farm I was supposed to check out, it should only be a couple of miles from here."
"I love a good side trip. Ask anyone."

When Ash asks about Rawlings and the blood from earlier, Will offers his negative response. "Didn't see it, kid. Doesn't mean it didn't happen though."
Wolf Whitaker wrote: Thu Jun 15, 2023 8:25 am"I would hazard a guess that it could be a single item. Shit. We got these nifty nano things that make our armor look like it does. Could be something in that. Too many options. Best way to deal would be to remove all the gear given to us for the job. Just keep what we know is safe."
"As per always, Wolf is right. We don't know what's what here. Plus, we're not pretending to be a part of their crew any more. So we drop the act and the potential tracking gear. If Coake and Tarn have a problem with it, I'll talk to 'em. Rings and doohickeys off, folks." Damn if I didn't want to keep that doohickey so bad. Will removes his ring and costume nanite thingy and puts them in the pile next to Rawlings. He makes sure the amulet piked up from Rawlings gets left behind too. "This would have been a handy piece of kit, but LB's stuff can't be trusted. Maybe I'll swing by on the way back home and pick some of this stuff up. See if I can reverse engineer it."

Xander starts going on with justifications for Rawlings and Will responds "A vamp is a vamp." And then Ash takes it to the next level. "Easy, kid. You're not wrong, but a fellow Battle Magus, even one as cocky as Xander gets the benefit of the doubt from me." He turns to Xander. "Don't make me regret this, elf."

Once the showdown is over, Will offers some direction. "Alright, first we follow Morrow back to this lab. Then we head to the farmhouse. Any questions?" If everyone is ready, he heads out to the lab.
The Man in Black
Ledger
User avatar
David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100/31%
Just in Case: 1d20; 1d100
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Weapons
NG-E4 Plasma Ejector Ammo: 10/10 Spare Ammo: 2/2 E-Clips
Bandit BigBore Revolver Ammo: 6/6 Spare Ammo: 12/12 BB-Revolver rounds
Vibro-Knife

Ash, the kid (Theros) wrote:"As Far as we can tell so far, this "New" cocktail is derived from vampire blood, we don't know if it's a single does or multiple doses, but so far it seems to make vampires without a link to the controlling intelligence, so unpredictable, at least these damn intelligences know that they can't turn everyone or they wouldn't have a food source. So far the ones we have found act differently, weaker, but the transformation is much faster. No three days feeding, three days dead, as per normal. I am Ash by the way, the fellows call me that, or Kid"
David looks at Ash, trying to absorb the info he's being told. Unstable Vampires, that doesn't sound good at all." David thinks, before speaking up.
"Nice to meet you Ash." David says before continuing to listen to Ash explain more.
Ash, the kid (Theros) wrote:"He was turned, as in made into a vampire, but when we saw him just a few hours ago, while it was still night, he wasn't, or at least not detectable, and we did see his face too. So the consensus...I think that's the word, is that it is probably this Vampire concoction they were about to test on you, or one of these new type that got him, we found some earlier that seemed to be dead-ish, and only reacted when we went to do tests to see what they might be, but we also have no idea when he could have gotten in contact with it, or how long it took. Hence why I was asking for a talisman for you so you don't turn into a mindless blood sucking cannibal as well. I don't have one on me, no need."
David nods. "Sounds very problematic." The Juicer says, before looking to Wolf as he speaks.
Wolf Whitaker wrote:Wolf whistles, "Six mil huh. Ya I'd want to finish the job too. I've hunted people for less... Hmmm. Hospital type place...Wish we had a little more to go on. Hospitals tend to either be mazes, or very simply laid out. It's never in between. I'm hoping for the latter, but we're going have to go room to room. Close quarters. Once we get there I can have Shadow work his magic with his vibration sensors to get an idea of what is waiting for us. Hopefully if we can locate some kind of computer terminal one of us can get some better idea of what is going on. All we seem to know right now is someone is tracking us, they are making pseudo-vampires and they are operating out of this hospital... I'd say it's time to get some answers."
David nods. "Yep. Sorry I didn't get more, would have if I'd had known it was more important to me at the time." David says.
Venenifer wrote:"Sorrow?.. Sorrow to instill in your enemies or yourself? I love these nick names we have for each other!.. Hello! You can call me Ven. Venenifer, if you like being proper, or callsign Royal. Oh I guess we should probably lose our fancy decoder rings, huh... Um, sorry, I am too curious not too ask... are you okay? You seem to be twitching."
David smirks. "A play off of my last name. Guys had a sense of humor in the old outfit. Nice to meet you Royal. Never met a talking cat before, well not without drinking too much." David says with a chuckle. "Oh, that... Juicer." David says pulling up his scarf, showing the collar of his juicer harness.
John Altfeld wrote:"Heh, your name is 'Crybaby,.. Let me know if we decide to kill him,"
David looks to John and shakes his head. before looking at the others. "Not a people person?" David says.
General Disarray wrote:"Sorry for my previous distraction, you said you were looking for a family a couple of miles from here. Would that happen to be a family called the Jessups?"
David looks to Xander. "Yeah... why do I feel you're about to give me bad news." David says, a look of concern on his face, which turns to confusion after the next few moments of interaction. What the hell is going on now?
William Summers wrote:"Alright, first we follow Morrow back to this lab. Then we head to the farmhouse. Any questions?"
David looks at Will, then back to Ash, then Wolf, Vennifer, and Jack. Is this another cargo ship incident. David thinks back on a particularly messed up operation on lake superior, where a Mind Melter crime boss, caused more than a few frayed nerves with his powers while trying to escape.

"Yeah, I'm pretty sure I could lead you back there." David says, cautious of the tense situation.
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John Altfeld
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Posts: 460
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100 / 76%
JIC: 1d20 / 1d100

CONDITIONS: John is at +1 foot, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.

Still looking at Rawlings, John smiles. They might kill Xander! "You all know that vampires can make mind slaves, right? And then that slave would do... anything to cover for the vamp."


When the newcomer makes his snarky comment, John adds, "Not for random strangers who come out of the woods at the scene of a crime that we're investigating, no, I'm not a people person."

And then he pulls the stake out of Rawlings's chest. "Wakey wakey, dork."

When Rawlings's eyes open, John says "Hey, Rawlings, it's daytime, I'm VERY good at killing vampires and we're in a disturbingly outhouse-like cabin. Tell me everything you know, especially if Xander is your mind slave."

Invoke Trust/Intimidate: 1d100 / 35%

If this discussion is satisfactory, John re-stakes Rawlings, puts the armor back on, wraps him up to protect him from sunlight and brings him along.

"Potentially ready to move out."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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Ash, the kid (Theros)
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Posts: 100
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

:::Rolls held over:

At Ven's insistence, Ash will step a few feet back put keep is gun drawn on the target, incase the would be accomplice attacks Ven, or tries to prevent her from testing him. ~My gut tells me he is involved somehow, but if a Dragon is asking me to back off, and an ally of the Chiang ku, how can I say no. Too think we might have been manipulated in helping these bastard blood suckers out the whole time is infuriating~ The kid seemingly irritated and that he is young for the first time since joining the group, as his hot headed youth nature took over for a moment. When Will gives his comment, he takes it as a order and nods at his words, refocusing himself.
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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General Disarray
Game Master
Posts: 174
Joined: Sat Aug 06, 2022 1:41 pm

Re: Refugee All Stars

Post by General Disarray »

William Summers wrote: Sat Jun 24, 2023 3:58 pm "A vamp is a vamp."
"If anyone took that attitude with humans, we would all have a lot to answer for. I am just going off of my own experience and what I know..."
Ash, the kid (Theros) wrote: Mon Jun 19, 2023 10:38 am "Strip, all of it, everything, you leave anything on, I am going too assume it's to hide something, there are plenty of scum who will knowingly work with the undead, without being undead.""Its in the nature and camaraderie of working with someone who has your back and vice versa that as you get closer, you do more things together. You want us to believe in 3 years time you never saw him eat, remove his gear, bathe, or do anything a living person would? You're either the stupidest fucking magic user this world has ever known, or complicit, which makes you both. I will say it one more time, strip, and slowly, you start talking Or make a sudden movement like a flinch, and I am going to use your head as a bowling ball, just one quick jerk, or open your mouth, I fucking dare you"
Xander halts mid sentence as a combination of water and saliva splashes across his face. He looks at Ash, "What the Fuck Ash?!?" He then sees he has been drawn down on. He keeps eye contact with Ash as he makes demands. He puts his hands where they can easily be seen. Ash hear's Xander in his head as he uses Telepathy, to talk to him while abiding by the demand he doesn't open his mouth. "Kid if you wanted to see me naked all you need to do is ask." "I am trying my best to be patient, but it is impossible for me to keep my hands up and undress at the same time. You are welcome to undress me, or you can believe me when I say that I will do as you ask, but I would rather do it, without a shaky 14 year old holding a pistol on me."

Jack Killian wrote: Mon Jun 19, 2023 4:15 pm “Hey, you two chill. I’m the hot head around here. We don’t need fighting between us when the shit storm is flowing toward us.
Jack hears Xander's voice in his head. "I am cool as a cucumber, Jack. Your boy has me a little worried though."
William Summers wrote: Sat Jun 24, 2023 3:58 pm "Easy, kid. You're not wrong, but a fellow Battle Magus, even one as cocky as Xander gets the benefit of the doubt from me." He turns to Xander. "Don't make me regret this, elf."
Venenifer wrote: Wed Jun 21, 2023 6:18 pm Ven glances to her former ward from Atlantis with amusement in her eyes as she smiles. "Well, looks like Ash isn't reacting well." Ven says and then looks to Ash "Your reaction is a bit much, Ash. Xander is no threat and stripping in the middle of a dangerous area is not safe for anyone. There are other ways to confirm or deny one's story that are far less demanding and so much more amusing." Ven says and approaches Xander who is likely at gunpoint. "Do not resist, I will see if you are being honest." Ven says and will then use Telepathy Superior to read his mind far more thoroughly.
"You have nothing to worry about Ven, no resistance here. I apologize in advance for all the X rated material." As Ven enters his mind she in fact feels no resistance.

You get flashes of what you believe to be the Battle Tolkeen, you see soldiers being mowed down CS SAMAS's and skelebots. You feel the Agony as a Extremely young looking Xander, younger than makes sense watches his fellow soldiers and friends, shuffle off this mortal coil. Jump ahead a few months and you see The Xander you see now. Older and beleaguered with telling the families of his fellow soldiers, that they would never see their family member again. He turns to a life of drugs, alcohol and countless women, just scene upon scene of him with different women having meaningless sex under the influence of drugs and alcohol. After a few hundred scenes you see a passed out Xander in some random hotel room. That is when you see a familiar form of a man in an EBA enter the room and throw water on him. He wakes up startled.

"Xander Leopold, I am Lt. Rawlings of the Tomorrow Legion. I have been asked to offer you a place with the Legion. We need your expertise in our special forces, to help us make sure that another Tolkeen never happens." It jumps ahead to Xander getting clean at Castle Refuge, then being assigned to Special Forces Training. He learns to move past the pain and the torment by focusing on a purpose. You can see he attributes it all to Rawlings dragging him out of that hotel room. Then fast forward to Xander looking at his dead body impaled to the door in the back of the shack. You feel the shock of learning he was a vampire the whole time. You see his mind retracing the history to see all the indications he ignored because nobody expects a vampire to be able to pretend to be so committed to a cause like the the Tomorrow Legion. The never leaving his suit. The reclusiveness. They just thought he was a loner. "What the hell did you do you dumb shit." All of this tells Ven he is being truthful that he didn't know, and that he is agreeing with Ash's assessment he may be the stupidest fucking magic user. But then you immediately hear a voice in his mind say, well the kid holding the special forces trained Battle Magus at gunpoint uses magic, so he can't possibly be right about Xander.

John Altfeld wrote: Sun Jun 25, 2023 8:07 pm When Rawlings's eyes open, John says "Hey, Rawlings, it's daytime, I'm VERY good at killing vampires and we're in a disturbingly outhouse-like cabin. Tell me everything you know, especially if Xander is your mind slave."
"Altfeld, leave him alone."

At that moment, Rawling bolts up and spits up blood and moans. Xander turns white but stands back.
John Altfeld wrote: Sun Jun 25, 2023 8:07 pm And then he pulls the stake out of Rawlings's chest. "Wakey wakey, dork."

When Rawlings's eyes open, John says "Hey, Rawlings, it's daytime, I'm VERY good at killing vampires and we're in a disturbingly outhouse-like cabin. Tell me everything you know, especially if Xander is your mind slave."

Invoke Trust/Intimidate: 1d100 / 35%
"What, where am I?" When John threatens him, he says, "I'll tell you everything. Xander my mind slave? He never does what I tell him too. He then looks around hectically, where is that behemoth. He hits so hard. Wait where are we. You guys need to get out of here. The Dr. he is not what he seems. The Juicer, he is more powerful than you can imagine. I don't think we can stop them. The map it was covered up with pins. Whatever they are doing its going to be everywhere. The whole god damned continent. You guys need to tell Coake. Xander we can't stop them. They are too strong." He then just starts rambling non sensically repeating himself, so John re-stakes him and wraps him up, to protect him from sunlight.

Morrow agrees to take the Roughnecks to the lab. And once able to speak again, Xander confirms it is bad news and tells him how the folks they are chasing experimented on the Jessups, ultimately killing them, and that the Roughnecks were forced to burn the bodies.
William Summers wrote: Sat Jun 24, 2023 3:58 pm Once the showdown is over, Will offers some direction. "Alright, first we follow Morrow back to this lab. Then we head to the farmhouse. Any questions?" If everyone is ready, he heads out to the lab.
Xander hearing Will's call to action, "Agreed! These fuckers are dead and that lab will burn with their corpses inside."

What do you do?
User avatar
David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100/31%
Just in Case: 1d20; 1d100
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Weapons
NG-E4 Plasma Ejector Ammo: 10/10 Spare Ammo: 2/2 E-Clips
Bandit BigBore Revolver Ammo: 6/6 Spare Ammo: 12/12 BB-Revolver rounds
Vibro-Knife

Xander wrote:Morrow agrees to take the Roughnecks to the lab. And once able to speak again, Xander confirms it is bad news and tells him how the folks they are chasing experimented on the Jessups, ultimately killing them, and that the Roughnecks were forced to burn the bodies.
"Shit, there goes the big payday I guess." David says before he pauses. "Alright I guess I don't need to make a side trip after all, lets go and find your vampires then." David finishes. "So how do we kill them?" David asks. "Vampires aren't exactly a big issue up in the north." David continues, as he begins to walk in the direction he came from. Maybe seven hundred and fifty kay. Still a payday I guess. Maybe he'll pay more if I tell him I helped kill their killers. David thinks as he looks about for trouble.
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John Altfeld
Diamond Level Patron
Posts: 460
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100 / 76%
JIC: 1d20 / 1d100

John looks at Xander. "I can see why you recruited this vampire onto your team. 'They're doing a thing and it's over a large area. The lead target asset is more different.' What an amazing grasp of strategy and the needs of operational information."

Did I expect anything more from something half-run by Erin Tarn? Why has no one shot Xander? Also, this vampire is mine now.

"All clues are pointing to this base and a "Doctor.' Let's see if they take MercTown health vouchers."

He lets Xander or the stranger from the trees take point when they leave, assuming they're being led into a trap.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
Venenifer
Posts: 128
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

Perception: 1d100/65%
JiC: 1d20 / 1d100

Conditions:
MDC: 630/630 | Barding MDC: 315/315 (Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 126/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |

Skills

Post


When Morrow explains that he is a Juicer, Ven shows genuine, albeit brief interest in the idea of it. "Oh, a Juicer? Interesting, well, by happy accident or unfortunate mistake, welcome. In the interest of full disclosure." Ven leans a little in, "I'm a dragon. But a nice one!" Ven says, stepping back and holding up a hand playfully before returning her attention to Xander.
"You have nothing to worry about Ven, no resistance here. I apologize in advance for all the X rated material."
Ven visibly smirks and rolls her eyes. Mortal men are so predictable it's almost laughable. She muses to herself. After her reading, she will look to the rest of the group and nod. "You can stand down, Xander here was nothing more than an unwitting tool. Now you have an opportunity to atone for your lack of perception." Ven says, fully stepping back from Xander and looking to the others. Ven will explain the details from her reading until Rawlings wakes up.

When Rawlings awakens, Ven turns to and listens to Rawlings emotional cry towards Xander, the dragoness's eyes narrowing. True remorse or indulging insecurities? Do I dare try to enter the mind of a vampiric thrall? Ven mentally considers with herself, though gratefully doesn't have to worry about it as John restakes him.

Looking to the others, she reaches for one of the talismans William gave her, the Lightblade, and nods. "Well, I'm not an expert on vampires like Ash or John might be, but water and light does wonders. A good beheading to be sure. Although..." She pauses and turns to the others. "Did not Rawlings express remorse, perhaps there is a victim under the guise of a vampiric monster that can be saved? Ah, I know, forgive me, no one likes saving monsters. My mistake." Ven suggests, then playfully dismisses her own idea. Looking at the others with a single eye, remembering how adamantly the others were against it last time, with a smile.

"Well, too the lab. Someone else can be the forward scout this time." Ven says passively.
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
User avatar
William Summers
Diamond Level Patron
Posts: 524
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
Contact:

Re: Refugee All Stars

Post by William Summers »

Perception: 1d100/51% (+15% regarding machines and/or magic)
JIC: 1d20/1d100

Will follows as Sorrow leads the way to the lab. "I'll leave the details about killing vamps to the Kid, but Ven's got the right idea. And these'll probably help." Will reaches behind his neck and unpins his chain of talisman, slides the PPE batteries off and hands the rest over to Sorrow. "My design. Dogtags with 3 charges of some real fucking good spells. Color coded. Name of the spell hammered in. Familiarize yourself, cause they're gonna come in handy. Turn the Undead is always on so I'm trusting you to a) watch my back and b) make sure I get that one back when we're done here. Lightblade and Invincible Armor will carry you through a horde of the bastards."

He looks over to John. "You have a weird way of making new friends." He points to the staked Rawlings.
The Man in Black
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Ash, the kid (Theros)
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Posts: 100
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

Perception: 31% (+15% involving vampires or undead)[roll]1d100[/roll]
JIC: [roll]1d20[/roll]
JIC: [roll]1d100[/roll]
Initiative [roll]1d20+1[/roll]
Sense vampires/undead always active


Shakes his head at the invasive thoughts ~Never said put your hands up, I said strip slowly. I can now see why he was able to get by without being noticed by you.~ "Will vouches for you, fine, and I am not going to go against Ven's wishes either."

Ash seems a bit annoyed at the battle mage. ~I'm not dumb enough to trust this blood servent~
David wrote:"Shit, there goes the big payday I guess." David says before he pauses. "Alright I guess I don't need to make a side trip after all, lets go and find your vampires then." David finishes. "So how do we kill them?" David asks. "Vampires aren't exactly a big issue up in the north." David continues, as he begins to walk in the direction he came from. Maybe seven hundred and fifty kay. Still a payday I guess. Maybe he'll pay more if I tell him I helped kill their killers. David thinks as he looks about for trouble.

Vennifer wrote:Looking to the others, she reaches for one of the talismans William gave her, the Lightblade, and nods. "Well, I'm not an expert on vampires like Ash or John might be, but water and light does wonders. A good beheading to be sure. Although..." She pauses and turns to the others. "Did not Rawlings express remorse, perhaps there is a victim under the guise of a vampiric monster that can be saved? Ah, I know, forgive me, no one likes saving monsters. My mistake." Ven suggests, then playfully dismisses her own idea. Looking at the others with a single eye, remembering how adamantly the others were against it last time, with a smile.
William Summers wrote: Sun Jul 02, 2023 11:46 pm Will follows as Sorrow leads the way to the lab. "I'll leave the details about killing vamps to the Kid, but Ven's got the right idea. And these'll probably help." Will reaches behind his neck and unpins his chain of talisman, slides the PPE batteries off and hands the rest over to Sorrow. "My design. Dogtags with 3 charges of some real fucking good spells. Color coded. Name of the spell hammered in. Familiarize yourself, cause they're gonna come in handy. Turn the Undead is always on so I'm trusting you to a) watch my back and b) make sure I get that one back when we're done here. Lightblade and Invincible Armor will carry you through a horde of the bastards."

He looks over to John. "You have a weird way of making new friends." He points to the staked Rawlings.
Ash listens to the group and then as if reciting on que "There are many ways to hurt them, but not many ways to kill them. Water, Sun, light, Magic, specifically magic that affects the undead, and silver are the most popular. But too truely kill them and keep them dead you usually need to seperate their head from their bodies and burn them in two distinct area's and make sure the ashes will not mix, even some of the stronger ones can reconstitute if the ashes mingle again later."

a moment goes by as the Atlantean picks up as if his mind wondered for a moment. "It's why I like to bury the ashes of the head and let the others scatter to the winds, chances of them all regrouping again are very small. When more than one is present, it's sometimes best to stake and keep moving until you no longer have mobile targets. Staking doesn't kill them, it just knocks them out till the stake is removed, the moment it is removed, it is inevetiable they will rise again. Sun light, Crosses, silver, and even magical light can keep them at bay as well, giving you a relatively safe space work, if you strictly work with in the guidelines. Normally it takes three nights of feeding and three nights of being dead to come back as one, as I said earlier. So usually it is very avoidable to prevent fallen friends and family from coming back."

Looking over at John carrying the vampire, and at wills comment, he mutters to himself. "Now we carrying our on bonfire logs"
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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Jack Killian
Diamond Level Patron
Posts: 484
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: Refugee All Stars

Post by Jack Killian »

Perception: 72%
JIC d20:
JIC: d100

Conditions:
Sense the Presence of Spirits Amulet
Talisman Invincible 200 MD (OFF)
Altess Eviscerator Count Bustamante
William Summers wrote: Once the showdown is over, Will offers some direction. "Alright, first we follow Morrow back to this lab. Then we head to the farmhouse. Any questions?" If everyone is ready, he heads out to the lab.
Jack states, “Yea, let’s stop the infighting and get the Hell out of here.”

Jack stays back with John. As Count Bustamante speaks to Jack, “Well, you know this is going to be a
Trap!”

Jack answers back, “When has it haven’t been a trap?”

Count Bustamante replies, “You’re right there. But I just want to say it, full filling my duties as a mentor. So, you have your canteens full of water. I would look to the others canteens too.""

"But of course, you will have to figure out which one of their canteens holds water and which holds their distilled alcohol from an Swamp Ogres bottom. Now William, does have a bit of a refine taste. But he occasionally will bend his will to partake in some local Swill as do you.
I Wonder what Ven’s taste or liquor is like. Wolf seems to be one that might develop a refine taste if he weren’t thinking about killing anyone who serves him a drink. Ash now he should have a refine taste. And of course Youuuu! Do not blame it on your Down Under Brothers! Who ever heard of Distilled Cat Crap and Horse Manure being added to any product! Not to mention Dingo and Kola."


"My god Man, Kola? Let the Little Animals be alone."

On the brighter note, Altess Apple or Apricot Brandy is great, even Rigel Port Wine, is fantastic along with Ice Wine. May perhaps you could try to up your game there by getting some ‘Good Stuff’ occasionally for my palate?”
Jack replies “OK, OK, better choice in drinking, will do.”
Count Bustamante snaps back, “I Hope that is not a Play on Words”
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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Wolf Whitaker
Diamond Level Patron
Posts: 255
Joined: Wed Jul 24, 2019 2:24 pm

Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100/65%
JIC: 1d20;1d100


Paranoia Thought Text

Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.)
  • See Invisible
  • Night vision 60’
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'

Wolf, still leaning against the wall, taps his foot loudly impatiently waiting for...what ever this is...to finish up You know this Sorrow could be a plant. Just here to get us to this lab to experiment on us...Maybe. But we have to go anyway. I don't like it, but the job has changed now...No it hasn't. We were escorting a caravan not running after random experimental labs...The employer changed things on us. I don't like it but that's where the job is now...You need to get better employers...Maybe, they are paying well on this job so I'm not worried. We can take anything that comes our way...Ya, until we cant. "We done now? Good. Lets get moving. Sorrow, sorry to hear about your payday. Why don't you lead the way as you just came for there. Shadow, Fang Keep to the flanks and monitor the area as we move. If we are done dallying, lets get a move on. I'm sure our would be hosts have made sure to prepare a welcome for us."

Wolf moves to leave the building and begin heading out towards where ever Sorrow leads them.

Prowl-- 1d100/70% (Wolf)
Prowl-- 1d100/70% (Shadow)
Prowl-- 1d100/70% (Fang)
Land Navigation 1d100/88% (Shadow)
Mine/Trap Detection 1d100/68% (Shadow)
Detect Ambush 1d100/60% (Shadow)
Detect Ambush 1d100/60% (Fang)
Wolf Whitaker

Do not PM this Account. Please direct all PMs to Sum of All Fears
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John Altfeld
Diamond Level Patron
Posts: 460
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

ROLLS HELD

John smiles at will and jiggles Rawlings. "He might come in handy later and, technically, he's still a member of our employer's organization."

Then he turns to only Ven can see him after she comments on saving monsters and winks at her.

Prowl: 1d100 / 99%
Tracking: People: 1d100 / 61%
Detect Concealment: 1d100 / 61%
Detect Ambush: 1d100 / 61%
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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General Disarray
Game Master
Posts: 174
Joined: Sat Aug 06, 2022 1:41 pm

Re: Refugee All Stars

Post by General Disarray »

Ash, the kid (Theros) wrote: Mon Jul 03, 2023 2:50 am b]"Will vouches for you, fine, and I am not going to go against Ven's wishes either."[/b]
John Altfeld wrote: Mon Jul 03, 2023 3:48 pm John smiles at will and jiggles Rawlings. "He might come in handy later and, technically, he's still a member of our employer's organization."
After far more tension than anyone appears comfortable with the decision is made to let Xander live, even if he may be a vampire's slave. Xander seems uncomfortable with John carrying Rawlings around like luggage. But anyone would be a bit off-put by even a casual acquaintance being treated as such, let alone a brother in arms.
David Morrow wrote: Mon Jun 26, 2023 4:17 pm "Shit, there goes the big payday I guess." David says before he pauses. "Alright I guess I don't need to make a side trip after all, lets go and find your vampires then." David finishes. "So how do we kill them?" David asks. "Vampires aren't exactly a big issue up in the north."
Xander reaches into his pants pocket. He hands what appears to be a poker chip like item emblazoned with the Tomorrow Legion Crest of Castle Refuge to Will. "Feel free to examine this for magic and/or tech. It will have neither. It is a marker we use to give people that are added to our ranks in the field, so that they can be reimbursed for their help if the one that recruited them is killed in action. Once you are done examining it Mr. Summers, give that to Mr. Morrow. If you survive this, this marker will make sure you are reimbursed for you assistance even if I do not make it."
William Summers wrote: Sun Jul 02, 2023 11:46 pm "Will reaches behind his neck and unpins his chain of talisman, slides the PPE batteries off and hands the rest over to Sorrow. "My design. Dogtags with 3 charges of some real fucking good spells. Color coded. Name of the spell hammered in. Familiarize yourself, cause they're gonna come in handy. Turn the Undead is always on so I'm trusting you to a) watch my back and b) make sure I get that one back when we're done here. Lightblade and Invincible Armor will carry you through a horde of the bastards."
"Anyone need to prep anything before we go? We should be at the compound in the next hour or so. Then I assume all hell will break loose."
Wolf Whitaker wrote: Mon Jul 03, 2023 7:06 am "We done now? Good. Lets get moving. Sorrow, sorry to hear about your payday. Why don't you lead the way as you just came for there. Shadow, Fang Keep to the flanks and monitor the area as we move. If we are done dallying, lets get a move on. I'm sure our would be hosts have made sure to prepare a welcome for us."
Jack Killian wrote: Mon Jul 03, 2023 6:47 am Jack states, “Yea, let’s stop the infighting and get the Hell out of here.”
Xander seeing everyone is ready to depart says,"Following your lead Mr. Morrow."

The Roughnecks et al head north as Morrow retraces his steps fleeing the compound. A few times along the path you see large patches of wood that seemed to be knocked down during Rawlings brawl. The condition of his armor seems to make sense once you see areas, that the large Titan Juicer, appears to have used Rawlings to clear cut. A little over an hour into journey you come to the outskirts of the woods, and see a large rusted security fence with old razor wire at the top. Not too much of a concern because the fence has collapsed in numerous places, making entry into the facility area easy. You see, in the center of the field between the fence and the facility building, a man in Dead Boy modified Titan Armor, casually standing holding a giant Vibro Axe. The head of the axe is on the ground with the hilt up as he stares directly at you holding the hilt with both hands. He stands about 10' Tall and is about 2/3s as wide. A booming voice calls out across the field. "PARLEY!!!!"

What do you do?
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William Summers
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Posts: 524
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
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Re: Refugee All Stars

Post by William Summers »

Perception: 1d100/51% (+15% regarding machines and/or magic)
JIC: 1d20/1d100

  • SDC: 48/62
  • HP: 73/73
  • ISP: 31/31
  • Personal PPE: 196/196
  • Energy Sphere: 800/800. 31/32 days
    1. 50/50
    2. 50/50
    3. 50/50
    4. 50/50
    5. 50/50
    6. 50/50
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Eye of Odin (Patron Item, left eye)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)

Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.


8th Ring of Elder
Image
Magic Features:
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.



At the request for parley, Will turns to the rest of the group and says "Fucker wants to talk. If this goes sideways, Pebbles, I want you straight up the middle and in his face. Fireman, Ven, Sorrow, Xander you take the left flank. Kid, Wolf, you're with me."

A vague plan laid, Will hollers back "Spit it out or stop wasting my time, shitwad!"

Will scans him with his Eye of Odin to make sure there's nothing being held in surprise (invisible, magical aura, etc).

Please don't be wasting my time. I've got vamps to kill. I don't know who the fuck you are, but you could be the first if you don't get the hell out of my way.
The Man in Black
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Wolf Whitaker
Diamond Level Patron
Posts: 255
Joined: Wed Jul 24, 2019 2:24 pm

Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100/65%
JIC: 1d20;1d100


Paranoia Thought Text

Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.)
  • See Invisible
  • Night vision 60’
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
Wolf spots the large individual and stops. His hands already on his pistols. Easy shot...Shoot him...I will but why is he just making himself a large target...Doesn't matter...it does. Oh well looks like we are talking first. Damn it...Ugh, Will is going to get you killed. You should just take his place already...not happening...Why not? You are already second in command. Just take over. Then you wont have to worry about anyone...So how I don't think that will solve any problems.

Wolf nods to Will directions and types instructions for Fang to move to the right flank to cover the advanced party and for Shadow to track vibrations to see if there is any other movement of a possible ambush party. Wolf taps his FF on before they leave the cover of the forest. Wolf follows on Will's right. Wolf keeps enough space to engage in combat should it pop off. "I don't like this Boss. Just give the word and I'll drop him."

Tracking People 1d100/88% (Shadow Tracking via vibration sensors)
Wolf Whitaker

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General Disarray
Game Master
Posts: 174
Joined: Sat Aug 06, 2022 1:41 pm

Re: Refugee All Stars

Post by General Disarray »

*Mini Update*

The massive armored man moves forward slowly until he is about 50 ft away. He fumbles a letter out of his utility belt and unfolds it. He begins reading it.
“From the Desk of Dr. Armand Childers the Third.

Greetings assailants. I just wanted to give you the opportunity to turn back. Go to your “Legion” and tell them I am not interested in their meddling in my affairs. I would prefer sparing myself the trouble of having to eliminate you, so I am giving you the ability to walk away. Understand this sort of generosity is rare from me. So rejoice at this opportunity to walk away with your lives. For now.

You are now looking at Mando and considering just taking him down and coming to see me post haste. But please believe me when I say, you will not succeed. He is my greatest creation. Designed to cripple armies of men. Whatever parts of you that survive a fight with him will be of little concern for me to deal with. So there is only one clear choice you need to consider. You take the L and die, or take the L and live. That is really the only choice at this crossroads. I hope you choose wisely. Thank you for your time and consideration. Sincerely with affection,
Dr. Armand Childers the Third.”


He folds the letter back up and placed the letter neatly back in his belt pouch. He then stands there looking at you.
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Wolf Whitaker
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Posts: 255
Joined: Wed Jul 24, 2019 2:24 pm

Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100/65%
JIC: 1d20;1d100


Paranoia Thought Text

Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.)
  • See Invisible
  • Night vision 60’
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
Wolf rolls his eyes as the large man pulls out the gaudy letter. Wolf begins activating several talismans as the man talks. With the talismans toutching his skin under his armor Wolf does this with no gestures to his intentions. Wolf activates Fighting Spirit, Invulnerability, Superhuman Agility, and Chromatic Protection as the man talks. That should do it. Stalling tactic...Shoot him...I am...Yay!...Time to die! Wolf snap draws and fires his Equalizer and NE-6SL at the man. No matter where the man is in his ramblings Wolf's first shot with his Equalizer is on the axe. With it likely not in his hands Wolf is hoping to use the Equalizer's knockback to blast the axe into the man's legs hopefully damaging him with his own axe.


Combat:

--FF: 160/160
Talisman of Superhuman Agility
Superhuman Agility
+1 on Initiative, Parry
+5 to dodge
Automatic Dodge: +5
Automatically rolls with impact
+20% to Climb/Rappel
Duration: 4 minutes
Talisman of Fighting Spirit
Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 8 Minutes
Talisman of Invulnerability
Invulnerability
M.D.C.: 50
Impervious to cold, disease, drugs, gases, energy, poison, and toxins
+10 vs magic, psionics, & horror factor
Duration: 8 melees
--Talisman of Chromatic Protection: 8 minutes
Knockdown Effect:
Human-sized beings who are shot must roll a 20 sided die to maintain their footing. This balance roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character feels like he's been kicked, but remains standing and suffers no penalties, except he loses initiative if he had it. A failed roll means the victim is knocked off his feet, and falls back onto the ground (1D4 feet), loses initiative (if he had it) and loses one melee attack/action! Even characters in M.D.C. body armor.
APM: 12
Init: 1d20+31

Action 1: Dual Pistol Shot; Right Equalizer Strike on Axe: 1d20+7 NAT 20!; Damage: 5d6x2 = 16MD + Knockdown; Left NE-6SL Strike: 1d20+6; Damage: 1d4*10
Action 2: Dual Pistol Shot; Right Equalizer Strike: 1d20+7; Damage: 5d6 + Knockdown; Left NE-6SL Strike: 1d20+6; Damage: 1d4*10
Action 3: Dual Pistol Shot; Right Equalizer Strike: 1d20+7; Damage: 5d6 + Knockdown; Left NE-6SL Strike: 1d20+6; Damage: 1d4*10
Action 4: Dual Pistol Shot; Right Equalizer Strike: 1d20+7; Damage: 5d6 + Knockdown; Left NE-6SL Strike: 1d20+6; Damage: 1d4*10
Action 5: Dual Pistol Shot; Right Equalizer Strike: 1d20+7; Damage: 5d6 + Knockdown; Left NE-6SL Strike: 1d20+6Crit!; Damage: 1d4*10 x2 = 60MD
Action 6: Dual Pistol Shot; Right Equalizer Strike: 1d20+7; Damage: 5d6 + Knockdown; Left NE-6SL Strike: 1d20+6; Damage: 1d4*10
Action 7: Reload Right Pistol: Speedloader
Action 8: Reload Left Pistol: Speedloader
Action 9: Dual Pistol Shot; Right Equalizer Strike: 1d20+7; Damage: 5d6 + Knockdown; Left NE-6SL Strike: 1d20+6; Damage: 1d4*10
Action 10: Dual Pistol Shot; Right Equalizer Strike: 1d20+7; Damage: 5d6 + Knockdown; Left NE-6SL Strike: 1d20+6; Damage: 1d4*10
Action 11: Dual Pistol Shot; Right Equalizer Strike: 1d20+7; Damage: 5d6 + Knockdown; Left NE-6SL Strike: 1d20+6; Damage: 1d4*10
Action 12: Dual Pistol Shot; Right Equalizer Strike: 1d20+7; Damage: 5d6 + Knockdown; Left NE-6SL Strike: 1d20+6 Nat 1; Damage: 1d4*10

Auto-Dodge: 1d20+18 Nat 20!; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18

Fang

As his owner instructs Fang moves to the flanks. Fang activates the FF he has the moves to line up the man and holds his aim on target waiting for his master to engage. When Wolf draws his weapons Fang lets lose with his mounted canon.

Combat:

FF: 110/110
NE-700: 114/150 rnds
APM: 6

Init: 1d20+4

Action 1: NE-700 burst; Strike: 1d20+5; Damage: 4d6*10
Action 2: NE-700 burst; Strike: 1d20+2; Damage: 4d6*10
Action 3: NE-700 burst; Strike: 1d20+2; Damage: 4d6*10
Action 4: NE-700 burst; Strike: 1d20+2; Damage: 4d6*10
Action 5: NE-700 burst; Strike: 1d20+2; Damage: 4d6*10
Action 6: NE-700 burst; Strike: 1d20+2; Damage: 4d6*10
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William Summers
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Posts: 524
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
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Re: Refugee All Stars

Post by William Summers »

Perception: 1d100/51% (+15% regarding machines and/or magic)
JIC: 1d20/1d100

  • SDC: 48/62
  • HP: 73/73
  • ISP: 31/31
  • Personal PPE: 196/196
  • Energy Sphere: 800/800. 31/32 days
    1. 50/50
    2. 50/50
    3. 50/50
    4. 50/50
    5. 50/50
    6. 50/50
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Eye of Odin (Patron Item, left eye)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)

Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.


8th Ring of Elder
Image
Magic Features:
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


Will reads the nicely written letter out loud to his team and hands it back to the large armored man. "Thanks Mando." He turns back to the Roughnecks and says "Well, he wasted my time. John, you want to do the honors?"

He turns back to Mando and drawing from his Energy Sphere, puts his hands together in a praying gesture. When he spreads them apart toward the big guy while saying "Qilim Tark-së" he casts a Carpet of Adhesion under Mando's feet. He'll then watch as John does his thing and prepare for a longer battle if John is not successful in taking down their foe.

Initiative: 1d20+10
APM: 8 (9 if all magic blasts)

Action 1: Cast
Range: 480 feet (146.304 m).
Duration: 160 melee rounds (40 minutes).
Saving Throw: Special.
P.P.E.: 10 (divided by 2=5)
The spell caster creates a sticky carpet, up to 10 feet wide by 20 feet (3x6 m) long. that will adhere firmly to anyone who touches it. The victim stays stuck until the carpet spell lime elapses or until the spell caster cancels the spell. The carpet can be cast on a floor, table, wall, etc., or actually cast upon a person. The spell caster can create this super-flypaper up to 90 feet (27.4 m) away and can alter the size and shape (without exceeding the stated limit of 200 square feet/18.6 sq. m).
Saving Throw: If a successful saving throw vs magic is made, that player rolls two six-sided dice to see how many melee rounds it will take him to pull free. Those failing to make the saving throw are stuck for the entire duration of the spell. Effective even against cyborgs, power armor, and robots.
at Mando.
Actions 2-3: Cast
Range: Self or one other by touch.
Duration: 192 melee rounds (48 minutes).
Saving Throw: None.
P.P.E.: 30 (divided by 2=15)
Although not quite as " invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 200 M.D.C., and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.
on self.
Action 4: Cast
A self-empowering spell.
Range: Self of other by touch or within 20 feet (6.1 m); line of sight.
Duration: 32 melee rounds (8 minutes).
Saving Throw: None.
P.P.E.: 15 (divided by 2=8)
This enchantment empowers the recipient with the balance, reflexes and agility of a jungle cat. Without the need of any training the character can walk a tightrope or narrow ledge at a base skill of 88%, as well as fight, leap and dodge on narrow beams, tightropes and ledges without fear of losing his balance and falling. The character is also totally unafraid of heights when this spell is in effect.
Bonuses:
+1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
Automatic Dodge (+5; the act of dodging – moving out of the way of an attack – without spending one of his own melee attacks).
Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
+20% to Climb/Rappel skill.
on self.
Action 5: Cast
Range: Self or others by touch.
Duration: 64 melee rounds (16 minutes).
Saving Throw: None.
P.P.E.: 10 (divided by 2=5)
The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movements performed during this period are done without fatigue.
on self.
Action 6: Activate
Time Slip Actions 1-2: Cast
An offensive spell.
Range: Self or other by touch.
Duration: 32 melee rounds.
Saving Throw: None.
P.P.E.: 20 (divided by 2=10)
For the duration of the spell's effect the caster is imbued with the hand to hand fighting ability of a high level warrior. The spell provides the following bonuses: +2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, parry and dodge, +4 to pull punch, +2 to roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on a Natural 18-20, karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw. While the spell is in effect, the caster moves with an agility, confidence and skill (normally) beyond his own natural abilities.
on self.
Time Slip Actions 3-4: Cast
Range: 100 feet (30.5 m).
Duration: 32 melee rounds (8 minutes).
Saving Throw: Special " disbelieve" option,
P.P.E.: 60 (divided by 2=30).
This spell creates the image of an armored warrior tailored to the caster's imagination. The magical phantom is slightly translucent, which may cause some to believe it is an illusion. This is only partly true. The Phantom Warrior is constructed of magical energy, and as such, is mostly real. However, if the enemy chooses to "disbelieve" it is real, allow each disbelieving character a normal save vs magic. If successful, the Phantom Warrior only inflicts half its normal damage. The Warrior is completely under the mage's mental control, but does not require his concentration to maintain it, provided it is given a clear and simple command, such as, "Kill anybody who enters the room," "Stop them," " Destroy so and so," or "Protect me (or a particular item)," etc.
Magic Warrior Stats:
  • M.D.C.: 98.
    Size: 4 to 12 feet (1.2 to 3.6 m) tall.
    Attributes: I.Q. 9, P.S. 30, P.P. 22, P.E. 30, Spd. 20; all physical attributes are Supernatural and the magical essence is impervious to pain, poison, cold, heat, and fear.
    Horror Factor: 12.
    Combat: Five physical attacks per melee. does 2D6 M.D. with fists, 3D6 M.D. kicks or via some particular weapon, modem or ancient, and it can parry projectiles (bullets, arrows, etc.).
    Bonuses: +4 on initiative, +5 to strike, parry, and dodge, Spd. 20; the Phantom Warrior can lift up to 3000 lbs ( 1350 kg), but will not carry things. It can aid in clearing rubble, move objects, etc., but is not a beast of burden (it does not last long enough anyway).
Limitations: If the Warrior moves more than a 100 foot (30.5 m) distance from the spell caster, it instantly vanishes. Does half damage if people don't believe in it.
from Mage Armor.
Action 7: Draw and activate Draining Blade (-3 PPE) and Flaming Sword (-7 PPE).
Action 8: Reserved for Dodge 1d20+20.

Parry: 1d20+161d20+161d20+161d20+161d20+161d20+161d20+161d20+16
Autododge: 1d20+51d20+51d20+51d20+51d20+51d20+51d20+51d20+5

PPE Expenditures this post: 83
The Man in Black
Ledger
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David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100/31%
Just in Case: 1d20; 1d100
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Weapons
NG-E4 Plasma Ejector Ammo: 10/10 Spare Ammo: 2/2 E-Clips
Bandit BigBore Revolver Ammo: 6/6 Spare Ammo: 12/12 BB-Revolver rounds
Vibro-Knife



David is a little surprised at the giant ahead of them, not so much that it's a giant humanoid, but more the fact it knew the word parlay. When the beast reads the prepared statement, David has to stifle a laugh. Ah, not smart, just well behaved. David thinks as he waits for the other Roughnecks to make the decision on what to do.

When William gives the go ahead, David pulls his Plasma Ejector out and fires it at the creature. Even if the gun doesn't hurt the beast inside, it will hurt the armor covering it. or at least that's David's thoughts on the issue. "Let's crack the shell." David says.

Number of attacks: 7
Initiative: 1d20+4
Action One: Draw Plasma Ejector.
Action Two: Fire Plasma Ejector. (Strike: 1d20+1; Damage: 6d6 M.D.)
Action Three: Fire Plasma Ejector. (Strike: 1d20+1; Damage: 6d6 M.D.)
Action Four: Fire Plasma Ejector. (Strike: 1d20+1 Critical Hit; Damage: 6d6 M.D. (54 M.D.)
Action Five: Fire Plasma Ejector. (Strike: 1d20+1; Damage: 6d6 M.D.)
Action Six: Fire Plasma Ejector. (Strike: 1d20+1; Damage: 6d6 M.D.)
Action Seven: Fire Plasma Ejector. (Strike: 1d20+1; Damage: 6d6 M.D.)

Contingencies
If the beast gets close enough to David he will drop his rifle and switch to a Vibro-Knife.
Action Two: Attack with Vibro-Knife. (Strike: 1d20+6; Damage: 1d6 M.D.)
Action Three: Attack with Vibro-Knife. (Strike: 1d20+6; Damage: 1d6 M.D.)
Action Four: Attack with Vibro-Knife. (Strike: 1d20+6; Damage: 1d6 M.D.)
Action Five: Attack with Vibro-Knife. (Strike: 1d20+6; Damage: 1d6 M.D.)
Action Six: Attack with Vibro-Knife. (Strike: 1d20+6; Damage: 1d6 M.D.)
Action Seven: Attack with Vibro-Knife. (Strike: 1d20+6; Damage: 1d6 M.D.)


Parries As Needed: 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8. (Add +2 if Vibro-Knife is out)
Dodges if armor is reduced to 25% (20 M.D.C.): 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8.
Auto-dodges (As Needed): 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5.
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Ash, the kid (Theros)
Diamond Level Patron
Posts: 100
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

Perception: 31% (+15% involving vampires or undead)1d100
JIC: 1d20
JIC: 1d100
Initiative 1d20+1
Sense vampires/undead always active


As the large juicer approaches, he scans the group for reactions while simultaneously reaching for the "Fighting spirit talisman" to activate, waits for Will to finish reading as he slowly walks in a big circle around the big juicer, as soon as he see's will raise his guns, he activates the Talisman of Invincible Armor while also activating his Control the Forces of Air and flies up behind the bemouth. ~Perfect time to test these things out~ Ash then delivers a series of kicks from behind and above in a attempt to drive him into the very spot he is standing on, not unlike a giant pile driver machine.




APM and rolls
18, 19, or 20 pin incapacitate and critical. Paired weapons.
Number of Attacks: 5+2+*1 APM when fighting vampires/undead/demons/supernatural evil

Action 1: activates talisman Fighting spirit

Action 2: activates his tattoo Control the Forces of Air

Action 3: activates talisman Talisman of Invincible Armor

*Think of Lui Kang's mortal combat bicycle kick*

Action 4: SNPS Kick 1 Strike 1d20+14 Damage 4d6 SNPS Kick2 1d20+14 4d6

Action 5: SNPS Kick 1 Strike 1d20+14 Damage 4d6 SNPS Kick2 1d20+14 4d6

Action 6: SNPS Kick 1 Strike 1d20+14 Damage 4d6 SNPS Kick2 1d20+14 4d6

Action 7:SNPS Kick 1 Strike 1d20+14 Damage 4d6 SNPS Kick2 1d20+14 4d6

incase undead *Action 8: SNPS Kick 1 Strike 1d20+14 Damage 4d6 SNPS Kick2 1d20+14 4d6

Dodge rolls if needed (+12 for normal dodge/ +4 auto dodge)
straight dodge rolls without applicable bonuses
(1) 1d20 (2) 1d20 (3) 1d20 (4) 1d20 (5) 1d20 (6) 1d20 (7) 1d20

Talisman of Fighting spirit Magic Features
+1 on Initiative, to strike w/ Guns
+2 APM, to disarm, parry and dodge, roll w/ impact, to save vs Possession
+3 to strike melee,
+4 pull punch, to save vs Horror Factor/fear
Crit Strike: Natural 18-20
Karate kick, Jump kick, Paired Weapons, leap attack, Judo flip/throw.
Duration: 4 minutes
Charges: 3



Talisman of Invincible Armor Magic Features
200/200 MDC
Regen: 1D6 MD/melee
Equivalent to EBA
Energy attacks: 1/2 damage
-15% to prowl, climb, swim and other physical skills
Charges: 3
Last edited by Ash, the kid (Theros) on Tue Jul 18, 2023 1:15 pm, edited 5 times in total.
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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Venenifer
Posts: 128
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

Perception: 1d100/65%
JiC: 1d20 / 1d100

Conditions:
MDC: 630/630 | Barding MDC: 315/315 (Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 126/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |

Skills


Post

When the call for Parley is heard and Will doles out his orders, Ven can't stop the agreeing smile she forms as Wolf expresses his desire to kill the parlayer. Ven's eyebrow raises in curiosity as she looks at all the others who take the lead and slowly struts back from the others towards the left flank with a growing smile. Parley? What an odd term. I wonder what wonderful gems of information I can take from this one Ven finds herself thinking as she watches the interaction.

When the letter is red and chaos erupts, Ven watches instead of engaging in the first round of combat. Curious to see what the capabilities of this armored one is, and if it's even worth her engaging considering the sheer outpour from the others. "My, my, we need to work on our communication skills." Ven says playfully to no one in specific. "This ought to be amusing." She adds passively as she studies the newcomer.

Ven will notably stay far enough back to not be involved in combat; unless she is specifically targeted, then see contingency below. She will cast her See Aura to get a general read of the newcomer as well.

Range: 1 00 feet (30.5 m).
Duration: One melee.
Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
P.P.E.: Six
All things, organic and inorganic, have an aura. The aura has many features and distinctions, and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
Estimate the general level of experience. Low (1-3), medium (4-7), high (Sth and up).
The presence of magic (no indication of what, or power level).
The presence of psychic abilities. Low (Minor) or high (Major or Master).
High or low base P.P.E.
The presence of a possessing entity (does not indicate Psychic Possession or mind control).
Health: Sick, injured or completely well.
The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee, or demon, but does not reveal which.
Note: One can not use this spell to determine another character's alignment.


Ven's smile evaporates and is replaced by a narrow-eyed, tight lipped glare. She immediately vanishes in a plum of black smoke enveloping her. From within her shadow den she activates her own FF and casts Befuddle, waiting and watching from there.

APM: 5
Initiative: 1d20+2
Parry: 1d20+6 | 1d20+6 | 1d20+6 | 1d20+6 | 1d20+6

A1: Cloak of Darkness [6PPE | 20MIN | 25ft radius]
A1: Activate FF [160 MDC]
A2: Befuddle [6PPE | 10MIN | -2Strike/Parry/Dodge | Standard Save]
A3: Dodge - 1d20+5
A4: Dodge - 1d20+5
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
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Jack Killian
Diamond Level Patron
Posts: 484
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: Refugee All Stars

Post by Jack Killian »

Perception: 72% +15 1d100 failed
JIC d20: 1d20
JIC: 1d100
INIT:+2+11d20+3

Conditions:
Sense the Presence of Spirits Amulet
Enhanced Perception (10 I.S.P)
Talisman Invincible 200 MD (0n)
Nurani FF 160 md on
Altess Eviscerator Count Bustamante
MDC TI 200+NF 160 Armor 180

Jack listens to this Big Juicer, as he approaches.
William tells them to
Fireman, Ven, Sorrow, Xander you take the left flank.
He begins to worry a bit and he activates his Talisman Invincible. As he moves to the left, glad he has the Dragon with him. This is going to be bad.
He also uses his power, Enhanced Perception (10 I.S.P., Rifter 25; +15% to Perception, +1 to strike, +2 to parry and dodge,
OOC Comments
and a +10% to any skill that relies on any of the basic senses) This incredible psionic power augments the psychic's physical senses, enhancing his perception. This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in or der to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks
Count Bustamante responds. "This one is very big."
Jack speaks over the Radio, “Anyone with Fire, Plasma bullets, Plasma Guns? Get ready for Super Fuel. Don’t get close to him, not within 40 feet. Tell me if you are going to shoot.” Super Fuel Flame:
OOC Comments
• The pyro is able to feed an existing flame with psychic energy, increasing its size anywhere from twofold up to tenfold.
--Range: 100'/Level Currently 900'
--Area of Effect: 20 feet/Level 180' , 13.416 x 13.416 box
--Damage: Proportional to the size of fire.
--I.S.P. Cost: 8
Jack will stay back and concentrate. on enhancing plasma attacks, he knows the damage he can cause and won’t super fuel if his friends are anywhere in that area. (see Above)

Jack concentrates using his enhanced perception, to find weakness on this juicer to tell his friends. (Can i get to his juicer unit and shut it down. destroy it?)
Combat if needed?
9 Actions
Action 1
Activate super heavy Nurani force field or Super Fuel x 10 if someone scores a plasma hit not a miss

Action 2
Super Fuel if someone scores a plasma hit not a miss trying to control blast area to a 13.4 box for all Super fuel or fires A lightning bolt from Count Bustamante
Count Bustamante lightning Strike(+4 Sword or energy rife, +1 EP, only 4 /hr): 1d20+5 : Damage: 4d6 4d6

Action 3
Super Fuel if someone scores a plasma hit x 10 trying to control blast area to a 13.4 box for all Super fuel) or fires A lightning bolt from Count Bustamante
Count Bustamante lightning Strike(+4 Sword or energy rife, +1 EP,) 1d20+5 : Damage: 4d6 4d6

Action 4
Super Fuel if someone scores a plasma hit x 10 or fires A lightning bolt from Count Bustamante
Count Bustamante lightning Strike(+4 Sword or energy rife, +1 EP, 1d20+5 : Damage: 4d6 4d6

Action 5
Super Fuel if someone scores a plasma hit x 10 or fires A lightning bolt from Count Bustamante
Count Bustamante lightning Strike(+4 Sword or energy rife, +1 EP, 1d20+5 : Damage: 4d6 4d6

Action 6
Super Fuel if someone scores a plasma hit or draws Action 6
Super Fuel if someone scores a plasma hit or draws TW "Dragonfire pistol

Action 7
Super Fuel if someone scores a plasma hit or fires TW "Dragonfire pistol
Dragonfire pistol Strike:20+3 1d20+3 Damage:1d6x10 1d6*10

Action 8
Super Fuel if someone scores a plasma hit fires TW "Dragonfire pistol
Dragonfire pistol Strike:20+3 1d20+3 Damage:1d6x10 1d6*10

Action 9 for dodge +8+2 1d20+10


Parry:1d20+10:

1d20+10, 1d20+10, 1d20+10, 1d20+10, 1d20+10, 1d20+10, 1d20+10, 1d20+10.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

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John Altfeld
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Posts: 460
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Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100 / 76%
JIC: 1d20 / 1d100

CONDITIONS: John is at +1 foot, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.

John listens to the hilarious letter. "You're this guy's BEST work? Oh Mongo, that sucks."

Then Will lights things up. Maybe I should throw Xander at him and let them work it out.

As the combat immediately descends into chaos, with Will trying to stick the enemy to the ground, other people shooting, and Jack telling no one to get within forty feet of the target, John rolls his eyes. I mostly punch things, Jack. But fine. Also, I don't think he's going to stand still for you.

Once he sees what's going on, John says very loudly, "Hey, why doesn't everyone just move ahead and I'll cover our rear so that we're not giving them the delay they put Mango out here to provide?"

Initiative: 1d20+13

Battle Plan: Since everyone is hammering this dude John is going to actually get ready for this fight and then jump in, with the goal of taking out the opponent's helmet. If Mando is stuck to Will's Carpet of Adhesion, John should still have reach to hit him without getting stuck.

Action 1: John becomes pebbles and absorbs his equipment.
Action 2: John grows to +35 feet.
Action 3: "Cyttorak!" John activate the Will-produced talisman of invulnerability. He's now immune to energy. INCLUDING FIRE, JACK.
Action 4: Move to melee with target and all subsequent rolls are called shots to the head (called shots in melee are free) - Strike: 1d20+10 / Damage: 1d6*10+32
Action 5: Strike: 1d20+10 / Damage: 1d6*10+32
Action 6: Strike: 1d20+10 / Damage: 1d6*10+32 - CRIT 164 damage
Action 7: Strike: 1d20+10 / Damage: 1d6*10+32
Action 8: Strike: 1d20+10 / Damage: 1d6*10+32
Action 9: Strike: 1d20+10 / Damage: 1d6*10+32
Action 10: Strike: 1d20+10 / Damage: 1d6*10+32

Parries: 1d20+14, 1d20+14, 1d20+14, 1d20+14, 1d20+14, 1d20+14, 1d20+14, 1d20+14, 1d20+14, 1d20+14
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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General Disarray
Game Master
Posts: 174
Joined: Sat Aug 06, 2022 1:41 pm

Re: Refugee All Stars

Post by General Disarray »

William Summers wrote: Tue Jul 11, 2023 11:02 am Will reads the nicely written letter out loud to his team and hands it back to the large armored man. "Thanks Mando." He turns back to the Roughnecks and says "Well, he wasted my time. John, you want to do the honors?"

He turns back to Mando and drawing from his Energy Sphere, puts his hands together in a praying gesture. When he spreads them apart toward the big guy while saying "Qilim Tark-së" he casts a Carpet of Adhesion under Mando's feet. He'll then watch as John does his thing and prepare for a longer battle if John is not successful in taking down their foe.
Wolfs first shot hits Mondo's Axe knocking it 20 ft away. The second shot barely misses as Mondo leans back and to the side at an unnatural speed, the bullet sails past him. He immediately leaps into the air as rocket boosters propel him upward at breakneck speed, saying "IT IS MONDO DAMN IT!!!!!!" Will stops casting the spell he starts and then begins prepping for battle. Sorrow fires a Plasma Bolt that Mondo deftly dodges. Jack fires Count Bustamante at him also failing to hit its mark. As Mondo reaches the top of his ascension he appears to drop an item that descends quickly hitting the ground with a beeping noise emanating from it. Everyone sees it is an explosive. Everyone is able to easily sidestep it except Fang who feels the brunt of the explosion as the faithful companions forcefield drops. (Fang -110 MDC) John turns into pebbles. As if set upon Vengeance Fang fires a volley at Mondo hitting him directly causing Mondo's forcefield drops in turn.

Wolf fires another two shots at Mondo which he is able to spin and avoid as he begins flying towards the main building. Sorrow fires another Plasma Bolt the the V-Juicer is able to avoid. Jack follows suit with another bolt from the Count but does not connect. The Roughnecks continue preparations. John grows to an astounding 35 ft tall. Fang then fires another volley that misses Mondo.

The next shots from Wolf barely miss the agile Mondo as he lands on the roof and picks up a rifle. Will continues his buffs. Sorrow fires yet another plasma bolt which Mondo side steps. And Jack can't seem to make contact with the supernaturally adept Mondo. The final preparations of the roughnecks come to a close, as John makes a run at Mondo on the building. Mondo sends a Missile at his feet which explodes without phasing him. (John -150 MDC). Fang fires another Volley at Mondo this time striking. This turns the tide.

Wolf hits with both pistols, Mondo's supernatural nature resists the knockback. This causes him to shoot wide and miss at Johns feet. Sorrow and Jack connect firmly followed by Ash whose Thunder Gun blast manages to obliterate his armor, just as John makes contact crushing Mondo's body into a sack of crushed bone, blood, and organs. The Roughnecks are victorious. Almost immediately John can see that the body begins healing. It happens faster than he ever has ever seen before, however the extent of the damage means the Roughnecks have time to regroup and react.

What do you do?

Tally:
Fang -110 MDC
John -150 MDC

Map:
Map.png
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Ash, the kid (Theros)
Diamond Level Patron
Posts: 100
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

Perception: 31% (+15% involving vampires or undead)1d100
JIC: 1d20
JIC: 1d100
Initiative 1d20+2
Sense vampires/undead always active


Seeing the giant target go down and start healing at the same moment, he runs at the behemoth of a man's head, drawing both his ax's "Time for a haircut big guy." and begins hacking at his neck to remove his head, treating him very much like a vampire since he is healing as fast if not faster, and thinking this may be a blood juicer on the vampire blood anyway. with the vibro ax in one hand humming along, and the lightening ax sparking away as he goes to town on the juicers neck, like a beaver on meth, whittling away. Once the head is removed "I might have took too much off the top.", he will pick it up, walk away, dig a hole and set it on fire, once it is ashed, he will cover the hole with the dirt removed.

APM and rolls
18, 19, or 20 pin incapacitate and critical. Paired weapons.
Number of Attacks: 5+2+*1 APM when fighting vampires/undead/demons/supernatural evil (once the head is removed the attacks would stop and he would go off with it to burn and bury it.

Action 1: Movement and weapon with drawl

Action 2: Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6md , Lightning Axe Strike 1d20+16 Damage 2d6 Chance for electrical surge for machine parts,( see below) 1d100

Action 3: Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6md , Lightning Axe Strike 1d20+16 Damage 2d6 Chance for electrical surge for machine parts,( see below) 1d100

Action 4: Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6md , Lightning Axe Strike 1d20+16 Damage 2d6 Chance for electrical surge for machine parts,( see below) 1d100

Action 5: Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6md , Lightning Axe Strike 1d20+16 Damage 2d6 Chance for electrical surge for machine parts,( see below) 1d100

Action 6: Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6md , Lightning Axe Strike 1d20+16 Damage 2d6 Chance for electrical surge for machine parts,( see below) 1d100

Action 7: Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6md , Lightning Axe Strike 1d20+16 Damage 2d6 Chance for electrical surge for machine parts,( see below) 1d100

in case undead *Action 8: Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6md , Lightning Axe Strike 1d20+16 Damage 2d6 Chance for electrical surge for machine parts,( see below) 1d100

Dodge rolls if needed (+12 for normal dodge/ +4 auto dodge)
straight dodge rolls without applicable bonuses
(1) 1d20 (2) 1d20 (3) 1d20 (4) 1d20 (5) 1d20 (6) 1d20 (7) 1d20 (*8) 1d20

Talisman of Fighting spirit Magic Features
+1 on Initiative, to strike w/ Guns
+2 APM, to disarm, parry and dodge, roll w/ impact, to save vs Possession
+3 to strike melee,
+4 pull punch, to save vs Horror Factor/fear
Crit Strike: Natural 18-20
Karate kick, Jump kick, Paired Weapons, leap attack, Judo flip/throw.
Duration: 4 minutes
Charges: 3



Talisman of Invincible Armor Magic Features
200/200 MDC
Regen: 1D6 MD/melee
Equivalent to EBA
Energy attacks: 1/2 damage
-15% to prowl, climb, swim and other physical skills
Charges: 3


NE-RV07 Ripper Vibro-Axe (silver coated)
Range:melee
Damage: 4d6 md


Lightning Axe
TW Characteristics:
Range: Close Combat or 200' when thrown
Damage: 2D6 M.D. as axe or electrical surge.
Weight: unlisted
Features: none
Modifiers: +1 to strike in hand to hand combat or when thrown
TW Characteristics:
TW Functions:
Electrical Surge: When used in range or melee, Lightning Axe sends electrical on attack. Double damage machine
01-45% chance of frying following electronic systems:
01-20% Fries communications system. No radio or video recording, receiving or transmitting capabilities.
21-40% Fries primary sensor systems (radar and sensor scanners are dead). Is there a secondary, backup system? If not, these sensors are good.
41-50% Fries optic systems! Manned sight only. Reduce bonuses to strike and piloting skill accordingly. May require an outside observer to direct.
51-60% Fries computer systems, including combat and targeting systems. Bonuses and capabilities from those systems are gone. Adjust appropriately.
61-70% Locomotion function impaired (loses one or more thrusters. Leg or wheel freezes up, and so on). Reduce speed and dodge by half. Non-combat machines lose (cannot find) one part/function of itself. If a computer, it cannot find a particular drive (gone), or loses a chunk of memory, and similar.
71-80% One secondary weapon (or capability if non-combat machine) is lost.
81-90% One main weapon (or capability if a non-combat machine) is lost.
91-00% Fire in the pilot compartment! Duration: 2D4 melee rounds. Half APM and piloting skill, all combat bonuses are negated; unmodified die rolls only!
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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William Summers
Diamond Level Patron
Posts: 524
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
Contact:

Re: Refugee All Stars

Post by William Summers »

Perception: 1d100/51% (+15% regarding machines and/or magic)
JIC: 1d20/1d100

  • SDC: 48/62
  • HP: 73/73
  • ISP: 31/31
  • Personal PPE: 196/196
  • Energy Sphere: 722/800. 31/32 days
    1. 50/50
    2. 50/50
    3. 50/50
    4. 50/50
    5. 50/50
    6. 50/50
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Eye of Odin (Patron Item, left eye)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)

Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.

8th Ring of Elder
Image
Magic Features:
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.

Range: Self or one other by touch.
Duration: 191/192 melee rounds (47:45/48 minutes).
Saving Throw: None.
P.P.E.: 30 (divided by 2=15)
Although not quite as " invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 200 M.D.C., and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.

A self-empowering spell.
Range: Self of other by touch or within 20 feet (6.1 m); line of sight.
Duration: 31/32 melee rounds (7:45/8 minutes).
Saving Throw: None.
P.P.E.: 15 (divided by 2=8)
This enchantment empowers the recipient with the balance, reflexes and agility of a jungle cat. Without the need of any training the character can walk a tightrope or narrow ledge at a base skill of 88%, as well as fight, leap and dodge on narrow beams, tightropes and ledges without fear of losing his balance and falling. The character is also totally unafraid of heights when this spell is in effect.
Bonuses:
+1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
Automatic Dodge (+5; the act of dodging – moving out of the way of an attack – without spending one of his own melee attacks).
Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
+20% to Climb/Rappel skill.

Range: Self or others by touch.
Duration: 6364 melee rounds (15:4516 minutes).
Saving Throw: None.
P.P.E.: 10 (divided by 2=5)
The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movements performed during this period are done without fatigue.

An offensive spell.
Range: Self or other by touch.
Duration: 31/32 melee rounds (7:45/8 minutes).
Saving Throw: None.
P.P.E.: 20 (divided by 2=10)
For the duration of the spell's effect the caster is imbued with the hand to hand fighting ability of a high level warrior. The spell provides the following bonuses: +2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, parry and dodge, +4 to pull punch, +2 to roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on a Natural 18-20, karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw. While the spell is in effect, the caster moves with an agility, confidence and skill (normally) beyond his own natural abilities.

Range: 100 feet (30.5 m).
Duration: 31/32 melee rounds (7:45/8 minutes).
Saving Throw: Special " disbelieve" option,
P.P.E.: 60 (divided by 2=30).
This spell creates the image of an armored warrior tailored to the caster's imagination. The magical phantom is slightly translucent, which may cause some to believe it is an illusion. This is only partly true. The Phantom Warrior is constructed of magical energy, and as such, is mostly real. However, if the enemy chooses to "disbelieve" it is real, allow each disbelieving character a normal save vs magic. If successful, the Phantom Warrior only inflicts half its normal damage. The Warrior is completely under the mage's mental control, but does not require his concentration to maintain it, provided it is given a clear and simple command, such as, "Kill anybody who enters the room," "Stop them," " Destroy so and so," or "Protect me (or a particular item)," etc.
Magic Warrior Stats:
  • M.D.C.: 98.
    Size: 4 to 12 feet (1.2 to 3.6 m) tall.
    Attributes: I.Q. 9, P.S. 30, P.P. 22, P.E. 30, Spd. 20; all physical attributes are Supernatural and the magical essence is impervious to pain, poison, cold, heat, and fear.
    Horror Factor: 12.
    Combat: Five physical attacks per melee. does 2D6 M.D. with fists, 3D6 M.D. kicks or via some particular weapon, modem or ancient, and it can parry projectiles (bullets, arrows, etc.).
    Bonuses: +4 on initiative, +5 to strike, parry, and dodge, Spd. 20; the Phantom Warrior can lift up to 3000 lbs ( 1350 kg), but will not carry things. It can aid in clearing rubble, move objects, etc., but is not a beast of burden (it does not last long enough anyway).
Limitations: If the Warrior moves more than a 100 foot (30.5 m) distance from the spell caster, it instantly vanishes. Does half damage if people don't believe in it.


Will finishes the last of his arcane incantations,
Image
for battle against a large and imposing foe. When he refocuses, he sees that John has already handled the battle, having squished the bad guy into so much paté.

"Damn. I, uh... thought I'd get a hit in at least. I'm...damn...going pretty damn fast over here. Teeth are buzzing."

Looking at the body, he sees the rapid healing taking place from the sack of flesh. He sees Ash pull out his axes and start chopping at the corpse. "Leave no chances. No clue what the shit Mando...sorry, Mondo, was, but he needs to not come back."

When Ash finishes with the body, Will directs the others toward the building. "Let's finish this." He walks at a speed matching his Magic Warrior and heads toward the building. If possible, he enters it.
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John Altfeld
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Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100 / 76%
JIC: 1d20 / 1d100

CONDITIONS: John is at +35 feet, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.
HP: 883 / 933

John is about to start tossing parts of Mono around the clearing when Ash goes to town on the tiny juicer man. "Whoa, okay Ash, holy hell. You're a sick puppy."

I wonder if he'd regenerate from extended smashing. I sort of thought he'd melt in sunlight. Ah well, not time to experiment...

John moves towards the building and checks the sides and back for alternate entrances, including the roof. "Will, you want me to take point or rear?"

If he finds anything, he lets the others know. No sense going through the door they trapped the most...

"I could always bust down one of these walls. People usually don't think to protect a random office or whatever."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100/31%
Just in Case: 1d20; 1d100
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Weapons
NG-E4 Plasma Ejector Ammo: 10/6 Spare Ammo: 2/2 E-Clips
Bandit BigBore Revolver Ammo: 6/6 Spare Ammo: 12/12 BB-Revolver rounds
Vibro-Knife



David watches the scene unfold with time still running a bit slowly for him with his drug addled perceptions. Damn they're fast, he was kind of fast too. David thinks as he lowers his plasma ejector, and begins walking towards the building. Hell I think I may just be an extra body at this point... Oh well, still getting paid I guess. David thinks as he pauses near the entrance to the building. David posts up near the door, waiting for the others. "Wherever you need me." David says, prepared to follow whomever in.
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Wolf Whitaker
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Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100/65%
JIC: 1d20;1d100


Paranoia Thought Text

Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.)
  • See Invisible
  • Night vision 60’
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
Talisman of Superhuman Agility
Superhuman Agility
+1 on Initiative, Parry
+5 to dodge
Automatic Dodge: +5
Automatically rolls with impact
+20% to Climb/Rappel
Duration: 4 minutes
Talisman of Fighting Spirit
Fighting Spirit: +2 APM | + 1 on initiative | + 1 to strike with guns | +3 to strike in melee combat | +2 to disarm, parry and dodge | +4 to pull punch | +2 to roll with impact | +4 to save vs Horror Factor/fear | +2 to save vs possession | Critical Strike on a Natural 18-20 | karate kick (1D8 S.D.C.) | jump kick | Paired Weapons | leap attack and judo flip/throw | Duration: 8 Minutes
Talisman of Invulnerability
Invulnerability
M.D.C.: 50
Impervious to cold, disease, drugs, gases, energy, poison, and toxins
+10 vs magic, psionics, & horror factor
Duration: 8 melees
--Talisman of Chromatic Protection: 8 minutes

Wolf frowns at the ease of which the being evaded his shots. That's a first. Must have something to do with the enhancements...You could just be getting rusty. You haven't really used your skills for a while...It better not be that...You need to get stronger, faster...I know. We will...better hurry up. Or someone might use this opportunity to end us...I agree with you on this one for once.

Fang reports to Wolf as Wolf moves up to the others, "Sir, Force Field has been disabled. It is now on a 12 hour cool down. No physical damage sustained. 36 rounds expended. Wolf nods to Fang and begins fishing out loose rounds to replace the ones used in the fight. Wolf tops up Both his and Fang's ammunition.

Once at the area where Mondo ended up. "Well, I haven't see someone move like that before. That was different. Ash...you seem to be getting some frustration out...good for you. Maybe stake him too? Can't hurt right?" Wolf looks around. "So...We keep moving? Lets finish this." Wolf is ready to move out.
Wolf Whitaker

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Jack Killian
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Posts: 484
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Location: Rifts: Australia
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Re: Refugee All Stars

Post by Jack Killian »

Perception: 72% +15 1d100
JIC d20: 1d20
JIC: d100 1d100
INIT:+2+1 1d20+3 1d20+3

Conditions:
Sense the Presence of Spirits Amulet
Enhanced Perception (10 I.S.P)
Talisman Invincible 200 MD (0n)
Nurani FF 160 md on
Altess Eviscerator Count Bustamante

Jack is stunned for a moment as the huge juicer goes down and in a bloody mess.

Count Bustamante states, "Juicers are a tough group to put down, they are here and there and everywhere? Lucky you had several people going after him and you finally made contact."

Jack speaks back to Count Bustamante, "Blooody hell he's nothing but broken bones and hamburger. He is still fighting to heal!"

Count Bustamante states, "I would cook him if I were You! he doesn't seem done by any account. Maybe over cook this one!
Ash...you seem to be getting some frustration out...good for you. Maybe stake him too? Can't hurt right?" Wolf looks around. "So...We keep moving? Lets finish this." Wolf


Jack responds to Wolf, "Stake him through the heart? Really? You find it in this mess and I'll stake it."

Jack heads over to burn the parts as Ash hacks away at the body. Follow Ashes directions to separate the body from the head. Then uses two rounds for separated body and two Super Fuels as needed. When done he will circle the building to the right to try to find an entrance.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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John Altfeld
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Re: Refugee All Stars

Post by John Altfeld »

ROLLS HELD

Seeing that everyone else is handling utterly annihilating Mongoose, John moves to the wall opposite the main entrance (to his current East and in the belly of the two-headed Scotty dog that is the building), eyeballs it, then starts busting a way inside.

(Average punch damage at this size is 67) He aims to mostly leave the building in tact, but to take out a roughly ten foot section of wall.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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Venenifer
Posts: 128
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

Perception: 1d100/65%
JiC: 1d20 / 1d100

Conditions:
MDC: 630/630 | Barding MDC: 315/315 (Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 126/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |

Skills

Post

When Ven sees it start regenerating, she passively comments. "Oh! It's a construct... or undead?" She asks, looking around in genuine curiosity. She doesn't stop the others, nor help them, as they see to the further destruction of Mondo's corpse. "Yep. Better safe than sorry, right?" She comments as they destroy the body. When Ash and Will are finished, she nods along mildly. "Hmm, bit much, but whatever. It's okay as long as its evil, right?" Ven asks rhetorically to herself. This crew would do that to one of my kind in a heartbeat if the roles were changed, they seem hard-pressed to alter their perceptions. Ven muses in observation of her allies. As if I'll ever be caught off-guard again. Ven adds to herself.
Will wrote:"Let's finish this."
Ven has to stifle a laugh at the overdone line, though she doesn't comment. It takes people like that to make a difference, I guess. SUCH CONVICTION! Ven teases in her head, very entertained with her own antics. I wonder what form I should try next... perhaps a Gorilla, oh, maybe a 8-legged dragon! Mortals really don't like spiders hehehe... Ven considers to herself, practically skipping after everyone else towards the building.

"So, how do we want to crash the party? I say we make our own door and if it falls, it falls." Ven states. When John goes ahead to make a hole, she crosses her arms and nods in approval.
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
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General Disarray
Game Master
Posts: 174
Joined: Sat Aug 06, 2022 1:41 pm

Re: Refugee All Stars

Post by General Disarray »

OLD MILITARY LABORATORY COMPOUND
Thursday. March 7th 109 P.A. 1:30 PM
Weather: Sunny 74 degrees

It takes about 10 minutes for everyone to make it to the roof and pow-wow. During this period everyone notices it is eerily quiet. It is noticeable by the time everyone arrives the meat/bone/skin sack that was Mondo has begun reforming. That is brought to an absolute halt as Ash nonchalantly begins decapitating the body. The body is far tougher than he anticipated. Fo a solid 2-3 minutes he is hacking sawing, and doing everything he can think of to take the head. No one seems to be aware of the awkwardness of the unfolding scene. As everyone is conversing the sounds of blood splatter, torn flesh, breaking bones and sploshing fills the once eerily silent air. Then Jack stakes his body top the roof.

After they determined their breach plan, John walks over to the center of the back of the building. Ven joins him. Together they begin creating a hole in the center of the back wall the notice that while the building seems to be two story this center section appears to be a single story with high ceilings. As the first parts of a hole appear, you hear music blaring through the hole. The walls seem to be extremely sound proof. Through the hole you see a common area with defunct and rundown furniture. Eventually the hole is large enough for everyone to get through. As you enter what appears to be a foyer, you see the main door barred from the inside across the room. The music is blaringly loud. Those that passed their perception checks, hear the music emanating from the right hallway, and see the faintest glow of light from the same direction.

A voice rings out over what you believe to be a PA system. "Greetings you Meddlesome Moths. I have anxiously awaited your arrival. Please draw closer to the flame so that I may see you and know you."

What do you do?

Tally:
Fang -110 MDC
John -150 MDC
Map.png
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Ash, the kid (Theros)
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Posts: 100
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

Perception: 31% (+15% involving vampires or undead)1d100
JIC: 1d20
JIC: 1d100
Initiative 1d20+1
Sense vampires/undead always active


Scratches his head literally, while looking around,"I... I really don't know what to do here folks."Looks to the gang looking at their expressions."Well none of my training ever covered a storming the castle scenerio, I... I really don't know what to do"~I swear the gods are messing with us on this assignment, surprised the douchebag in the building didn't say something like "You will Rue the day" and then cackle~ "Well I guess my short experience in the field is showing for once, sorry"
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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William Summers
Diamond Level Patron
Posts: 524
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
Contact:

Re: Refugee All Stars

Post by William Summers »

Perception: 1d100/51% (+15% regarding machines and/or magic)
JIC: 1d20/1d100

  • SDC: 48/62
  • HP: 73/73
  • ISP: 31/31
  • Personal PPE: 196/196
  • Energy Sphere: 722/800. 31/32 days
    1. 50/50
    2. 50/50
    3. 50/50
    4. 50/50
    5. 50/50
    6. 50/50
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Eye of Odin (Patron Item, left eye)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)

Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.

8th Ring of Elder
Image
Magic Features:
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.

Range: Self or one other by touch.
Duration: 191/140 melee rounds (35:45/48 minutes).
Saving Throw: None.
P.P.E.: 30 (divided by 2=15)
Although not quite as " invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 200 M.D.C., and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.

Range: Self or others by touch.
Duration: 1164 melee rounds (2:4516 minutes).
Saving Throw: None.
P.P.E.: 10 (divided by 2=5)
The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movements performed during this period are done without fatigue.


Stepping into the crafted entrance, Will hears the music and shakes his head. "Too loud. Meant to throw us off. If you see a speaker, blow it."
Ash, the kid (Theros) wrote: Thu Aug 17, 2023 1:52 pm"I... I really don't know what to do here folks."
"Don't sweat it, Kid. That's what I'm here for. You follow my directions, kill all the vamps you see and we'll be just fine."

To the rest of the crew, he says "Let's investigate the west wing first, come back through the center and end in the east wing. I want to make sure there are no surprises waiting for us. And if there are any of whatever the shit Mondo was being made, let's bring an end to that too. Morrow, you're up front with me. Kid and Fireman, you're next. Then Ven with Wolf. Wolf, I want your scouts in the lead. Pebbles, you take up the rear and soak up and ambushes they've got for us. Any questions before we head out? Remember, kill the vamps, get paid, merc life."

As Will heads West, he tries to get a feel for the layout of the building and whether there are any surprises coming their way. (Detect Ambush: 1d100/78% - PASS)
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Ash, the kid (Theros)
Diamond Level Patron
Posts: 100
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

William Summers wrote: Fri Aug 18, 2023 2:57 pm "Don't sweat it, Kid. That's what I'm here for. You follow my directions, kill all the vamps you see and we'll be just fine."

To the rest of the crew, he says "Let's investigate the west wing first, come back through the center and end in the east wing. I want to make sure there are no surprises waiting for us. And if there are any of whatever the shit Mondo was being made, let's bring an end to that too. Morrow, you're up front with me. Kid and Fireman, you're next. Then Ven with Wolf. Wolf, I want your scouts in the lead. Pebbles, you take up the rear and soak up and ambushes they've got for us. Any questions before we head out? Remember, kill the vamps, get paid, merc life."
Ash nods and starts to walk towards Jack. Once next to him, he looks up at jack. "Hope I don't disappoint you sir." a brief moment goes by before a quizzical look strikes him "Come to think of it, I don't think anyone ever told me how you got nickname Fireman, is it a good story?" Checking his gear to make sure everything is in good order before heading out.
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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John Altfeld
Diamond Level Patron
Posts: 460
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100 / 76%
JIC: 1d100 / 1d20

CONDITIONS: By the end of this post, John is at +10 feet, is Pebbles, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.
HP: 428 / 558

John watches as Ash spends a really long time taking off Mongoloid's head. He laughs. "You're wild, man. Look at you go." While he waits, he shrinks down to better fit inside and encourages his flesh to knit together.

Healing Factor regeneration: 4d6

Once they've opened up a hole into the building, John appraises the ragged edge of the new entrance, examine the presumably hyper-tensile materials. Wonder if this is tougher than the MercTown walls. And if they paid to have the interior walls also be armored. Most people cheap out on that.

He tests this theory by trying to stick his hand through one of the nearby interior walls.

John is about to suggest they enter the West wing through the roof, when Will heads down the corridor. When the others have gone the passage, he takes up the rear as Will asks. Figured he'd have me out front. Huh.

Detect Concealment: 1d100 / 61%
Detect Ambush: 1d100 / 61%
Prowl: 1d100 / 59% (99%-40% as pebbles)
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
Jack Killian
Diamond Level Patron
Posts: 484
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: Refugee All Stars

Post by Jack Killian »

Perception: 72% +15 1d100
JIC d20: 1d20
JIC: 100 1d100


Conditions:
Sense the Presence of Spirits Amulet
Enhanced Perception (10 I.S.P)
Talisman Invincible 200 MD (0n)
Nurani FF 160 md on
Altess Eviscerator Count Bustamante
Ash nods and starts to walk towards Jack. Once next to him, he looks up at jack. "Hope I don't disappoint you sir." a brief moment goes by before a quizzical look strikes him "Come to think of it, I don't think anyone ever told me how you got nickname Fireman, is it a good story?" Checking his gear to make sure everything is in good order before heading out.
Jack smiles and says, , “That is one of many names I have been called. That one goes back to the time in Sidney. I doubled as a Fire Department and Fire Support team, which was a three member team, A Gargoyle and a Brodkil, Now that might seem odd to you, but in Sidney that is How we survived even bigger monsters, slavers, humans and the environment. When I met William and company in Mexico I picked up my newest name, Volcano! I was spit out of a volcano and landed in front of his team. I have been with the team ever since.”

Jack follows William, but hangs back with John.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
User avatar
Venenifer
Posts: 128
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

Perception: 1d100/65%
JiC: 1d20 / 1d100

Conditions:
MDC: 630/630 | Barding MDC: 315/315 (Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 126/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |

Skills
Extended Presence Sense: 1d100/69%[HYPER CRIT]
Mind's Eye: 1d100/86%

Post
Some Dude wrote:"Greetings you Meddlesome Moths. I have anxiously awaited your arrival. Please draw closer to the flame so that I may see you and know you."
When Ven enters and hears the music, she sways one hand along to the beat to see if she likes the rhythm before she is rudely interrupted by the loudspeaker once again. "Well, isn't this one full of themselves." Ven mutters, retracting her hand and crossing her arms across her chest. Her arms reaching across her barded corset as she taps one foot and looks to the others.
Ash wrote:"Well none of my training ever covered a storming the castle scenerio, I... I really don't know what to do"
Will wrote:"Don't sweat it, Kid. That's what I'm here for. You follow my directions, kill all the vamps you see and we'll be just fine."
Ven glances to Ash as well and adds. "You're doing well, Ash. Just keep your head." Ven says with a sly smile. He has adapted quite well to the new circumstances. I am impressed. Ven mentally considers.
Will wrote:"Let's investigate the west wing first, come back through the center and end in the east wing. I want to make sure there are no surprises waiting for us. And if there are any of whatever the shit Mondo was being made, let's bring an end to that too. Morrow, you're up front with me. Kid and Fireman, you're next. Then Ven with Wolf. Wolf, I want your scouts in the lead. Pebbles, you take up the rear and soak up and ambushes they've got for us. Any questions before we head out? Remember, kill the vamps, get paid, merc life."
Ven looks to Will and listens to the magus issue orders and nods. "Let's move swiftly yet with trepidation. There is no telling what lay in store for us." Ven warns and proceeds with the group in the middle with Wolf. Ven will activate her
Range: Self, 100 feet (30.5 m) plus 50 feet (15.2 m) per level of experience.
Duration: Two minutes per level of experience.
I.S.P.: 8
Mind's Eye is a sensory power that instills the psychic with radar-like vision. This psionic radar allows the character to see the shape of everything around him. Even people or items concealed through magic (except Invisibility: Superior) can be seen with this radar vision. A psychic using this power suffers no penalties when blinded or in complete darkness. The psychic can sense and interpret the shape, distance, direction, speed, and location of everything around in all directions at an accuracy with several bonuses.
Chance of Success: (+2%)
Bonuses: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised.
Note: Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability
and her
Range: Self, 20 feet (6.1 m) plus 5 feet (1.5 m) per level of experience.
Duration: Two minutes per level of experience.
I.S.P.: 8
Base Skill: 69% (+3%)
As the name implies, this power is an extended version of the Sensitive psionic power of Presence Sense, increasing the psychic's sensory perception at the expense of sensing range. While this power reduces the actual range of sensing (compared to the Presence Sense ability), it does increase the psychic's level of sensory detail. This power essentially functions like the standard Presence Sense power, yet also allows the psychic to pinpoint the exact number and location of all sentient beings in the area of effect. Otherwise, this power is identical to the standard ability
Standard Ability: Presence Sense is a psionic probe and awareness that alerts the psychic to the presence of supernatural beings, creatures of magic and other monstrous life forms. The ability cannot pinpoint the location of the presence, but will give the psychic the impression of whether it is near (within 50 feetll 5.2 m) or far (beyond 90 feetl27.4 m). It will also
give the character a vague idea of how many presences there are; one or two, a few (3 to 6), several (7 to 1 5), many (20-70) or an army or a swarm (100 or more). The psychic can also tell if one or more of the supernatural presences is small (something not too powerful), medium (Lesser Demon and most Supernatural Predators), big (Greater Demon and nasty monsters) or huge (Demon Lords, Dark Gods, Ancient Evil or Alien Intelligence).
The psychic can also sense human!D-Bee presences, but with much less accuracy. It is more of a feeling of "We are not alone." The person's distance is undeterminable and the number of people is limited to a sense of one or two or many, and that is only right half of the time. The only exception is if a place has been deserted, cleared out of human and animal life, then, the psychic can sense that one or more humans are above, below, north, south, etc.
. She also draws her Water Sword and activates it [-10 PPE].
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
User avatar
David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100/31%
Just in Case: 1d20; 1d100
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Weapons
NG-E4 Plasma Ejector Ammo: 10/6 Spare Ammo: 2/2 E-Clips
Bandit BigBore Revolver Ammo: 6/6 Spare Ammo: 12/12 BB-Revolver rounds
Vibro-Knife
Talismans/Amulets Loaned
Turn the Undead Amulet
Uncommon Amulet
Magic Effect:
  • Prevents any undead from physically touching the wearer while they wear or hold the amulet.

Curse: (if any)
History: (if any)
Talisman of Lightblade
Talisman
Magic Features
  • Lightblade
  • Damage: 1d4*10+8 M.D.
  • Duration: 8 minutes
  • Charges: 3

Book Reference: p.117/150, BoM
Talisman of Invincible Armor
Talisman
Magic Features
  • Invincible Armor
  • 200/200 MDC
  • Regen: 1D6 MD/melee
  • Equivalent to EBA
  • Energy attacks: 1/2 damage
  • -15% to prowl, climb, swim and other physical skills
  • Charges: 3

Book Reference: p.121/150, BoM


Detect Concealment 1d100/40% (To find hiding Vampires/Juicer Vampires)

David watches John destroy the wall. Impressive. The Juicer thinks as he waits for either a fight to break out randomly or orders to be given. David takes a few moments to unpack his helmet and put it on, giving the optics a quick cycle to make sure they're working.
William Summers wrote:"Let's investigate the west wing first, come back through the center and end in the east wing. I want to make sure there are no surprises waiting for us. And if there are any of whatever the shit Mondo was being made, let's bring an end to that too. Morrow, you're up front with me. Kid and Fireman, you're next. Then Ven with Wolf. Wolf, I want your scouts in the lead. Pebbles, you take up the rear and soak up and ambushes they've got for us. Any questions before we head out? Remember, kill the vamps, get paid, merc life."
David nods, shoulders his plasma ejector and moves in tandem with William. Following the Battle Magus/Techno Wizard into the western hall. "Certainly not how I figured my day would go." David says quietly as he sweeps the halls and doors with his gun. Might not be able to hurt them with this, but I have a feeling they're still not gonna like it. David thinks as he considers what he's been told about Vampires and their strengths and Weaknesses.
User avatar
General Disarray
Game Master
Posts: 174
Joined: Sat Aug 06, 2022 1:41 pm

Re: Refugee All Stars

Post by General Disarray »

OLD MILITARY LABORATORY COMPOUND
Thursday. March 7th 109 P.A. 2:00 PM
Weather: Sunny 74 degrees


The Roughnecks head into the western hall with trepidation. Surprisingly there is no resistance. Sorrow sees the room that he escaped from to the right. The door stands open and the hole in the wall remains. Jack, John and Ven hear what appears to be a male voice humming with the music. The hallway terminates into an open door into a what appears to be a lab.

On tables lining the walls of the room, the team sees 8 emaciated vampires with tubes protruding from various locations on their body apparently extracting some sort of fluids that are coalescing in jars. A lithe man walks back and forth between a lab station and diagnostic equipment, On the far wall, a woman's corpse hangs from the ceiling is splayed and flayed with skin removed from the neck down, the entrails hanging from the abdomen. She is most certainly dead and her face is contorted in what appears to be its last emote of intense pain. Around her neck hangs a handwritten sign, that says 'TRAITOR'. Sorrow will recognize the woman's face as Celeste, the woman who helped free him, and he recalls the man's sister.

The man turns and with a gleeful smile says, "Ah my guests have arrived, excellent! I am Dr. Armand Childers III. But those wo know me, call me Archie. Welcome to my Lab of Wonders. I have only met Mr. Doe there," He points at Sorrow, "but the reputation of the rest of you has preceded you. Quite the thorn in my side especially destroying Mondo. He was such a fun pet. But I am happy to say your exploits have failed to stop me. As we speak, my creations lie in wait in a cave outside the castle of your benefactors. When night falls, they will strike, slowly turning everyone there into a mindless ravenous creatures driven only by the instinct to feed and turn others into their kind. Eventually they will consuming every human and D-Bee in the castle, turning them and then spread to every location on the planet. Rinse and repeat. Once all sentient life has been turned, I will destroy all of them, thus completing my designs to eliminate these pesky life forms that have plagued this planet for millenia. Finally I will be able to rebuild this world in my image." He pauses, "Interesting, why did I feel the need to tell you my grandiose plans. That is such a unexpectedly human trope. I guess I am bragging. Anywho, the question you need to ask yourself, what are you going to do? There is a slim probability you could foil my plan. Stop the impending onslaught. Or you can punish me for my dastardly deeds. But my calculations indicate that every moment you spend here reduces the probability of stopping the onslaught to nil." At this time anyone with danger sense immediately feel it triggered as a bevy of turrets drop from the ceiling and point at the Roughnecks. "As strong as you are the forcefield between us, my design, should hold for quite a while and those turrets, at least for sometime, would present quite the nuisance."

WHAT DO YOU DO??

Tally:
Fang -110 MDC
John -150 MDC
User avatar
David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100/31%
Just in Case: 1d20; 1d100
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Weapons
NG-E4 Plasma Ejector Ammo: 10/6 Spare Ammo: 2/2 E-Clips
Bandit BigBore Revolver Ammo: 6/6 Spare Ammo: 12/12 BB-Revolver rounds
Vibro-Knife
Talismans/Amulets Loaned
Turn the Undead Amulet
Uncommon Amulet
Magic Effect:
  • Prevents any undead from physically touching the wearer while they wear or hold the amulet.

Curse: (if any)
History: (if any)
Talisman of Lightblade
Talisman
Magic Features
  • Lightblade
  • Damage: 1d4*10+8 M.D.
  • Duration: 8 minutes
  • Charges: 3

Book Reference: p.117/150, BoM
Talisman of Invincible Armor
Talisman
Magic Features
  • Invincible Armor
  • 200/200 MDC
  • Regen: 1D6 MD/melee
  • Equivalent to EBA
  • Energy attacks: 1/2 damage
  • -15% to prowl, climb, swim and other physical skills
  • Charges: 3

Book Reference: p.121/150, BoM


Number of attacks: 7
Initiative: 1d20+4
Action One: Fire Plasma Ejector at Turrets. (Strike: 1d20+1; Damage: 6d6 M.D.)
Action Two: Fire Plasma Ejector at Turrets. (Strike: 1d20+1; Damage: 6d6 M.D.)
Action Three: Fire Plasma Ejector at Turrets. (Strike: 1d20+1; Damage: 6d6 M.D.)
Action Four: Fire Plasma Ejector at Turrets. (Strike: 1d20+1; Damage: 6d6 M.D.)
Action Five: Fire Plasma Ejector at Turrets. (Strike: 1d20+1; Damage: 6d6 M.D.)
Action Six: Fire Plasma Ejector at Turrets. (Strike: 1d20+1 Critical!; Damage: 6d6 M.D. x2= 42 M.D.!)
Action Seven: Reload Plasma Ejector.

Contingencies


Parries As Needed: 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8.
Dodges if armor is reduced to 25% (20 M.D.C.): 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8.
Auto-dodges (As Needed): 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5.


David mostly ignores the pompous doctor as he looks to the mutilated woman who helped him escape. "She deserved better." Sorrow mumbles.

"Shut it creep, your done!" Sorrow yells.

When the turrets drop, Sorrow begins to fire on them, relying on his Juicer reflexes to get him out of the path of their attacks. I figure John can take out the force field, so I'll leave it to them. David thinks.
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John Altfeld
Diamond Level Patron
Posts: 460
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100 / 76%
JIC: 1d100 / 1d20

CONDITIONS: John is at +10 feet, is Pebbles, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.
HP: 428 / 558

John ignores whatever this is that Sorrow's doing, then holds up his hands, to show that he isn't going to attack. Walks slowly to the forcefield and leans against it, tapping it, while giving Ven and Will a meaningful look.

"Cyttorak!" says John as he activates Talisman of Invulnerability to protect himself from the turrets (unless they're railguns, in which case ignore this line).

"So, uh, Doctor, normally I wouldn't be talking to you like this. I'd be calling you Almond and knocking your turrets apart. But I think you've made a number of very serious miscalculations here. First, we're supposed to be capturing you alive. If we weren't we'd have just taken the building down around you or lit you on fire inside your forcefield wall."

"Second, you're assuming that it would take all of us to capture you rather than maaaaybe two."

"Third, I'm guessing you don't have a good understanding of how magic works. It's the middle of the day, we've got maybe 3-4 hours until sunset. We can TELEPORT to where you've stashed your monsters, so taking a couple minutes to mess you up isn't really a problem for us."

"And finally, you literally just told us you have a kill switch for your creations, so we just need to get that from you and we're all set."

He pauses and looks at the rest of the team and the turrets. "Personally, I'd rather you surrender to us, turn off your dumb machines and then you can plot your escape from the Tomorrow Legion using your obviously brilliant mind to outsmart them and continue your nefarious schemes in the future."

John shrugs. "Better make a decision fast before this weirdo we found in the woods gets bored."

Invoke Trust/Intimidate: 1d100 / 35%

Autododges: 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
User avatar
Venenifer
Posts: 128
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

Perception: 1d100/65%
JiC: 1d20 / 1d100

Conditions:
MDC: 630/630 | Barding MDC: 315/315 (Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 126/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |

Skills


Combat Actions
APM: 5
Initiative: 1d20+2
Parries: 1d20+6 | 1d20+6 | 1d20+6 | 1d20+6 | 1d20+6
Dodge Actions [2 Reserved; extras if needed]: 1d20+5 | 1d20+5 | 1d20+5 | 1d20+5 | 1d20+5

A1: Bio-Manipulation [-10 ISP] Paralysis | Duration: 4d4 Minutes
A2: If first attempt unsuccessful, try until successful. Bio-Manipulation [-10 ISP] Paralysis | Duration: 4d4 Minutes
A3: Bio-Manipulation [-10 ISP] Paralysis | Duration: 4d4 Minutes

Contingency: In the event Bio-Manipulation succeeds, Ven will cast Manipulate Objects and attempt to TURN OFF whatever force-field is blocking them.
Contingency: In the event of a rebound explosion, sacrifice an action to cast Implosion Neutralizer.

Post

Upon approach, Ven notices the off-tune humming with mild interest and annoyance. Music. Hymns. Used for so many things. The songs in Atlantis are cries of agony. The sounds of Russia are shouts of order. This one hums of confidence. Ven considers, walking in and fishing out her lightblade, though keeping it deactivated and triggering her force shield. When they enter the room and the grotesque sight is before them, Ven looks upon the flayed human before her and her lip briefly curls in disgust. "Oh my, how distasteful." Ven briefly mutters to herself, stepping off to the right side of everyone else and crossing her arms. Hmm, I recognize these two from my vision. Obviously not the partnership I had assumed, perhaps she dissented and that is why she is a traitor. Ven muses to herself as Archie begins to speak.
Doctor Talks-a-lot wrote:"Ah my guests have arrived, excellent! I am Dr. Armand Childers III. But those wo know me, call me Archie. Welcome to my Lab of Wonders" .... "As strong as you are the forcefield between us, my design, should hold for quite a while and those turrets, at least for sometime, would present quite the nuisance."
Ven looks around the room while he is speaking, randomly glancing back towards the evil doctor as he monologues, not stopping him from going over his plan. They always talk too much. Ven playfully recalls about all the villains she has encountered or heard about. When John launches into a counter-narrative about why the Evil Doctor is going to fail, Ven visibly rolls her eyes at both of them. "Men are all the same." She mutters. One has to be right. Talk over each other. My dick is bigger than yours. Blah Blah Blah. Ven thinks in her mind, her neck rolling with each blah. Ven's head whiplashes around towards Sorrow as he opens fire and nods. "I agree, time to shut him up." Ven states and attempts to reach out and paralyze the doctor with her powerful mind.
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
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Ash, the kid (Theros)
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Posts: 100
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

Perception: 31% (+15% involving vampires or undead)1d100
JIC: 1d20
JIC: 1d100
Initiative 1d20+1
Sense vampires/undead always active


Looking around at the Vampires that have been turned into monsterous like IV bags being drained of fluid, Ash pops the Globe of daylight arrow he had recalled moments before after burying Mondo's head, to turn back on, and drops it center of the strung up leeches. Then decapitates each vampire in succesion as if he was simply cuting bunches of bananas or grapes of their respect tree's or vines. ~Ok Will said concentrate on killing vamps when we find any, and this is any, while Doctor Douchebag is busy talking, at least I can do this.~


APM and rolls
18, 19, or 20 pin incapacitate and critical. Paired weapons.
Number of Attacks: 5+2+*1 APM when fighting vampires/undead/demons/supernatural evil, can't remember if the h2h damage bonus applies in rifts melee combat atm or not, hth bonus is +18

Action 1: Activates a Globe of Daylight arrow and drop it in the cetner of the 8 vampire bodies strung up for draining.

Action 2: behead vampire 1 Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6mdc

Action 3: behead vampire 2 Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6mdc

Action 4: behead vampire 3 Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6mdc

Action 5: behead vampire 4 Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6mdc

Action 6: behead vampire 5 Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6mdc

Action 7: behead vampire 6 Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6mdc

*Action 8: behead vampire 7 Silver plated Ripper Vibro-Axe Strike 1d20+15 Damage 4d6mdc

Dodge rolls if needed (+12 for normal dodge/ +4 auto dodge)
straight dodge rolls without applicable bonuses, apply as needed
(1) 1d20 (2) 1d20 (3) 1d20 (4) 1d20 (5) 1d20 (6) 1d20 (7) 1d20 (8) 1d20

Talisman of Fighting spirit Magic Features
+1 on Initiative, to strike w/ Guns
+2 APM, to disarm, parry and dodge, roll w/ impact, to save vs Possession
+3 to strike melee,
+4 pull punch, to save vs Horror Factor/fear
Crit Strike: Natural 18-20
Karate kick, Jump kick, Paired Weapons, leap attack, Judo flip/throw.
Duration: 4 minutes
Charges: 3



Talisman of Invincible Armor Magic Features
200/200 MDC
Regen: 1D6 MD/melee
Equivalent to EBA
Energy attacks: 1/2 damage
-15% to prowl, climb, swim and other physical skills
Charges: 3
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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Jack Killian
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Posts: 484
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: Refugee All Stars

Post by Jack Killian »

Perception: 72% +15 1d100
JIC d20: 1d20
JIC: d100 1d100
INIT:+2+1 1d20+3

Conditions:
Sense the Presence of Spirits Amulet
Enhanced Perception (10 I.S.P)
Talisman Invincible 200 MD (0n)
Nurani FF 160 md on

Jack is confused about all this talking. He looks at John then back to the others? Dang, William, John an I have been together Since vampire days in Mexico. The Force Field is protecting him.

In case this goes side ways.
Fire Eruption: inside the room protected by a Force field one foot in on the Right of the Scientist.
Bonus to Strike: 80 % 1d100F 40 feet or bigger does 6D6 M.D. per melee round,20 I.S.P. to create a mega-damage fIre.
whenever somebody tries to run through it. Combustible items burn hotter and the fire spreads four times faster than a normal

Damage: 6d6 6d6d
Next round Super fuel x10 240 MD
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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William Summers
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Posts: 524
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
Contact:

Re: Refugee All Stars

Post by William Summers »

Perception: 1d100/51% (+15% regarding machines and/or magic)
JIC: 1d20/1d100

  • SDC: 48/62
  • HP: 73/73
  • ISP: 31/31
  • Personal PPE: 196/196
  • Energy Sphere: 722/800. 31/32 days
    1. 50/50
    2. 50/50
    3. 50/50
    4. 50/50
    5. 50/50
    6. 50/50
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Eye of Odin (Patron Item, left eye)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)

Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.

8th Ring of Elder
Image
Magic Features:
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.

Range: Self or one other by touch.
Duration: 23/192 melee rounds (5:45/48 minutes).
Saving Throw: None.
P.P.E.: 30 (divided by 2=15)
Although not quite as " invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 200 M.D.C., and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.


Walking into the Western hall and then the lab, Will grimaces at the sight of the vampires tied to the tables with various medical doodads sticking out of their bodies. Well, shouldn't have been a vamp. Still, that's awful. The flayed woman gets an angrier response from Will as he starts to say "Whoever did this is gonna..."
Dr. Childers the Third wrote: Tue Sep 05, 2023 6:41 am"Ah my guests have arrived, excellent! I am Dr. Armand Childers III."
Will sits and listens to the villains exposition on his grandiose plan, taking in the details, but mostly thinking of the retort he'll have when the man is finished. The Doctor is out? No, that's stupid... An apple a day won't keep me away? No... he's the Doctor Wait, but if... Got it.

When the good Doctor finishes his explanation of the plan and John points out that he's got a killswitch for his creations somewhere, Will says "Doctor, an apple a day won't stop me from taking your head off! Roughnecks, blitz em!"

He then begins a set of arcane incantations that draw him out of time to buffer himself before calling the storm on the turrets overhead.


Initiative: 1d20+10 (+2 after Time Slip)
APM: 9 when all magic (+2 from Fighting Spirit)=11

Action 1: Activate
Time Slip Actions 1-2: Cast
An offensive spell.
Range: Self or other by touch.
Duration: 32 melee rounds.
Saving Throw: None.
P.P.E.: 20 (divided by 2=10)
For the duration of the spell's effect the caster is imbued with the hand to hand fighting ability of a high level warrior. The spell provides the following bonuses: +2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, parry and dodge, +4 to pull punch, +2 to roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on a Natural 18-20, karate kick (1D8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw. While the spell is in effect, the caster moves with an agility, confidence and skill (normally) beyond his own natural abilities.
on self.
Time Slip Action 3:
A self-empowering spell.
Range: Self of other by touch or within 20 feet (6.1 m); line of sight.
Duration: 32 melee rounds (8 minutes).
Saving Throw: None.
P.P.E.: 15 (divided by 2=8)
This enchantment empowers the recipient with the balance, reflexes and agility of a jungle cat. Without the need of any training the character can walk a tightrope or narrow ledge at a base skill of 88%, as well as fight, leap and dodge on narrow beams, tightropes and ledges without fear of losing his balance and falling. The character is also totally unafraid of heights when this spell is in effect.
Bonuses:
+1 on initiative, +1 to parry, +5 to dodge and +5 to roll with impact.
Automatic Dodge (+5; the act of dodging – moving out of the way of an attack – without spending one of his own melee attacks).
Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts).
+20% to Climb/Rappel skill.
on self.
Time Slip Action 4: Cast
Range: Self or others by touch.
Duration: 64 melee rounds (16 minutes).
Saving Throw: None.
P.P.E.: 10 (divided by 2=5)
The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movements performed during this period are done without fatigue.
on self.
on Armor. 1 charge left.
Actions 2-3: Cast
Range: 100 feet (30.5 m) per level of experience.
Duration: One melee round per level of experience.
Damage: 4D6 +2 M.D. per level of experience.
Saving Throw: Dodge.
P.P.E.: 30 (divided by 2=15)
This is a more powerful version of the Electric Arc spell, pumping more magical energy into the jolt for greater range and damage; point and shoot. +4 to strike targets within 100 feet (30.5 m), but only +1 to strike those at greater distances.
Each lightning blast counts as one melee attack/action and is limited by the character's total number of attacks. This means a character with four attacks per melee round use up two attacks to cast the spell and fire once. This leaves two more electrical attacks that melee round, but in the next three melee rounds the mage in our example can fire up to four times (once for each of his attacks per melee round). In addition, the character may vary or combine attacks. That is to say, a sorcerer with four attacks may elect to fire once, cast another spell and draw and fire a weapon or perform a skill, and so on.
@ Turret. Strike: 1d20+4 Damage: 4d6+16 MD
Action 3: Fire Lightning at Turret. Strike: 1d20+4 (CRIT FAIL) Damage: 4d6+16 MD
Action 4: Fire Lightning at Turret. Strike: 1d20+4 Damage: 4d6+16 MD
Action 5: Fire Lightning at Turret. Strike: 1d20+4 Damage: 4d6+16 MD
Action 6: Fire Lightning at Turret. Strike: 1d20+4 (CRIT) Damage: 4d6+16x2 =60 MD
Action 7: Fire Lightning at Turret. Strike: 1d20+4 Damage: 4d6+16 MD
Action 8: Fire Lightning at Turret. Strike: 1d20+4 Damage: 4d6+16 MD
Action 9: Fire Lightning at Turret. Strike: 1d20+4 Damage: 4d6+16 MD
Action 10: Fire Lightning at Turret. Strike: 1d20+4 Damage: 4d6+16 MD
Action 11: Fire Lightning at Turret. Strike: 1d20+4 Damage: 4d6+16 MD

Auto-Dodges: 1d20+5 (CRIT) 1d20+51d20+51d20+51d20+51d20+51d20+51d20+51d20+51d20+5 (CRIT) 1d20+5

If all goes as planned, -38 PPE
The Man in Black
Ledger
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