Episode 3: Run

Look to the Horizon, spread your wings and fly.
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Amber Dach
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Posts: 270
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [98] = 98 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [13] = 13 | 1d100: [25] = 25

Skills Rolls
Lore: Magic • Base Skill (general knowledge): 40% = 1d100: [2] = 2 (to see if she can determine why the CoA did't work on Eight)
Lore: Psychics & Psionics: 50% = 1d100: [40] = 40 (to see if she notices TK Force Field)
Field Armourer & Munitions Expert 60% = 1d100: [100] = 100 (to unjam rifle if needed)
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [41] = 41
o Track by Psychic Scent: 70% = 1d100: [74] = 74 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [7] = 7 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 3.25 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 18 more minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160
Underguard wrote: Fri Jul 28, 2023 10:09 pm [Roboy in a Bubble]

Minerva, Amber and Praxis race after Eight at alarming speeds, each pushing their respective means more than they expected. After Susan and Phinneas give Reka his gear, the Uteni seems to calm down and appears cooperative. "Ah. Thank you." Reka says and follows the others towards Eight and the Shipyard. After several seconds, and out of the corner of their eyes, Minerva then Amber spot Eight in his retreat. Praxis follows suit, Minerva reaching out with a telekinetic grab that prompts the robot to come to an abrupt halt. Praxis has time to take a shot at Eight which sinks into the robot's right shoulder while Amber reaches range to activate her talisman with Carpet of Adhesion. Amber sees something interesting happen when the ethereal tendrils of Carpet of Adhesion seem to ignore the robot entirely; something she has never seen before. However the telekinetic Force Field that then surrounds Eight places the robot in a ball of energy. There is enough time for Susan, Phinneas and Reka to close the distance and find Eight trapped in a bubble, preventing any further direct damage from behind done to him.
Amber is perplexed at the disappearance of her Carpet of Adhesion spell that touches Eight. How is that even possible? I have seen that spell bring a giant robot to a stop? She lets that thought evaporate from her mind and brings her rifle to bear on Eight and starts firing. Unless she is told of or notices the TK Force Field encompassing Eight, she will start firing at the held robot.

Combat Rolls
Initiative: 1d20+8: [5]+8 = 13
(+5 from Robot Combat Elite +3 from Cyber-Knight Zen Combat = +8)


Action 1: Fire at Eight with NE-11 Rifle: 1d20+4: [20]+4 = 24 ; Damage: 1d4*10: [4]*10 = 40 MD
Action 2: Fire at Eight with NE-11 Rifle: 1d20+4: [16]+4 = 20 ; Damage: 1d4*10: [4]*10 = 40 MD
Action 3: Fire at Eight with NE-11 Rifle: 1d20+4: [4]+4 = 8 ; Damage: 1d4*10: [2]*10 = 20 MD
Action 4: Fire at Eight with NE-11 Rifle: 1d20+4: [13]+4 = 17 ; Damage: 1d4*10: [1]*10 = 10 MD
Action 5: Fire at Eight with NE-11 Rifle: 1d20+4: [15]+4 = 19 ; Damage: 1d4*10: [4]*10 = 40 MD
Action 6: Fire at Eight with NE-11 Rifle: 1d20+4: [1]+4 = 5 ; Damage: 1d4*10: [3]*10 = 30 MD
Action 7: Fire at Eight with NE-11 Rifle: 1d20+4: [15]+4 = 19 ; Damage: 1d4*10: [4]*10 = 40 MD
Action 8: Fire at Eight with NE-11 Rifle: 1d20+4: [16]+4 = 20 ; Damage: 1d4*10: [4]*10 = 40 MD

(OOC - she will not fire unless the TK Force Field is down if she notices its presence or is told that it is present.)
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Phinneas_Graves
Posts: 147
Joined: Sun Feb 06, 2022 11:29 am

Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [38] = 38
JIC: 1d20: [19] = 19 | 1d100: [78] = 78

Active:
(Phy) Nightvision (4)
-10 minutes per level of exp.
-Can also be used for polarized sight, reducing glare like polarized sunglasses.

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

I can't wait to be off this goddamn rock already!

When Jack sees Eight trapped in the energy bubble, he looks to Reka. "Unless you have something good to deal with this, may I suggest that we just continue on to the device? We are definitely running out of time."

If Reka agrees to go, Jack continues to run towards the device with him. If Reka has an option to battle Eight, Jack has combat rolls.



Combat rolls

Initiative: 1d20+4: [8]+4 = 12


Ranged combat:
Action 1: Strike w/NG-R50: 1d20: [11] = 11   | Damage 1: 4d6: [1, 4, 2, 5] = 12
Action 2: Strike w/NG-R50: 1d20: [15] = 15  | Damage 2: 4d6: [1, 3, 2, 6] = 12
Action 3: Strike w/NG-R50: 1d20: [3] = 3 | Damage 3: 4d6: [6, 6, 5, 3] = 20
Action 4: Strike w/NG-R50: 1d20: [19] = 19 | Damage 4: 4d6: [6, 5, 1, 3] = 15
Action 5: Strike w/NG-R50: 1d20: [17] = 17 | Damage 5: 4d6: [2, 5, 1, 4] = 12

Auto Dodges: 1d20+3: [2]+3 = 5 1d20+3: [4]+3 = 7 1d20+3: [5]+3 = 8 1d20+3: [7]+3 = 10 1d20+3: [20]+3 = 23
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Minerva
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Posts: 274
Joined: Sat Jun 03, 2017 11:55 pm
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Re: Episode 3: Run

Post by Minerva »

Perception: 1d100: [80] = 80 /59%
JIC: 1d20: [19] = 19 / 1d100: [32] = 32

  • SDC: 207/207
  • HP: 130/130
  • ISP: 337/426


  • Helmet: 50/50
  • Arms:
    • L: 40/40
    • R: 40/40
  • Legs:
    • L: 50/50
    • R: 50/50
  • Main Body: 86/90
  • N-F50A Superheavy Force Field: 160/160 (OFF)

  • Damage: 4D6 M.D.

  • Damage: 5D6 M.D.C. per melee

  • Range: 2,000'
  • Damage: 1D4x10 M.D.
  • Payload: 10 Shot (E-Clip)

  • Range: 1 mile
  • Damage: 6D6 M.D.
  • Payload: 2 missiles

  • Robotic P.S. of 25
  • +4 P.P.
  • +20 Speed
  • +10' to leaps
  • +10% to Climbing
  • Reduce Fatigue by 75%
  • -10% to Physical Skills
  • +1 to Strike with Hand Held Ranged Weapons
  • +3 Initiative
  • +2 to Parry
  • +2 to Dodge
  • +5 to Roll w/ Impact
  • Allows user to dodge all attack, even those from behind and/or surprise
  • Restrained Punch: 6D6
  • Punch/Kick: 1D4 M.D.
  • Power Punch/Jump Kick: 2D4 M.D.

  • Duration: 4:15/10 minutes

  • Duration: 17:30/18 minutes
  • Max Weight: 3200 lbs
  • Range: 500'
    Bonuses:
    • +3 to strike
    • +4 to parry

  • Duration: 4:30/5 minutes
  • Damage: 6D6+6 (including Fencing)
  • Bonuses:
    • +1 to strike
    • +2 to parry
    • +1 to initiative
    • +1 to dodge
    • Cannot be surprised by sneak attacks
    • Fire, heat, electrical and all energy attacks, including magic, do 1/2 damage

  • Duration: 44:45/45 minutes
  • Damage: 11D6 (including Fencing)


Range: Self.
Duration: 17:45/18 minutes
I.S.P.: 10
When a psychic uses this ability, she greatly enhances her mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of her body. For the duration that this power is in use, the psychic gains the following bonuses:
  • +1 attack per melee
  • +3 on initiative
  • +1 to strike
  • +2 to parry and dodge
  • +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher)
  • +15% to all Physical skills that rely on coordination or balance.



Eight sealed up tight in her Telekinetic bubble, Minerva lands 20 feet away and waits for the rest of the team. Telepathically, she sends a message to the team. I have it. Take aim and I will lower the forcefield to be rid of it once and for all.

Minerva waits for the team to be ready and then lowers her Telekinetic Force Field, maintaining her Hyper Telekinetic hold and goes to town with her blades. After a few dual strikes, she switches to single Psi-Sword strikes, not knowing Eight's full capabilities.

IF she notices the flashing blue light, she will send a different Telepathic message. Get back! Something is wrong with Eight! At this point, she will leave him in the bubble and get back 200 feet. If Amber approves, she will follow Phineas' plan and head toward the device's location.

Initiative: 1d20+12: [17]+12 = 29
APM: 8

Action 1: Lower Telekinetic Force Field.
Action 2: Dual Strike with Psi-Sword and Harvester. Strike: 1d20+17: [17]+17 = 34 Damage: 11d6: [4, 3, 6, 5, 3, 2, 1, 4, 3, 6, 3] = 40 (Psi-Sword) 6d6+6: [2, 5, 2, 3, 5, 4]+6 = 27 (Harvester)
Action 3: Dual Strike with Psi-Sword and Harvester. Strike: 1d20+17: [16]+17 = 33 Damage: 11d6: [1, 4, 4, 1, 3, 5, 6, 5, 5, 1, 6] = 41 (Psi-Sword) 6d6+6: [6, 6, 6, 6, 2, 6]+6 = 38 (Harvester)
Action 4: Dual Strike with Psi-Sword and Harvester. Strike: 1d20+17: [18]+17 = 35 Damage: 11d6: [1, 6, 6, 3, 5, 3, 1, 5, 4, 4, 2] = 40 (Psi-Sword) 6d6+6: [6, 4, 6, 6, 1, 3]+6 = 32 (Harvester)
Action 5: Strike with Psi-Sword. Strike: 1d20+17: [12]+17 = 29 Damage: 11d6: [3, 3, 3, 3, 1, 1, 3, 6, 4, 6, 5] = 38
Action 6: Strike with Psi-Sword. Strike: 1d20+17: [15]+17 = 32 Damage: 11d6: [5, 4, 2, 6, 2, 5, 1, 4, 3, 5, 6] = 43
Action 7-8: Reserved for Dodge.
Parries (with Harvester): 1d20+21: [5]+21 = 26 1d20+21: [4]+21 = 25 1d20+21: [20]+21 = 41 1d20+21: [15]+21 = 36
Dodges: 1d20+16: [9]+16 = 25 1d20+16: [11]+16 = 27
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
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Praxis Vek
Posts: 45
Joined: Thu Oct 20, 2022 4:37 am

Re: Episode 3: Run

Post by Praxis Vek »

Perception 24%: d100: [1] = 1
JIC: d100: [38] = 38 , d20: [2] = 2
Status: MDC: Base - 71/71 (Regen 2d6 MDC/min.) | Transformed - 421/421 (Regen 1d4*10 MDC/min.) | Power Armor: Head - 130/130 | Main - 400/400 | Legs - 150/150 | Arms - 100/100 - ISP: 38/38
Can survive twice as long as normal (takes half damage) when exposed to the void. Impervious to Disease, Coma/Death: +34%, Magic (varies): +8, Lethal Poison (14+): +8, Non-Lethal Poison (16+): +8, Insanity (12+): +0, Psionics (12+): +0, Horror Factor (varies): +0,

Minerva wrote: Mon Aug 07, 2023 6:59 pm I have it. Take aim and I will lower the forcefield to be rid of it once and for all.
Praxis moves toward Eight and prepares to unleash hell. "On your mark Minerva." A powerful Telekinetic. This is strategically an amazing addition. He then notices the blue light.
Minerva wrote: Mon Aug 07, 2023 6:59 pm Get back! Something is wrong with Eight!
Praxis moves back with Minerva. "This can't be good."

Initiative: d20+1: [14]+1 = 15
Action 1:Energy Sword: To Strike - d20+9: [16]+9 = 25 | Damage - d6*10: [4]*10 = 40 MD - Parry Off Hand
Action 2:Energy Sword: To Strike - d20+9: [7]+9 = 16 | Damage - d6*10: [5]*10 = 50 MD - Parry Off Hand
Action 3:Energy Sword: To Strike - d20+9: [4]+9 = 13 | Damage - d6*10: [1]*10 = 10 MD - Parry Off Hand
Action 4:Dodge: d20+9: [7]+9 = 16
Action 5:Energy Sword: To Strike - d20+9: [6]+9 = 15 | Damage - d6*10: [6]*10 = 60 MD - Parry Off Hand
Action 6:Dodge: d20+9: [4]+9 = 13

Parries: d20+9: [5]+9 = 14 , d20+9: [15]+9 = 24 , d20+9: [17]+9 = 26 , d20+9: [4]+9 = 13 , d20+9: [13]+9 = 22 , d20+9: [12]+9 = 21
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Susan Lee
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Posts: 340
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [7] = 7 / 41%
JIC: 1d20: [7] = 7 / 1d100: [6] = 6


CONDITIONS: See Invisible, FF active 150 / 160

As Susan finally rejoins the group, she starts to say, "We're protecting Eight nooow...?"

And then she notices the blue light. "Everyone get back! Some kind of blue light just turned on! I don't know why you'd create a warning light on Eight that is visible by external observers!"

Is Eight going to explode? Is it summoning something? And, again, why would you notify an external observer of either of those potentialities?!?


She commands the babies to start moving away at top speed towards the shipyard and follows them, while keeping her energy rifle on Eight. If Amber's forcefield around Eight drops and nothing else happens (like Eight exploding), she'll take some pulse shots at the robot. However, the priority to try to avoid whatever that blue light represents, which probably means a dodge.

Initiative: 1d20+3: [14]+3 = 17

Action 1: Strike - 1d20+5: [6]+5 = 11 / Damage - 1d6*10: [1]*10 = 10
Action 2: Strike - 1d20+5: [12]+5 = 17 / Damage - 1d6*10: [1]*10 = 10
Action 3: Strike - 1d20+5: [19]+5 = 24 / Damage - 1d6*10: [6]*10 = 60
Action 4: Strike - 1d20+5: [12]+5 = 17 / Damage - 1d6*10: [3]*10 = 30
Action 5: Strike - 1d20+5: [4]+5 = 9 / Damage - 1d6*10: [5]*10 = 50
Action 6: Strike - 1d20+5: [2]+5 = 7 / Damage - 1d6*10: [3]*10 = 30

Dodges: 1d20+8: [3]+8 = 11 , 1d20+8: [16]+8 = 24 , 1d20+8: [6]+8 = 14 , 1d20+8: [12]+8 = 20 , 1d20+8: [7]+8 = 15 , 1d20+8: [19]+8 = 27
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Underguard
Dimension Master
Posts: 1179
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 05h:46m[/color]
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
[Pop goes the... Oh no... Let's go]

Amber is rightly confused why her Carpet of Adhesion doesn't seem to be going after Eight, though her confusion is cut short by Minerva's declaration that she will be lowering the bright bubble that surrounds Eight for one final assault. It's at this point Susan and Praxis both spot the blue light coming from the beneath the chest of Eight. Praxis can actually identify the blue light seems to be symbols that are changing though he can't decipher them as they vanish and a new one appears within the second; logic says it's a countdown. Susan makes the call and everyone leaps back from Eight while Minerva leaves him in the bubble. "It's detonating!" Reka calls out and activates his own phase field.

Everyone is able to get back and the bubble surrounding it seems to contain the following explosion, the telekinetic bubble shattering like glass as the shards vanish into thin air. The only thing that remains appears to be the Carpet of Adhesion, still waiting for something to grab ahold of. Praxis notices that there is no robotic debris from Eight like he'd expect, though it could be concealed by the magical carpet of adhesion. [Waiting for its duration or dismissing it reveals no debris and a small crater.] Reka deactivates his Phase Field and looks to Susan and the others. "We should move quickly. There is no doubt in my mind Torsyx has been informed of Eight's destruction and your intentions to break your deal. He still commands enough respect within the Corporation to have a Containment Team dispatched here, no idea when they would arrive." Reka explains. "With the robot gone, I can take you straight to the device." He adds.

What are you doing?
GM Note:
-You can stay and investigate the crater for any hidden debris/signs from Eight
-This is a chance to catch your breathe before the Shipyards ~ Finale.


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Amber Dach
Silver Level Patron
Posts: 270
Joined: Sun Mar 29, 2020 9:50 am

Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [17] = 17 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [15] = 15 | 1d100: [52] = 52

Skills Rolls
Field Armourer & Munitions Expert 60% = 1d100: [8] = 8 (to figure out how there is no debris from Eight’s destruction)
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [68] = 68
o Track by Psychic Scent: 70% = 1d100: [57] = 57 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [91] = 91 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 3.25 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 19 more minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160
Amber’s jaw is agape as she witnesses the demise of Eight. She is curious that is no sign of any debris. It can’t be possible to completely disintegrate any and all traces of Eight like that. I’ve been on battlefields before and there is always debris or salvage. First things first though. She looks around to make sure the rest of the GIRLS are okay. “I need a sit-rep, GIRLS.”
Underguard wrote: Sun Aug 13, 2023 7:15 pm Reka deactivates his Phase Field and looks to Susan and the others. "We should move quickly. There is no doubt in my mind Torsyx has been informed of Eight's destruction and your intentions to break your deal. He still commands enough respect within the Corporation to have a Containment Team dispatched here, no idea when they would arrive." Reka explains. "With the robot gone, I can take you straight to the device." He adds.
Amber weighs Reka’s advice with her own skepticism that Eight is actually destroyed. “Understood Reka. Two minutes to get squared away and we move out.” She shakes her head and mutters to herself. “Something just doesn’t feel right to me.” She looks at Phinneas. “Phinneas. Is it possible for there to be no trace of Eight at all from an implosion like that?”
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Susan Lee
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Posts: 340
Joined: Thu Oct 19, 2017 7:24 am

Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [58] = 58 / 41%
JIC: 1d20: [6] = 6 / 1d100: [93] = 93


CONDITIONS: See Invisible, FF active 150 / 160. On Boing-Go

"WHY WOULD YOU SHOW AN EXTERNAL COUNTDOWN ON A BOMB?!?"

Susan breathes deeply and injects some mild sedative to counter the boing-go, which is ineffective, but takes the edge off. "Commander, sit-rep is confused. No debris is entirely possible. However, I posit other potentials including some kind of teleportation or other stealth device that will simply return Why Was Six Afraid of Seven in the future."

She looks around and checks the readings on the regenerating forcefield on Commander Cullen. "Either way, we would do best to remove ourselves from this particular location."

Susan heads toward the shipyards/portalgun with the party.

This external countdown is a trick. There's no reason for it unless it's smoke and mirrors.
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Phinneas_Graves
Posts: 147
Joined: Sun Feb 06, 2022 11:29 am

Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [75] = 75
JIC: 1d20: [13] = 13 | 1d100: [15] = 15

Demolitions 84% | 1d100: [55] = 55

Active:
(Phy) Nightvision (4)
-10 minutes per level of exp.
-Can also be used for polarized sight, reducing glare like polarized sunglasses.

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

What?....When?....How?!

Phinneas re-emerges as Jack lets go of control. He is slightly confused, but let's go of it as he watches Eight start to countdown. As the bot explodes, he thinks Well, thats just not right at all. Big boom, no little pieces

When Amber asks his opinion, he tells her "Anything is possible? But anything I've ever played with has left itty bitty pieces of whatever used to be there. Even Boom Boom thinks there's something weird going on." He gives a quick scan of the area and then turns back to Amber. "All I can say is to remember your last vision. Something isn't right. Unless your vision has changed, then this was not Eight. Either way, we need to make our next move. Whatever that may be."

Trying to play off his loss of time, Phinneas waits for the groups next move.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Minerva
Diamond Level Patron
Posts: 274
Joined: Sat Jun 03, 2017 11:55 pm
Contact:

Re: Episode 3: Run

Post by Minerva »

Perception: 1d100: [23] = 23 /59%
JIC: 1d20: [1] = 1 / 1d100: [60] = 60

  • SDC: 207/207
  • HP: 130/130
  • ISP: 337/426


  • Helmet: 50/50
  • Arms:
    • L: 40/40
    • R: 40/40
  • Legs:
    • L: 50/50
    • R: 50/50
  • Main Body: 86/90
  • N-F50A Superheavy Force Field: 160/160 (OFF)

  • Damage: 4D6 M.D.

  • Damage: 5D6 M.D.C. per melee

  • Range: 2,000'
  • Damage: 1D4x10 M.D.
  • Payload: 10 Shot (E-Clip)

  • Range: 1 mile
  • Damage: 6D6 M.D.
  • Payload: 2 missiles

  • Robotic P.S. of 25
  • +4 P.P.
  • +20 Speed
  • +10' to leaps
  • +10% to Climbing
  • Reduce Fatigue by 75%
  • -10% to Physical Skills
  • +1 to Strike with Hand Held Ranged Weapons
  • +3 Initiative
  • +2 to Parry
  • +2 to Dodge
  • +5 to Roll w/ Impact
  • Allows user to dodge all attack, even those from behind and/or surprise
  • Restrained Punch: 6D6
  • Punch/Kick: 1D4 M.D.
  • Power Punch/Jump Kick: 2D4 M.D.

  • Duration: 2:00/10 minutes

  • Duration: 15:45/18 minutes
  • Max Weight: 3200 lbs
  • Range: 500'
    Bonuses:
    • +3 to strike
    • +4 to parry

  • Duration: 2:45/5 minutes
  • Damage: 6D6+6 (including Fencing)
  • Bonuses:
    • +1 to strike
    • +2 to parry
    • +1 to initiative
    • +1 to dodge
    • Cannot be surprised by sneak attacks
    • Fire, heat, electrical and all energy attacks, including magic, do 1/2 damage

  • Duration: 43:00/45 minutes
  • Damage: 11D6 (including Fencing)


Range: Self.
Duration: 16:00/18 minutes
I.S.P.: 10
When a psychic uses this ability, she greatly enhances her mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of her body. For the duration that this power is in use, the psychic gains the following bonuses:
  • +1 attack per melee
  • +3 on initiative
  • +1 to strike
  • +2 to parry and dodge
  • +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher)
  • +15% to all Physical skills that rely on coordination or balance.



Minerva recoils when Eight detonates, shattering her force field. When the smoke clears, she finds herself poised to strike at...nothing. ¿
Disappeared without a trace
?
She looks around for somewhere he could have teleported to, even calling forth her ability to See the Invisible (-4 ISP) before calling it. "He is not invisible. Unless he teleported away, I believe he is truly exploded."

When the group is ready, Minerva heads with them toward the shipyards.
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
User avatar
Underguard
Dimension Master
Posts: 1179
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 06h:10m[/color]
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
[Where starships go to die]

Amber finds what appears to be liquid metal in the crater where Eight was held, but it is only drops of metal alloy, not nearly as much as she would expect. She is able to poke it with something and the metal alloy reacts like a small sticky liquid appears highly viscous. Reka approaches the crater and looks to Amber, shaking his head. Now in the final calm, Amber and Minerva both notice a small speaker on Reka Ola's jumpsuit as he speaks again, his voice seeming to resonate from that. "The eighth iteration was constructed out of a programmable metal found on an alien planet -- the destruction protocol involves immediate cooling of the internal core followed by a burst of heat, prompting the explosion, and it was not designed as a weapon but as a means to prevent it from being entirely recovered. I have not seen the results, but I have never seen the metal alloy separated from the main unit; I think it is dead." Reka explains, notably not hiding any Naruni State-Secrets about the android. "It has no means of teleportation, but could, in theory, completely liquify. If that is what happened, and it is truly not destroyed, then it is still very close and remains undetectable." Reka warns, encouraging the group to move.

The next few minutes go by agonizingly painful for some, while shockingly fast for others as Amber gives the order to move out. Praxis takes the six while Amber and Minerva take point, Susan Phinneas and Reka Ola in the middle [Unless I'm told otherwise, this is what we're going with.]. The shipyards aren't that far, and quickly come into view (A Land Nav check notices that the atmosphere of the planet creates a haze preventing accurate visual observation 5 miles and further / Sensor Equipment also notice this when the shipyards come into view.).

The shipyards are an impressive sight to the earth-bound mortals; even Praxis has never seen something quite like this. It stretches across half the horizon, various ships of all shapes and sizes on
Image
or already in pieces on the ground below. Anyone with a passing perception notice large, towering
Image
, easily near 100ft tall, moving within the Shipyard [2 are visible]. Reka leans to Phinneas or Susan, "We can avoid the Monoliths, they are slow and not looking for us. Each one can deploy a squadron of drones, though. Just avoid attracting their attention and we'll be fine." Reka explains. Anyone who has watched the sensors, Praxis in the rear, still have no signs of Eight. Reka kneels to the ground and takes out the hilt of his sword and uses it to etch into the compressed soil, making a rough
GIRLS Rough map.png
. "We are here. This whole area is the shipyard. I stashed the device on a ship in this area; I'll be able to find it." Reka explains.

What are you doing?
GM Note:


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Amber Dach
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Joined: Sun Mar 29, 2020 9:50 am

Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [34] = 34 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [7] = 7 | 1d100: [26] = 26

Skills Rolls
Field Armourer & Munitions Expert 60% = 1d100: [12] = 12 (to check out her rifle)
Land Navigation 62% = 1d100: [44] = 44 (to check route)
Intelligence 53% = 1d100: [1] = 1 (to gather info on their surroundings)
Prowl 55% = 1d100: [85] = 85
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [48] = 48
o Track by Psychic Scent: 70% = 1d100: [94] = 94 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [39] = 39 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 3.25 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 19 more minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160
Underguard wrote: Sun Aug 20, 2023 9:45 pm [Where starships go to die]

Amber finds what appears to be liquid metal in the crater where Eight was held, but it is only drops of metal alloy, not nearly as much as she would expect. She is able to poke it with something and the metal alloy reacts like a small sticky liquid appears highly viscous. Reka approaches the crater and looks to Amber, shaking his head. Now in the final calm, Amber and Minerva both notice a small speaker on Reka Ola's jumpsuit as he speaks again, his voice seeming to resonate from that. "The eighth iteration was constructed out of a programmable metal found on an alien planet -- the destruction protocol involves immediate cooling of the internal core followed by a burst of heat, prompting the explosion, and it was not designed as a weapon but as a means to prevent it from being entirely recovered. I have not seen the results, but I have never seen the metal alloy separated from the main unit; I think it is dead." Reka explains, notably not hiding any Naruni State-Secrets about the android. "It has no means of teleportation, but could, in theory, completely liquify. If that is what happened, and it is truly not destroyed, then it is still very close and remains undetectable." Reka warns, encouraging the group to move.
Amber is torn between the evidence and information Reka gives them. I don’t what to believe right now. Is Eight actually really gone? I would have been nice to have an actual 'bot corpse to see. No sense worrying about it I guess. She shrugs as she prepares to go towards the shipyard. I’ll have to trust my Danger Sense to give me an advanced warning if Eight didn’t self destruct. She reaches out with her Psychic Senses whenever she gets the chance as they move towards the shipyard.

She speaks to the GIRLS. “Well, I still have a gut feeling that Eight is still out there lurking somewhere, but let’s get this done and off this rock. Keep on your toes, GIRLS.”

She looks to Reka. “So where are we heading exactly?” She says as she checks her rifle. Once they are ready to proceed into the shipyard, Amber engages the camouflage system to blend into the predominate colours on her Tech-Warrior and tries to keep as stealthy as possible.
Last edited by Amber Dach on Sun Aug 27, 2023 5:03 pm, edited 1 time in total.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Phinneas_Graves
Posts: 147
Joined: Sun Feb 06, 2022 11:29 am

Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [100] = 100
JIC: 1d20: [15] = 15 | 1d100: [96] = 96

Land Navigation 58% | 1d100: [79] = 79
Detect Ambush 55% | 1d100: [83] = 83

Active:
(Phy) Nightvision (4)
-10 minutes per level of exp.
-Can also be used for polarized sight, reducing glare like polarized sunglasses.

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

Where, Phin? We've been here the whole time. You should really ask Susan to check you out when we get back. I think that explosion really rattled you.


Admiring the crater Eight's supposed destruction left, Phinneas stands behind Amber as she toys with the leftover goop. After hearing Reka explain what Eight was made of and the "possibility" of it's demise, he says to Amber "I wouldn't play with that too long. We've both seen what kind of unexpected tricks that bot had up it's sleeve. This is most likely another."

Falling in line with the rest, Phinneas stays on guard for the possibility of an ambush by Eight as they head toward the shipyard. When they get to the yard, he is in amazement of the ships and the behemoths, "¡Dios mio!". As Reka draws his crude map of the yard, Phinneas trues to remember as best he can what he sees and gets ready to head into the end.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [89] = 89 / 41%
JIC: 1d20: [7] = 7 / 1d100: [53] = 53


CONDITIONS: See Invisible, FF active 110 / 110. On Boing-Go. One drone at 75 / 75 FF. Other drone at 0 / 75 FF cannot reactivate for 12 hours).

Susan listens to Reka's explanation of what, exactly, Eight was. "What a fascinating idea. Although I'm still unclear as to how liquid metal can counteract magic or psionics. That seems unlikely."

Susan shrugs. She waits until people are distracted with getting ready to move out, then pulls out one of her carry test tubes and takes a sample of the liquid metal in the crater.

Imagine what kind of bionics we can create with this! I'll be famous! What a waste to use it for a robot.

Susan is shocked at the scale and contents of the shipyards. The technological powers of Earth would do anything just to examine the junk left by the Naruni here...

When Reka says he can find the device, Susan cocks her head and says, "Do you not remember where you put it? Let's make all haste to get it and get off of this extremely valuable and extremely dangerous planet. Lead on."

Prowl: 1d100: [70] = 70 / 50%
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
Image
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Minerva
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Re: Episode 3: Run

Post by Minerva »

Perception: 1d100: [89] = 89 /59%
JIC: 1d20: [5] = 5 / 1d100: [2] = 2

"These ships are...massive! Imagine la posibilidad if we could bring one home! Dios mio indeed!" she says to Phinneas. Once she finishes fan girling over the mechanical marvels that are the ships and giant robots, she gets her head back in the game.

She turns back to Reka and asks "What capabilities do these drones have?" Waiting for Reka to lead the way, she runs the local machinery through her IFF/Targeting Computer to see if anything is recognizable.

If the team starts moving, she does her best to move quietly. (Prowl: 1d100: [11] = 11 /41% - PASS)
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
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Underguard
Dimension Master
Posts: 1179
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 06h:15m
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
[Simon Says]

"Come." Reka says and agrees to lead the group, so long as someone takes point with him and offers extra insight to those who listen. "The programmable metal allowed for the inclusion of a great many abilities -- though no prototype is identical. Eight's ability to counter magic must stem from a former magic user on your team -- it was an infiltration unit, after so long, it could in theory be resistant to nearly all forms of attack. Though it thankfully never realized this eventuality." Reka explains. Amber has the immediate recollection of Selendaria which is likely what Reka is referencing. "The drones themselves are nothing more than stripped down Repo-Bots; base models in the pylons have no flying capabilities. Security models can fly and the monoliths deploy security models when needed." Reka explains to Minerva.

Reka leads the group to the outskirts of the shipyards and turns to the GIRLS. "No more talking unless needed; The Monoliths run sensor sweeps; the radiation will hide our lifesigns but not our own presence." Reka warns and then points to another ship. Amber is the only one who can see the ship Reka is pointing too, but she can tell it appears to be one of the few that is fully or mostly intact. "That ship is our destination. If we get separated, make your way there. Don't turn on the ship... these things are here for a reason." Reka finishes and nods in a "let's go" fashion.

The shipyards are far dirtier and more congested than the Connex yards were, which loose debris literally everywhere as both Amber and Susan discover. Susan accidentally trips while Amber causes a larger piece of debris to fall to the ground in a thudded bang. Amber is able to track their progress and her weapon, looking at the shipyard, she is astounded. Ships of varying design liter the horizon; the ship that Reka pointed too is a completely unmarked, sleek black ship that gives Amber a bad feeling.

What are you doing?
GM Note: You are now in the zone; I require a Prowl and Detect Ambush to successfully navigate the area with Reka leading.


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Phinneas_Graves
Posts: 147
Joined: Sun Feb 06, 2022 11:29 am

Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [28] = 28
JIC: 1d20: [11] = 11 | 1d100: [6] = 6

Land Navigation 58% | 1d100: [99] = 99
Detect Ambush 55% | 1d100: [76] = 76
Prowl 60% | 1d100: [22] = 22

Active:
(Phy) Nightvision (4)
-10 minutes per level of exp.
-Can also be used for polarized sight, reducing glare like polarized sunglasses.

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

As they enter the shipyard, Phinneas is overwhelmed at the sights. He almost lets out a gasp at the magnitude of his surroundings, but is cut off.

Phin, sshhhhhh, remember. We can't let these things know we are here.

That's why you're my best buddy Boom Boom.

He does his best to be mindful of his surroundings and not disturb anything that could cause attention. As Reka leads the group, Phinneas tries to keep the destination in his sights. Just in case.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Amber Dach
Silver Level Patron
Posts: 270
Joined: Sun Mar 29, 2020 9:50 am

Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [67] = 67 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [4] = 4 | 1d100: [94] = 94

Skills Rolls
Field Armourer & Munitions Expert 60% = 1d100: [90] = 90 (to check for weapon emplacements on black ship)
Land Navigation 62% = 1d100: [21] = 21 (to check route)
Intelligence 53% = 1d100: [2] = 2 (to gather info on their surroundings)
Prowl 55% = 1d100: [53] = 53
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [67] = 67 1d100: [45] = 45
o Track by Psychic Scent: 70% = 1d100: [95] = 95 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [95] = 95 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 3.25 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 9 more minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160
Underguard wrote: Sun Aug 27, 2023 7:20 pm "Come." Reka says and agrees to lead the group, so long as someone takes point with him and offers extra insight to those who listen. "The programmable metal allowed for the inclusion of a great many abilities -- though no prototype is identical. Eight's ability to counter magic must stem from a former magic user on your team -- it was an infiltration unit, after so long, it could in theory be resistant to nearly all forms of attack. Though it thankfully never realized this eventuality." Reka explains. Amber has the immediate recollection of Selendaria which is likely what Reka is referencing. "The drones themselves are nothing more than stripped down Repo-Bots; base models in the pylons have no flying capabilities. Security models can fly and the monoliths deploy security models when needed." Reka explains to Minerva.
Amber nods as she recollects the brief stint that Selendaria spent with the GIRLS. “Selendaria was with us for about 10 minutes and Eight learned to counter all magic that quickly? I really hope Eight is truly gone if that is the case.” Thankfully I haven’t let anyone in on my Cyber-Knight training as a precaution to counter Eight. Once we are off this rock and back home, I’ll let them in on it, but until then, I’ll keep it to myself.
Underguard wrote: Sun Aug 27, 2023 7:20 pm Reka leads the group to the outskirts of the shipyards and turns to the GIRLS. "No more talking unless needed; The Monoliths run sensor sweeps; the radiation will hide our lifesigns but not our own presence." Reka warns and then points to another ship. Amber is the only one who can see the ship Reka is pointing too, but she can tell it appears to be one of the few that is fully or mostly intact. "That ship is our destination. If we get separated, make your way there." Reka finishes and nods in a "let's go" fashion.
Amber makes sure that everyone knows the ship that they are heading to before they start to move again. "Keep your eyes open and try and be quiet. I'd rather not have to run through another swarm of those flying drones."
Underguard wrote: Sun Aug 27, 2023 7:20 pm The shipyards are far dirtier and more congested than the Connex yards were, which loose debris literally everywhere as both Amber and Susan discover. Susan accidentally trips while Amber causes a larger piece of debris to fall to the ground in a thudded bang. Amber is able to track their progress and her weapon, looking at the shipyard, she is astounded. Ships of varying design liter the horizon; the ship that Reka pointed too is a completely unmarked, sleek black ship that gives Amber a bad feeling.
Amber silently scolds herself after knocking over the debris. Dammit! Watch what you are doing! As they get closer to the black ship, she feels the hairs on the back of her neck start to stand up. I’ve got a bad feeling about this place. She reaches out with her telepathy to each of the GIRLS in turn and says to them. “I’m getting a really bad vibe from the black ship we are approaching. Be ready for anything!” She keeps scanning her surroundings with both her physical and psychic senses for threats as they get closer to the black ship.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Praxis Vek
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Re: Episode 3: Run

Post by Praxis Vek »

Perception 24%: d100: [93] = 93
JIC: d100: [72] = 72 , d20: [13] = 13
Status: MDC: Base - 71/71 (Regen 2d6 MDC/min.) | Transformed - 381/421 (Regen 1d4*10 MDC/min.) | Power Armor: Head - 100/130 | Main - 305/400 | Legs - 150/150 | Arms - 100/100 Left EBA Destroyed- ISP: 38/38
Can survive twice as long as normal (takes half damage) when exposed to the void. Impervious to Disease, Coma/Death: +34%, Magic (varies): +8, Lethal Poison (14+): +8, Non-Lethal Poison (16+): +8, Insanity (12+): +0, Psionics (12+): +0, Horror Factor (varies): +0,




Praxis has been distracted in contemplation. Although the destruction of Eight, if it was indeed his destruction, was a relief. But something wasn't adding up. "This Uteni served the Naruni, created this thing and now he wants to destroy it to keep it out of their hands. Reka is smart he knew the potential when he built it, if he was indeed a being of conscience he would of feigned failure. Now I am supposed to believe this guy is just gonna walk into this ship and destroy it. I don't buy it. He is either planning to turn it on his former masters or take it for himself and sell it to the highest bidder. Fuck this guy, not on my watch. He begins hyperfocusing on Reka's every move.
Amber Dach wrote: Sun Sep 03, 2023 6:05 pm Amber makes sure that everyone knows the ship that they are heading to before they start to move again. "Keep your eyes open and try and be quiet. I'd rather not have to run through another swarm of those flying drones."
Praxis finally breaks his contemplative silence and says, "Yes ma'am." Prowl 35%: d100: [21] = 21

After he hears Amber's voice in his head, unable to respond in kind, looks her in the eye and nods in affirmation. He tightens his grip on his pulse rifle and prepare for "anything."
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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [5] = 5 / 41%
JIC: 1d20: [18] = 18 / 1d100: [91] = 91


CONDITIONS: See Invisible, FF active 110 / 110. On Boing-Go. One drone at 75 / 75 FF. Other drone at 0 / 75 FF cannot reactivate for 12 hours).

Susan feels bad about tripping, until Amber knocks over the debris, causing her to smirk quietly to herself. I'm stealthy like a cat! I wonder why Amber keeps saying that everything makes her scared.

"Yes, Commander, I will do my best to be quiet. Also I will run some basic scans, but I doubt it will turn anything up."

She looks over the heat readouts and radar on her HUD, then checks for any radio signals coming out of the ship.

Prowl: 1d100: [87] = 87 / 50%
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Underguard
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Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 06h:25m
Environmental Conditions: Outside Temp; -15*C (5*F), dry cold. Random gusts between 10-20mph)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Reka begins leading the group through the starship graveyard. Each different area is almost as large as the container's area by themselves. A lot of open ground to allow the Monoliths access. Susan, Amber and Phinneas all note that it looks like there is two Monoliths per four ships, and there are at least a dozen ships in this yard. More if the group looks in between at disassembled remnants of ships no longer on stilts, little more than husks in so many pieces whatever ship they were is long lost. Fortunately, unlike the first site and thanks to the Monoliths, there is the consistent sound of screeching metal in various directions which does make staying under the preverbal radar more doable at first.

Upon moving further inside, Susan notices one ship appears to be fully intact. It is a long, sleek black ship that is on stilts but appears to have absolutely no deconstruction done to it. Reka's target location is the ship next to that one. It isn't hard to avoid the Monoliths via line of sight, however the number of debris makes moving quietly relatively impossible for the GIRLS. Susan trips over a piece of debris while looking at the intact ship which causes a domino of debris resulting in a loud clunk. Amber is able to see the direction of the domino's and intercept them before a larger clash and Reka turns to everyone and nods his head, telling everyone to move on.

Everyone hears the loud screech from the Monolith as they approach their target location. The nearest Monolith appears to be working on the ship before their target ship (Grid of 4 ships). There is another Monolith on the far side of the grid, well over 1,000 meters away. Everyone sees a large piece of debris, the size of a small building, ripped off and thrown to the ground beneath the stilts; an engine pod or thruster, from the looks of it. Everyone can feel the impact as another screech is heard and another piece comes raining down.

Reka turns and looks at the GIRLS, then points to the ship. He makes two hand movements; one pointing in a line directly to the ship, another tracing around the long way. Amber can determine Reka is asking if the GIRLS want to move straight through the falling debris, or circle around. Susan, Amber and Phinneas can all see the second Monolith moving in the distance, hard to tell if the other side will be clearer and will add half an hour. From the GIRLS current position, the nearest entry point to their target ship is about 800m through the falling debris, past Monolith 1.

What are you doing?
GM Note:


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [54] = 54 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [13] = 13 | 1d100: [58] = 58

Skills Rolls
Land Navigation 62% = 1d100: [42] = 42 (to check route)
Prowl 55% = 1d100: [64] = 64
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [87] = 87
o Track by Psychic Scent: 70% = 1d100: [93] = 93 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [99] = 99 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 2.75 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 20 minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160
Amber stares at the Monolith tearing apart the ship in front of her and watches the debris crash to the ground as it pulls the engines. She then turns her gaze onto the battered GIRLS in front of her. Which is the best route to take? She ponders for a moment and weighs the pros and cons of each route. The faster we are through, the better I think. But I'll ask everyone their opinion first.

She motions to the GIRLS with her hands to get their attention. She reactivates her telepathy and again reaches out with her mind to each of the GIRLs and Reka in turn. Which way do you want to go? Straight through? Or around? She motions with her hand to emphasis the choices. I vote for straight through.

Once she tallies the votes and they decide on a route, she will once again take the lead and proceed as quietly as possible towards their destination, keeping her senses extended to warn her of any incoming danger.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Phinneas_Graves
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [9] = 9
JIC: 1d20: [16] = 16 | 1d100: [30] = 30

Land Navigation 58% | 1d100: [69] = 69
Detect Ambush 55% | 1d100: [99] = 99
Prowl 60% | 1d100: [59] = 59
Sign Language 40% | 1d100: [29] = 29
Backflip 96% | 1d100: [44] = 44

Active:
(Phy) Nightvision (4)
-10 minutes per level of exp.
-Can also be used for polarized sight, reducing glare like polarized sunglasses.

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

One Hell of a mess we've gotten ourselves into...

Phinneas continues to take in his environment. He is still somewhat confused as to where they are and how they came to be here. As he stands with the group watching the monoliths tear apart the ships, he hears Amber in his mind asking which direction to take. He puts his hand on his chest. What do you think Boom Boom? Long way around or just get right to it? After a few seconds, he hears I'm not really sure Phin. I'm just about as confused as you are right now. If we're going to get to it though, let's just get to it Phinneas nods his head slightly and pats his chest a couple times.

He turns to Amber and signs one handed Me and Boom Boom both agree that if we're gonna do this, then we should just get on it. No sense in sitting around too long or taking the long way. We both want to get back home, get out of this armor and soak for about 3 to 10 days. To punctuate his thoughts, he does a beautifully executed standing backflip that barely disturbs the ground as he lands.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Praxis Vek
Posts: 45
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Re: Episode 3: Run

Post by Praxis Vek »

Perception 24%: [roll]d100[/roll]
JIC: [roll]d100[/roll], [roll]d20[/roll]
Status: MDC: Base - 71/71 (Regen 2d6 MDC/min.) | Transformed - 421/421 (Regen 1d4*10 MDC/min.) | Power Armor: Head - 130/130 | Main - 400/400 | Legs - 150/150 | Arms - 100/100 - ISP: 38/38
Can survive twice as long as normal (takes half damage) when exposed to the void. Impervious to Disease, Coma/Death: +34%, Magic (varies): +8, Lethal Poison (14+): +8, Non-Lethal Poison (16+): +8, Insanity (12+): +0, Psionics (12+): +0, Horror Factor (varies): +0,

Amber Dach wrote: Sat Sep 16, 2023 6:58 pm Which way do you want to go? Straight through? Or around? She motions with her hand to emphasis the choices. I vote for straight through.
Phinneas_Graves wrote: Sun Sep 17, 2023 5:27 am Me and Boom Boom both agree that if we're gonna do this, then we should just get on it. No sense in sitting around too long or taking the long way. We both want to get back home, get out of this armor and soak for about 3 to 10 days.
I am with Amber and the Bomb. Let’s go straight through. We should be able to dodge the debris easy enough. He readies his rifle and leans it on his shoulder and begins walking towards the falling debris. He continues to watch Reka closely. Gods help you if this is a trap you Uteni bastard.
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Underguard
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 06h:29m
Environmental Conditions: Internal Temp; 0*C (32*F), dry cold. Completely silent; not even the sounds of the Monolith are heard.)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Once Amber opens a telepathic link with Reka, she hears a much smoother voice reply with a practiced telepathy; causing Amber to wonder why Reka hasn't tried using it before, or if he has. Straight through is fastest, follow my lead. Sooner we arrive at the device, sooner we will be able to escape and part ways. Praxis and Phinneas both confirm their agreement while Susan and Minerva watch on, relatively indecisive. Those two are the last to move as the group takes off.

The next couple of minutes is one of sheer chaos. Reka and Amber are at lead, Amber watching the route closing and sacrificing stealth. Thankfully the crashing of the debris makes stealth moot, though both Susan and Minerva are nearly crushed by debris. Phinneas spotting it with Amber's danger sense triggering, allowing the two to be knocked out of the way, Phinneas tackling the two in an impressive one-armed spear-like flip and rolling back onto his feet as the debris lands where they stood. Everyone, except Minvera, suddenly hears Reka's voice in their head. Do not linger, we need to move! He says, with Amber and Phinneas both looking forward and spotting the Uteni closer to the entry way.

It doesn't take much to get the GIRLS moving after that, and as far as anyone can tell, the Monolith was none the wiser of the small ants moving beneath its feet. Once everyone is inside the entryway, Reka hits a panel on the side that closes the door and everyone is suddenly subjected to complete darkness as their eyes have to adjust. When they do, they find themselves in a silent airlock that Reka has opened. This ship still structurally intact enough that it completely deafens the noise outside, and has a cold but stale temperature.

"This way to the nearest chute." Reka states in a normal talking tone, no longer telepathically communicating. If he's asked about telepathy, he will shrug off the question. "Most are very uncomfortable with telepathy, so I avoid it unless I need it." He points to a small incision on his neck that Susan can tell is a vocal emulator implant. "We need to go five levels up; this ship does have automated defenses that I avoided the first time with my phase field. We will have to disable them to get past them." Reka warns and begins to lead the way. Those who look find the ship to be even more alien in design than they expected.

What are you doing?
GM Note:


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Minerva
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Re: Episode 3: Run

Post by Minerva »

Perception: 1d100: [85] = 85 /59%
JIC: 1d20: [13] = 13 / 1d100: [22] = 22

Minerva quickly regrets her decision in agreeing to take the quick way through as she is almost crushed by falling debris. Thankfully, Phinneas shows incredible acrobatic acumen and saves her life with a flying tackle. "Thank you. I'll be more careful."

Inside, Minerva takes a look around the ship and it's completely foreign design. "This is a technological marvel. If only we could fly it back home." Reka mentions the automated defenses which causes Minerva to look around for any obvious turrets she can disable from a distance.
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
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Phinneas_Graves
Posts: 147
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [98] = 98
JIC: 1d20: [5] = 5 | 1d100: [85] = 85

Detect Ambush 55% | 1d100: [62] = 62
Prowl 60% | 1d100: [50] = 50

Active:
(Phy) Nightvision (4)
-10 minutes per level of exp.
-Can also be used for polarized sight, reducing glare like polarized sunglasses.

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

Just when you think it can't get any more fun.....

Phinneas looks to Minerva and responds "De nada, Señorita".

Listening to Reka explain about the ships defenses, he asks "So what exactly are these defenses, and why are they still active? Seems strange that a ship in a scrap yard would still be functional and not stripped of valuables like ammo. Unless this ship ISN'T supposed to be scrapped".

As his eyes adjust to the darkness he keeps an eye out for anything that could be dangerous, especially Eight.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [39] = 39 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [3] = 3 | 1d100: [90] = 90

Skills Rolls
Lore: Dimensions 65% = 1d100: [99] = 99 (to identify ship origins)
Anthropology 55% = 1d100: [92] = 92 (to identify ship origins)
Intelligence 53% = 1d100: [47] = 47 (to identify ship origins)
Prowl 55% = 1d100: [39] = 39
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [16] = 16
o Track by Psychic Scent: 70% = 1d100: [29] = 29 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [56] = 56 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 2.75 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 20 minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160

Amber breathes a sigh of relief when they all make it through the debris field. That was too close. At least everyone made it through intact. She looks around to make sure everyone is accounted for as her eyes start adjusting to the darkness “Everyone okay?”

Next, she will speak to Reka. “So, Reka. Tell us what you know about this ship. I guess a good place to start would be the general layout and defences you know about. Also, I would like to know if this ship still has power and life support.”

As she adjusts to the low light, she will look around the airlock and tries to determine the origins of the ship they are on from what she can see.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Underguard
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Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 06h:37m
Environmental Conditions: Internal Temp; 0*C (32*F), dry cold. Completely silent; not even the sounds of the Monolith are heard.)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Reka leads the GIRLS through the oddly shaped halls of the ship. None of the GIRLS can imagine that this ship is comfortable to live or operate in, yet the technology appears sleek and new. There are a lot of dark passageways that lead in various directions, though the only sounds within the ship are the GIRLS and Reka. Neither Minerva nor Phinneas spot anything out of note while they travel, though Phinneas does display an impressive degree of stealth; as if that explosion knocked a couple screws loose or tighten them, hard to say.

"Security shields that are fatal if you touch them. Automatic Phase Turrets protecting the Bridge; we don't need to go that way but we'll be passing it. I don't think there are anything else and I am confident we will be able to disable to shields." Reka explains. "I don't know the specifics of this vessel, it wasn't commissioned by my employer. I also ran a check, while it holds Naruni's most advanced technology it is not listed anywhere. Officially this ship doesn't exist." Reka states, holding up one long blue finger while leading the way. "I suspect this ship is fully operational. The Monoliths have also specifically avoided it, though it has not seen activity in the entire time I've been a renegade. My theory is this ship was illegally built." Reka states. "I used my Phase Field to briefly explore the Bridge, but it only has seating for one person and no visible windows. Possible sensory input station for the pilot." Reka continues. "But I didn't explore too much. I hid the item in the adjacent room beneath a panel." Reka explains.

He leads them up a ladder chute and down another series of disorienting hallways. It's like the walls twist on themselves, and Amber has never heard or seen such a ship design. It's as though it wasn't made for the daily walking of crew members; if anything the winding corridors of the long ship remind Amber of the tight passageways found in underground tombs. Amber also notes a distinct lack of external windows though she is the first to hear a vibrant hum.

"The first set of security fields." Reka says, rounding the corner and revealing a passageway blocked by five layered red energy fields. "There is a terminal on the other side, I could take one of you with my phase field and we see if we can shut it down?" Reka offers. "This is the only path forward." He openly verifies.

What are you doing?
GM Note:


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Posts: 147
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 45% | 1d100: [50] = 50
JIC: 1d20: [2] = 2 | 1d100: [98] = 98

Detect Ambush 55% | 1d100: [65] = 65
Prowl 60% | 1d100: [24] = 24

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

Phinneas listens intently to Reka explain about the ship. As he looks around in the darkness he continues to try and remain as alert as possible, Amber's vision still in the back of his head.

Maybe Eight really is gone Phin. Has Amber tried a new vision?

I'm not sure Boom Boom. Still can't be too careful I suppose.

Just don't let it make you paranoid. We're almost at the end and we don't want to make any more mistakes.

You got it little buddy.

Phinneas gives a small chest bump and continues on with the group. When they come to the force fields and Reka offers to take one other, Phinneas replies "Unless someone else wants to go, I'll do it"

There's no place like home, there's no place like home.....
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Amber Dach
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Posts: 270
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 69% = 1d100: [8] = 8 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [9] = 9 | 1d100: [24] = 24

Skills Rolls
Prowl 55% = 1d100: [31] = 31
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1400’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 80% = 1d100: [44] = 44
o Track by Psychic Scent: 70% = 1d100: [76] = 76 (82% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 90% = 1d100: [64] = 64 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 2.5 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 12 minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160
Underguard wrote: Tue Sep 26, 2023 8:52 pm He leads them up a ladder chute and down another series of disorienting hallways. It's like the walls twist on themselves, and Amber has never heard or seen such a ship design. It's as though it wasn't made for the daily walking of crew members; if anything the winding corridors of the long ship remind Amber of the tight passageways found in underground tombs. Amber also notes a distinct lack of external windows though she is the first to hear a vibrant hum.

"The first set of security fields." Reka says, rounding the corner and revealing a passageway blocked by five layered red energy fields. "There is a terminal on the other side, I could take one of you with my phase field and we see if we can shut it down?" Reka offers. "This is the only path forward." He openly verifies.
Amber nods along as Reka goes over what they know about the ship and its design. This has to be some Naruni’s private off book ship. The Gods only know what its purpose is. It kind of gives me the willies though. She thinks, as a small shiver runs up her spine.
Phinneas_Graves wrote: Sun Oct 01, 2023 5:24 pm Phinneas gives a small chest bump and continues on with the group. When they come to the force fields and Reka offers to take one other, Phinneas replies "Unless someone else wants to go, I'll do it"
Amber will nod. “I appreciate the offer, Phinneas. But I’ll go. Unless this Phase field won’t work on me for some reason. I’ve never come across this tech before so I honestly don’t know if this device will work on my people."
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Re: Episode 3: Run

Post by Minerva »

Perception: 1d100: [45] = 45 /59%
JIC: 1d20: [5] = 5 / 1d100: [65] = 65

Still fully operational? Imagine the payday if this were brought home. What could this do against the powers that be back on Earth? ”What are the chances of us taking this ship past the monoliths? Would a vessel of this size have a guidance system that could lead us back home? Wait, I am getting ahead of myself. Can anyone here fly something like this?”

Assuming the answer is negative, Minerva drops it and follows the others through the chutes and ladders, hallways and walkways until they reach the security field. While the others determine who is going through the field, Minerva concentrates on her powers over
Electrokinesis: Manipulate Electrical Devices:
Through focused thought the psychic can enforce a limited control over electrical devices, such as turn off and on light switches, computers, televisions, radios, blenders, microwave ovens, flashlights, toys (battery and plug types), windshield wipers, and all types of electrically operated appliances, toys and devices. She can also manipulate the controls of the device, such as volume, channel selection, tuners, speakers, change speed, dim lights, and so on. A dozen different electrical functions can be manipulated each melee. This can mean flicking the light off and on six times (12 functions/6 off, 6 on) or turn on the T.V., turn its volume up to the max, and turn on 10 other appliances (12 functions in all).
Range: 85' (+5'/level)
Duration: 18 minutes (+2 minutes/level)
I.S.P.: 4
Note: The character does not need to see the devices to manipulate them. She can feel their presence.
to see if she can turn the field off before they have to deal with it.
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
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Underguard
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Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 06h:42m
Environmental Conditions: Internal Temp; 0*C (32*F), dry cold. Completely silent; not even the sounds of the Monolith are heard.)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
As Reka is about to take Amber through the Security Field, Minerva reaches out with her mind. She can almost feel a switch or a lever, almost see it in her mind. The click she hears in her head is almost in sync with the deactivation of the first field. Reka turns to Minerva and nods approvingly. "I did not know to expect a mentalist among you. If you have the stamina, you should be able to quite literally walk us there." Reka says and though he doesn't have lips like a human, his large black eyes squint in such a way that seem to express he is pleased.

Amber takes point with Reka, Minerva, Susan, Praxis and Phinneas following in suit. Around the next corner is another field that Minerva has to deactivate, with a third one further behind it [Each field costs ISP of the power.] Amber alone thinks she hears the sound of metal clanking on metal, as if a tool fell and echoed through the eerily silent internal riggings of the ship. Minerva almost thinks she heard it, but her focus was on opening the security fields ahead of them so she truly can't be sure. Reka, Susan, Praxis and Phinneas notably do not hear or react to it and the sound isn't heard again, even if you wait and listen.

After the third field, the GIRLS reach the next chute leading up. Anyone who looks behind them sees the fields remaining inactive and without the glowing fields illuminating the hallway, the internal corridors of the ship return to their pitch-black way. Reka leads the GIRLS to four-way intersection and stops the GIRLS and points towards the right passageway. "Bridge is that way. Active Phase Turrets will fire at anyone caught in the hallway. Another series of fields past this then we are there." Reka says and then demonstrates.

The blue alien rolls forward into the intersection then sprints onto the other side. Amber, Minerva and Phinneas all see the what looks like indented air fire in rapid succession down the hallway and even through the wall, following Reka a few feet before finally stopping. They all then hear the weapon system sound like it relocks followed by silence. Reka waves the GIRLS over.

What are you doing?
GM Note: You cannot simply walk/run past these turrets. You need a skill, ability or teamwork; any combination.


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 72% = 1d100: [68] = 68 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [19] = 19 | 1d100: [85] = 85

Skills Rolls
Field Armourer & Munitions Expert 65% = 1d100: [83] = 83 (to ID effects of Phase Weapons)
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 1000' (100’/level) when being is not using powers or abilities; 1900’ (1000’+100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 90% = 1d100: [30] = 30
o Track by Psychic Scent: 95% = 1d100: [87] = 87 (97% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 2000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 100% = 1d100: [44] = 44 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 2.5 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 20 minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160

Amber compliments Minerva as they stop near the hallway with the turret. "Well-done, Minerva. You made that much easier for us all." As much as I like the added firepower of this PA, I could have easily done what Minerva did to those gates if I wasn't stuck inside it. She is certainly proving her worth so far, though. I hope she is willing to stay with us if we get off this rock.

She sighs as she approaches the problem of getting everyone safely by the turret. She thinks to herself. I know I have heard of them before. But how to counter it? She racks her memory on how Phase Weapons operate and how to counter the effects of their blasts, but comes up empty.

She looks at the GIRLS. “I have heard of Phase tech before, but haven’t come across it until now. Does anyone know anything about them and how to counter it?" I’m pretty sure I would be able to get across with my own innate abilities, but want us all on the other side. I am growing in my C-K abilities and should be able to anticipate the firing of the turret to dodge it, but I’m not so sure about Susan...
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Phinneas_Graves
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 60% | 1d100: [62] = 62
JIC: 1d20: [6] = 6 | 1d100: [56] = 56

Detect Ambush 60% | 1d100: [71] = 71
Sense of Balance 82% | 1d100: [22] = 22

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

As the group walks through the ship, Phinneas continues to be on guard for anything suspicious, or any signs of Eight.

Man, it's dark in here!

It sure is Phin. You OK?

Come on, Mr. B. You not I'm not scared of the dark. Just keeping an eye out. You know I didn't trust Eight, and I won't be convinced the bot is dead til we're back on Earth.

When Minerva disables the force shields using her abilities, Phinneas remarks, Well, that's definitely handy. When they approach the intersection, he watches as Reka rolls across, and the phase cannon shots that follow. Oooooh, this looks like fun! My turn!

With that, he backs a couple steps from the intersection and takes a sudden leap across.


Auto Dodges

1d20+5: [5]+5 = 10
1d20+5: [18]+5 = 23
1d20+5: [20]+5 = 25
1d20+5: [11]+5 = 16
1d20+5: [1]+5 = 6
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [31] = 31 / 41%
JIC: 1d20: [12] = 12 / 1d100: [49] = 49


CONDITIONS: See Invisible, FF active 110 / 110. On Boing-Go. One drone at 75 / 75 FF. Other drone at 0 / 75 FF cannot reactivate for 12 hours).

Susan continues examining the ship as closely as possible and recording every detail she can. When they pass through the third forcefield, she flips the switch back on, having seen Minerva move these three times now. "We should try to stop people from following us. Also, dibs."

She pauses. "No one owns this ship. I said dibs. This is now my ship. Reka said it. Those are the rules."

"Most of what Reka says, like 'Phase Blurp' sounds made up to me. Also, everyone, turn on your HUD night vision if you haven't yet. Babies stay here, please. Shoot anyone who comes after us."

Susan then examines the corridor, decides she doesn't like the idea of getting shot and starts to climb on Amber's back. Atlantean pooony...

If Amber stops her, she silently rolls her eyes and dives through the corridor as quickly as possible.

Dodge - 1d20+10: [11]+10 = 21
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Minerva
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Re: Episode 3: Run

Post by Minerva »

Perception: 1d100: [57] = 57 /59%
JIC: 1d20: [14] = 14 / 1d100: [8] = 8

  • SDC: 207/207
  • HP: 130/130
  • ISP: 325/426


  • Helmet: 50/50
  • Arms:
    • L: 40/40
    • R: 40/40
  • Legs:
    • L: 50/50
    • R: 50/50
  • Main Body: 86/90
  • N-F50A Superheavy Force Field: 160/160 (OFF)

  • Damage: 4D6 M.D.

  • Damage: 5D6 M.D.C. per melee

  • Range: 2,000'
  • Damage: 1D4x10 M.D.
  • Payload: 10 Shot (E-Clip)

  • Range: 1 mile
  • Damage: 6D6 M.D.
  • Payload: 2 missiles

  • Robotic P.S. of 25
  • +4 P.P.
  • +20 Speed
  • +10' to leaps
  • +10% to Climbing
  • Reduce Fatigue by 75%
  • -10% to Physical Skills
  • +1 to Strike with Hand Held Ranged Weapons
  • +3 Initiative
  • +2 to Parry
  • +2 to Dodge
  • +5 to Roll w/ Impact
  • Allows user to dodge all attack, even those from behind and/or surprise
  • Restrained Punch: 6D6
  • Punch/Kick: 1D4 M.D.
  • Power Punch/Jump Kick: 2D4 M.D.

  • Duration: 2:00/10 minutes

  • Duration: 15:45/18 minutes
  • Max Weight: 3200 lbs
  • Range: 500'
    Bonuses:
    • +3 to strike
    • +4 to parry

  • Duration: 2:45/5 minutes
  • Damage: 6D6+6 (including Fencing)
  • Bonuses:
    • +1 to strike
    • +2 to parry
    • +1 to initiative
    • +1 to dodge
    • Cannot be surprised by sneak attacks
    • Fire, heat, electrical and all energy attacks, including magic, do 1/2 damage

  • Duration: 43:00/45 minutes
  • Damage: 11D6 (including Fencing)


Range: Self.
Duration: 16:00/18 minutes
I.S.P.: 10
When a psychic uses this ability, she greatly enhances her mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of her body. For the duration that this power is in use, the psychic gains the following bonuses:
  • +1 attack per melee
  • +3 on initiative
  • +1 to strike
  • +2 to parry and dodge
  • +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher)
  • +15% to all Physical skills that rely on coordination or balance.


Phinneas_Graves wrote: Thu Oct 12, 2023 1:59 pmWell, that's definitely handy.
Amber Dach wrote: Mon Oct 09, 2023 6:40 pm"Well-done, Minerva. You made that much easier for us all."
"My pleasure. Anything to get us closer to home. I can imagine they are getting tired of watering my plants back home. And I believe being transported from the land of the dead onto an alien planet may be cause to open the bottle of Golden Age Malbec I've been saving."

Minerva continues walking until they reach the turret area. Watching as Reka does some impressive gymnastics, she grows slightly concerned about the speed with which the turrets are able to track and the fact that the shots travel through walls. "I've never dealt with a phase weapon before. Fascinating. It seems to travel through solid matter. I hope it will interact differently with energy barriers. See you on the other side, Amber." Minerva activates her
Range: Self
Duration: 18 minutes (+2 minutes/level).
I.S.P.: 30.
M.D.C.: 90 (+10/level)
Note:
  • Does not protect against disease, radiation or toxic fumes, not magic or psionic attacks other than physical ones (energy blasts, fire, etc.).
  • Skills requiring sense of touch: -30%
and uses

☞ Speed: 100 mph
☞ Cost: 15 I.S.P.
☞ Duration: 2 minutes/level (18 minutes)
to carry herself through the hallway at high speed. She weaves to avoid any shots aimed at her.

Dodges: 1d20+16: [1]+16 = 17 1d20+16: [8]+16 = 24 1d20+16: [7]+16 = 23 1d20+16: [1]+16 = 17

Once on the other side, she says "Susan, you only get to claim this ship if you make it to the bridge first!"
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
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Amber Dach
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Posts: 270
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Re: Episode 3: Run

Post by Amber Dach »

(Rolls held over)
Minerva wrote: Sat Oct 14, 2023 10:31 pm "My pleasure. Anything to get us closer to home. I can imagine they are getting tired of watering my plants back home. And I believe being transported from the land of the dead onto an alien planet may be cause to open the bottle of Golden Age Malbec I've been saving."
Amber smiles. She seems like good people. “Always take some time to enjoy life, Minerva. It can be fleeting in this harsh universe.”
Susan Lee wrote: Thu Oct 12, 2023 10:30 pm Susan continues examining the ship as closely as possible and recording every detail she can. When they pass through the third forcefield, she flips the switch back on, having seen Minerva move these three times now. "We should try to stop people from following us. Also, dibs."

She pauses. "No one owns this ship. I said dibs. This is now my ship. Reka said it. Those are the rules."

"Most of what Reka says, like 'Phase Blurp' sounds made up to me. Also, everyone, turn on your HUD night vision if you haven't yet. Babies stay here, please. Shoot anyone who comes after us."

Susan then examines the corridor; decides she doesn't like the idea of getting shot and starts to climb on Amber's back. Atlantean pooony...
Amber smiles as Susan’s unique way of thinking comes to the forefront again. “I wouldn’t be so sure that this ship isn’t owned by someone, Susan. I’m sure I heard something dropping back there, maybe a tool, so I wouldn’t be so sure that the owner isn’t around.”

As Susan climbs on her back, she says. “Hang on tight and make sure your forcefield is activated. This may get bumpy if I have to do some acrobatics to get across unscathed.”

Amber waits until the coast is clear on the other side. While she awaits her turn, she makes sure her forcefield is activated. She gets Susan and herself airborne, hovering just above the deck plates. She concentrates her attention on the turret and launches herself across the opening. She maneuvers evasively as needed, keeping herself between the turret to shield Susan from the shots coming across.

Autododge vs tech (9): 1d20+14: [13]+14 = 27 , 1d20+14: [17]+14 = 31 , 1d20+14: [12]+14 = 26 , 1d20+14: [20]+14 = 34 , 1d20+14: [6]+14 = 20 , 1d20+14: [19]+14 = 33 , 1d20+14: [19]+14 = 33 , 1d20+14: [12]+14 = 26 , 1d20+14: [4]+14 = 18

Automatic Dodge Bonus
+14 (Auto-Dodge vs tech: Cyber-Knight Zen Combat: +4 to Automatic Dodge against tech; Robot Combat Elite +10 to dodge when flying)
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Underguard
Dimension Master
Posts: 1179
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 06h:47m
Environmental Conditions: Internal Temp; 0*C (32*F), dry cold. Completely silent; not even the sounds of the Monolith are heard.)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
While Amber has never encountered Phase Tech and honestly can't guess at it's mechanics or munitions, she does recall seeing the indented air pellets that fired through the wall following Reka. She can guess that Phase Tech can shoot through solid matter pretty readily by the way none of the pellets seemed to slow down and if anything, only stopped due to a loss of targeting.

Phinneas is a one-armed gymnast and impressively vaults past the opening at a jarring speed, landing skillfully on the other side of Reka. Susan latches onto Amber backpack-carry style, locking the legs around Amber's waist while Amber puts good use to her training. While she doesn't understand Phase Tech, it feels the same as any tech when it locks on to her. Amber makes impressive work of the Phase pellets that try to pierce her and Susan. Minerva follows suit and unfortunately the turrets seems primed for her now and the moment she crosses the threshold, she feels the pop on her body field [-50 MDC]. Minerva sees a disruption in her body field, almost like an impact, almost like a contortion but whatever Phase tech is, forcefields seem to slow them down. Minerva zips across the opening but one more shot hits her body field and leaves it nearly popped. [-30 MDC].

Reka nods to the team after they've made it through with a warning to Susan. "Droids aren't affected by Phase Tech, I'd suggest you keep them on this side of the turrets. We shouldn't need to come back this way, unless you really want to try flying off in this thing. Count me out, I'll open a portal and jump myself and leave the device with you all." Reka states, looking to Amber with a pause before adding. "What is it you human's say? That's not my problem." He finishes and will usher the GIRLS down the last bend.

The GIRLS will arrive in what appears to be a operations room though it certainly has never been used. It appears as though there is a large central holographic display that is currently off, a series of other displays on the far wall that are also off. There are no seats or comforts for normal crew members and it doesn't look like it's meant to be staffed. Reka walks towards the back of the room. "I need a few minutes, it's behind an intricate lock. Please, talk over there." Reka points near the door you all entered from, shooing you away then gets to work.

What are you doing?
GM Note: You have about 3 minutes in this room/hallway after Reka starts working before Sixth Sense goes off for anyone who has it.

Reka will allow you to observe him as long as you are silent; you will see an alien-made puzzlebox with various gears, sockets, switches, buttons and the like that all seem to make something else click on the box.


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB | -80 from Psychic Body Field
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Phinneas_Graves
Posts: 147
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 60% | 1d100: [9] = 9
JIC: 1d20: [15] = 15 | 1d100: [16] = 16

Detect Ambush 60% | 1d100: [76] = 76

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

As they enter the final room, Phinneas recalls Amber's words right before they crossed the hallway. "I knew it! That damn robot isn't done. Amber's vision...." He takes his railgun in hand and puts paying attention to his hearing at top priority.

As Reka starts to unlock the device, Phinneas tells him "If you don't mind, I'd like to watch. I have a thing for locks. I won't make a sound" Standing behind Reka, he somewhat pays attention to the opening of the lock and moreso to the entrance of the room.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Amber Dach
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Re: Episode 3: Run

Post by Amber Dach »

Perception: 72% = 1d100: [18] = 18 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [3] = 3 | 1d100: [47] = 47

Skills Rolls
Prowl 55% = 1d100: [56] = 56
Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1500’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 90% = 1d100: [21] = 21
o Track by Psychic Scent: 95% = 1d100: [18] = 18 (97% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 100% = 1d100: [7] = 7 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 2. 5 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 20 minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Intuitive Combat lasts for 20 melees. -10 I.S.P. Bonuses: +3 on initiative, +1 to strike, +1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• +10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 10% to Climb and Swim skills.
Sixth Sense Bonuses: +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160
Underguard wrote: Tue Oct 17, 2023 7:11 pm The GIRLS will arrive in what appears to be a operations room though it certainly has never been used. It appears as though there is a large central holographic display that is currently off, a series of other displays on the far wall that are also off. There are no seats or comforts for normal crew members and it doesn't look like it's meant to be staffed. Reka walks towards the back of the room. "I need a few minutes, it's behind an intricate lock. Please, talk over there." Reka points near the door you all entered from, shooing you away then gets to work.
As they congregate in the operations room waiting for Reka to open the look, Amber scans the room. As she looks around, she quickly realizes that she has seen this room before. My last vision! This is where Eight appears to attack Reka!

Amber’s Visions
Underguard wrote: Sun Sep 18, 2022 7:29 am Once questioning is done, the rest of those at the Hangar split off with Amber heading off to do some meditation, trying her best to get a glimpse, to shed light on the uncertainty of this mission. Her first session is met with an eerie silence in her mind. As Amber goes to get up and ready for another meditation attempt, she stumbles as she receives a
While exploring the TEUs, Amber sees the group falling back from a horde of mechanical droids. In a flash, Amber sees Susan almost overcome until Eight gets her free. Amber sees Susan running back as Eight slashes a few more. The image fades.
Another few attempts, refocusing and meditation sittings later, Amber feels another flash that appears a little
Amber and company are exploring one of the decommed spaceships at Site 1; Eight is not with the crew but the Uteni is. The flash fades
. Amber tries a few more times that day and on her final attempt before bed, nearly stumbles to the ground as she receives a
Amber sees a portal open on the bridge of one of the ships. The Uteni stands near it with the device and a weapon in hand. Eight attacks the Uteni out of nowhere and the two tumble through the portal. The image fades.
She lets Reka continue to work on the lock in peace, but moves into a position to intervene if/when Eight reappears. Crap! The comms are compromised if Eight is back. Better use my telepathy. She quickly reaches out to each GIRL to let them know that this is the place that her final pre-mission vision took place. My last vision took place here! Be ready for Eight to possibly return and attack Reka!

She lets Minerva know in a little more detail. Minerva, I did some precognition before the mission and this place matches Eight attacking Reka and knocking him through a portal. Be ready!

Once Amber’s Sixth Sense activates, she will reach out to everyone again with her telepathy and tells them. Threat incoming! She will then start to concentrate and enters into a Zen-like state (activates Intuitive Combat).

Combat Rolls
Initiative: 1d20+17: [12]+17 = 29
(+5 from Robot Combat Elite +3 from Cyber-Knight Zen Combat + 6 from Sixth Sense +3 Intuitive Combat = +17)

Free Action: Alert the others if Eight/threat appears.
Action 1: Strike Eight with Vibrosword: 1d20+9: [3]+9 = 12 ; Damage: 4d6: [3, 2, 1, 1] = 7 MD
Action 2: Strike Eight with Vibrosword: 1d20+9: [10]+9 = 19 ; Damage: 4d6: [6, 3, 6, 4] = 19 MD
Action 3: Strike Eight with Vibrosword: 1d20+9: [6]+9 = 15 ; Damage: 4d6: [6, 4, 2, 3] = 15 MD
Action 4: Strike Eight with Vibrosword: 1d20+9: [2]+9 = 11 ; Damage: 4d6: [6, 4, 2, 3] = 15 MD
Action 5: Strike Eight with Vibrosword: 1d20+9: [1]+9 = 10 ; Damage: 4d6: [5, 4, 1, 4] = 14 MD
Action 6: Strike Eight with Vibrosword: 1d20+9: [5]+9 = 14 ; Damage: 4d6: [1, 4, 1, 5] = 11 MD
Action 7: Strike Eight with Vibrosword: 1d20+9: [19]+9 = 28 ; Damage: 4d6: [1, 2, 4, 2] = 9 MD
Action 8: Strike Eight with Vibrosword: 1d20+9: [19]+9 = 28 ; Damage: 4d6: [2, 1, 3, 2] = 8 MD
Action 9: Strike Eight with Vibrosword: 1d20+9: [15]+9 = 24 ; Damage: 4d6: [3, 3, 2, 1] = 9 MD

Parries with Vibro-sword (9): 1d20+13: [1]+13 = 14 , 1d20+13: [17]+13 = 30 , 1d20+13: [16]+13 = 29 , 1d20+13: [11]+13 = 24 , 1d20+13: [12]+13 = 25 , 1d20+13: [10]+13 = 23 , 1d20+13: [11]+13 = 24 , 1d20+13: [7]+13 = 20 , 1d20+13: [18]+13 = 31

Auto-dodge (9): 1d20+11: [11]+11 = 22 , 1d20+11: [17]+11 = 28 , 1d20+11: [20]+11 = 31 , 1d20+11: [14]+11 = 25 , 1d20+11: [18]+11 = 29 , 1d20+11: [2]+11 = 13 , 1d20+11: [7]+11 = 18 , 1d20+11: [15]+11 = 26 , 1d20+11: [7]+11 = 18
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Susan Lee
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Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [100] = 100 / 41%
JIC: 1d20: [9] = 9 / 1d100: [14] = 14


CONDITIONS: See Invisible, FF active 110 / 110. On Boing-Go. One drone at 75 / 75 FF. Other drone at 0 / 75 FF cannot reactivate for 12 hours).

Susan nods at Reka. "Thank you for the information, Mr. Ola. I will bring the babies with us." She then instructs the drones to follow them, taking up a cross-filade stance on the door into the bridge.

When Minerva and Amber state their objections to dibs rules, she simple nods. "Dibs rules are universal. Nothing else on this planet has an owner and some of you are wearing your dibs items."

Do I even want this ship? It's mine, shut up!

When Amber announces the approach of danger, Susan notes, "It's a good thing I turned that forcefield thingy back on. Do you think Eight is mad? Just kidding, Eight doesn't experience emotion."

She makes sure her rifle is loaded with a maxed out e-clip. Then she tries to find a button that turns on the central holographic display, pushing anything that looks likely.

Computer Operation: 1d100: [80] = 80 / 78%
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Underguard
Dimension Master
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 06h:52m:15s
Environmental Conditions: Internal Temp; 0*C (32*F), dry cold. Completely silent; not even the sounds of the Monolith are heard.)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Combat Round: 1
Phinneas stands by Reka and watches the blue alien work on the puzzlebox with mild intrigue, his eyes then looking to Susan who rushes in with her two drones as she moves to the central display. Amber warns the group about their location and how it resembles the vision where Eight attacked though telepathy to give Reka some silence, though the alien twitches towards Susan when she mentions Eight. Susan moves towards the powered off central display unit for any type of button that might be a power button or something to turn it on. Phinneas watches with mild amusement as the Doctor moves around the display, being in the direct line of sight to the door. Amber meanwhile readies herself for Eight's inevitable return.

Phinneas and Amber are both surprised by the sudden illumination of the room as Susan's hand slams down on a large button that seems like it was built for someone of Praxis' size with hard to read words on it. Suddenly there is an alien voice on the intercom that Phinneas and Amber can tell is automated and repeating something, though no clue what. Reka looks towards Susan with a fire in his black eyes.

"You bosh'tet! You turned on the ship!? It may try to kill us now!" Reka exclaims in a mix of anger and fear. Amber and Phinneas have only seen lights come on, no rumblings like an engine or anything but internal sensors might be working. Susan sees what she thinks is emergency lighting that is guiding the group out of the room and thinks she sees a word resembling "bridge" on the display of alien data. Reka shakes his head viciously. "No. Stay here. Protect me. I'm almost done." Reka says. Phinneas hears something from down the corridor, then Amber hears it; there is something in the hallway.

What are you doing?
GM Note: Treat this as a combat round; 15 seconds before whatever is in the hallway is in the room.
Sorry I don't have a map. When you engage in combat I'll draw a basic one.


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB | -80 from Psychic Body Field
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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Amber Dach
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Posts: 270
Joined: Sun Mar 29, 2020 9:50 am

Re: Episode 3: Run

Post by Amber Dach »

Perception: 72% = 1d100: [72] = 72 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [7] = 7 | 1d100: [5] = 5

Skills Rolls
Field Armourer & Munitions Expert 65% = 1d100: [11] = 11 (to clear weapon jams)

Constant/Active Conditions
Sixth Sense: Range 180’
Sense Supernatural Evil & Sense Magic Energy: Range: 500' (100’/level) when being is not using powers or abilities; 1500’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 90% = 1d100: [86] = 86
o Track by Psychic Scent: 95% = 1d100: [16] = 16 (97% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 100% = 1d100: [77] = 77 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 2.5 hours remaining. Costs 2 I.S.P. [/size]
Telepathy lasts for 20 minutes. -4 I.S.P. Range: Read surface thoughts 60’; 2-way telepathic communication 600’.
Intuitive Combat lasts for 19 melees. -10 I.S.P. Bonuses: +3 on initiative, +1 to strike, +1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• +10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as +10% to Climb and Swim skills.
Sixth Sense Bonuses: +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
Sustain lasts 5 days.[/size]

NE-1A-TWPA Tech-Warrior: NE-F50A Super-Heavy Forced Field: 142/160

Amber’s jaw drops inside her helmet. What the eff? Gods be damned. What did you do Susan? She quickly reacts to the new development. She calls out to the GIRLS. “Susan. Praxis. Protect Reka. Everyone else. Engage the incoming threat.”

She readies her rifle and reaches out with her senses anticipating the incoming threat. She fires once she identifies a threatening target choosing the most threatening looking one or Eight if he appears.

Combat Rolls
Initiative: 1d20+17: [4]+17 = 21
(+5 from Robot Combat Elite +3 from Cyber-Knight Zen Combat + 6 from Sixth Sense +3 Intuitive Combat = +17)


Free Action: Give orders.

Action 1: Fire at Threat with NE-11 Rifle: 1d20+5: [15]+5 = 20 ; Damage: 1d4*10: [1]*10 = 10 MD
Action 2: Fire at Threat with NE-11 Rifle: 1d20+5: [20]+5 = 25 ; Damage: 1d4*10: [4]*10 = 40 MD
Action 3: Fire at Threat with NE-11 Rifle: 1d20+5: [19]+5 = 24 ; Damage: 1d4*10: [1]*10 = 10 MD
Action 4: Fire at Threat with NE-11 Rifle: 1d20+5: [17]+5 = 22 ; Damage: 1d4*10: [4]*10 = 40 MD
Action 5: Fire at Threat with NE-11 Rifle: 1d20+5: [18]+5 = 23 ; Damage: 1d4*10: [3]*10 = 30 MD
Action 6: Fire at Threat with NE-11 Rifle: 1d20+5: [1]+5 = 6 ; Damage: 1d4*10: [4]*10 = 40 MD
Action 7: Fire at Threat with NE-11 Rifle: 1d20+5: [7]+5 = 12 ; Damage: 1d4*10: [2]*10 = 20 MD
Action 8: Fire at Threat with NE-11 Rifle: 1d20+5: [1]+5 = 6 ; Damage: 1d4*10: [3]*10 = 30 MD
Action 8: Fire at Threat with NE-11 Rifle: 1d20+5: [11]+5 = 16 ; Damage: 1d4*10: [2]*10 = 20 MD

Auto-dodge (9): 1d20+7: [20]+7 = 27 , 1d20+7: [8]+7 = 15 , 1d20+7: [1]+7 = 8 , 1d20+7: [11]+7 = 18 , 1d20+7: [12]+7 = 19 , 1d20+7: [4]+7 = 11 , 1d20+7: [14]+7 = 21 , 1d20+7: [6]+7 = 13 , 1d20+7: [20]+7 = 27
(OCC – add +4 to Automatic Dodge against tech from CK Zen Combat vs whatever tech threat looks the most dangerous/or Eight if he appears)
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168

NE-11 Slim-Line Plasma Cartridge Rifle: 60/60 shots remaining (60-round drum)
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Phinneas_Graves
Posts: 147
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Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 60% | 1d100: [74] = 74
JIC: 1d20: [20] = 20 | 1d100: [30] = 30

Detect Ambush 60% | 1d100: [56] = 56

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

Just when you think it can't get any better.....

"I know, right Boom Boom? We're about to get killed by a ship, hahahahaha"

As Phinneas absorbs the increasing gravity of the situation, he is slightly bitter towards Susan for interrupting his watching Reka decipher the lock. When the lights come on, he is slightly relieved that at least they can see a little better, but whatever little bit if happiness he feels quickly fades away when he starts to hear something coming toward them down the hallway. Reaching into his backpack, he pulls out his homemade IED and throws it into the hallway and waits for whatever is coming to get close so he can pull the detonator trigger.

"Yes! What a shit throw! Everybody get ready. As soon as whatever that is gets close, I'm pulling the trigger. Get behind something or it could get messy"

After Phinneas pulls the trigger, he shoulders up his rail gun and continues hammering at his target.


Combat rolls

Initiative: 1d20+4: [7]+4 = 11


Ranged combat:
Action 1: Throw IED into hallway: 1d20+3: [6]+3 = 9   | Damage 1: 2d6*10: [3, 2]*10 = 50 to 15' AoE
Action 2: Strike w/NG-R50: 1d20+3: [16]+3 = 19  | Damage 2: 4d6: [4, 4, 5, 4] = 17
Action 3: Strike w/NG-R50: 1d20+3: [13]+3 = 16 | Damage 3: 4d6: [2, 5, 2, 3] = 12
Action 4: Strike w/NG-R50: 1d20+3: [10]+3 = 13 | Damage 4: 4d6: [4, 6, 3, 2] = 15
Action 5: Strike w/NG-R50: 1d20+3: [16]+3 = 19 | Damage 5: 4d6: [2, 4, 6, 2] = 14


Auto Dodges: 1d20+5: [15]+5 = 20 1d20+5: [6]+5 = 11 1d20+5: [6]+5 = 11 1d20+5: [2]+5 = 7 1d20+5: [16]+5 = 21
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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Susan Lee
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Posts: 340
Joined: Thu Oct 19, 2017 7:24 am

Re: Episode 3: Run

Post by Susan Lee »

Perception: 1d100: [55] = 55 / 41%
JIC: 1d20: [11] = 11 / 1d100: [53] = 53


CONDITIONS: See Invisible, FF active 110 / 110. On Boing-Go. One drone at 75 / 75 FF. Other drone at 0 / 75 FF cannot reactivate for 12 hours).

Susan watches everyone else panicking. Thank you again, Boing-go!

"Friends and associates, in Amber's vision, was the ship on? If Eight's attack in the vision was in this room, should we not vacate to a different room and seal the door, thus buying time? We know that it takes Eight time to adjust to new threats. Perhaps the ship is a new threat?"

And why can't you stop your work and walk 30 feet, then resume, Ola...

"Mr. Ola, if possible, I would recommend that you make a strategic retreat while continuing your work."

If Eight comes in, she checks to see if the drones can see it now. If so, they open fire and Susan uses the passageway to the 'bridge' as cover as much as possible.

Regardless, she also shoots Eight. "What has four wheels and flies, Eight?" she asks.

Initiative: 1d20+3: [6]+3 = 9

Susan Attack 1: 1d20+5: [8]+5 = 13 Damage: 1d6*10: [1]*10 = 10
Susan Attack 2: 1d20+5: [14]+5 = 19 Damage: 1d6*10: [4]*10 = 40
Susan Attack 3: 1d20+5: [18]+5 = 23 Damage: 1d6*10: [2]*10 = 20
Susan Attack 4: 1d20+5: [7]+5 = 12 Damage: 1d6*10: [2]*10 = 20
Susan Attack 5: 1d20+5: [18]+5 = 23 Damage: 1d6*10: [6]*10 = 60
Susan Attack 6: 1d20+5: [15]+5 = 20 Damage: 1d6*10: [3]*10 = 30

Drone Attack 1: 1d20+3: [8]+3 = 11 Damage: 6d6: [6, 3, 4, 4, 5, 1] = 23
Drone Attack 2: 1d20+3: [5]+3 = 8 Damage: 6d6: [4, 6, 2, 2, 6, 2] = 22
Drone Attack 3: 1d20+3: [2]+3 = 5 Damage: 6d6: [2, 4, 5, 6, 4, 6] = 27
Drone Attack 4: 1d20+3: [1]+3 = 4 Damage: 6d6: [2, 6, 6, 5, 5, 6] = 30
Drone Attack 5: 1d20+3: [18]+3 = 21 Damage: 6d6: [1, 3, 1, 6, 1, 2] = 14
Drone Attack 6: 1d20+3: [3]+3 = 6 Damage: 6d6: [2, 1, 4, 6, 4, 1] = 18
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Minerva
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Re: Episode 3: Run

Post by Minerva »

Perception: 1d100: [87] = 87 /59%
JIC: 1d20: [9] = 9 / 1d100: [96] = 96


  • SDC: 207/207
  • HP: 130/130
  • ISP: 280/426


  • Helmet: 50/50
  • Arms:
    • L: 40/40
    • R: 40/40
  • Legs:
    • L: 50/50
    • R: 50/50
  • Main Body: 86/90
  • N-F50A Superheavy Force Field: 160/160 (OFF)

  • Damage: 4D6 M.D.

  • Damage: 5D6 M.D.C. per melee

  • Range: 2,000'
  • Damage: 1D4x10 M.D.
  • Payload: 10 Shot (E-Clip)

  • Range: 1 mile
  • Damage: 6D6 M.D.
  • Payload: 2 missiles

  • Robotic P.S. of 25
  • +4 P.P.
  • +20 Speed
  • +10' to leaps
  • +10% to Climbing
  • Reduce Fatigue by 75%
  • -10% to Physical Skills
  • +1 to Strike with Hand Held Ranged Weapons
  • +3 Initiative
  • +2 to Parry
  • +2 to Dodge
  • +5 to Roll w/ Impact
  • Allows user to dodge all attack, even those from behind and/or surprise
  • Restrained Punch: 6D6
  • Punch/Kick: 1D4 M.D.
  • Power Punch/Jump Kick: 2D4 M.D.

  • Duration: 10:45/18 minutes
  • Max Weight: 3200 lbs
  • Range: 500'
    Bonuses:
    • +3 to strike
    • +4 to parry

Range: Self
Duration: 17:45/18 minutes
I.S.P.: 30.
M.D.C.: 10/90
Note:
  • Does not protect against disease, radiation or toxic fumes, not magic or psionic attacks other than physical ones (energy blasts, fire, etc.).
  • Skills requiring sense of touch: -30%


☞ Speed: 100 mph
☞ Cost: 15 I.S.P.
☞ Duration: 17:45/18 minutes

  • Duration: 38:00/45 minutes
  • Damage: 11D6 (including Fencing)


Range: Self.
Duration: 16:00/18 minutes
I.S.P.: 10
When a psychic uses this ability, she greatly enhances her mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of her body. For the duration that this power is in use, the psychic gains the following bonuses:
  • +1 attack per melee
  • +3 on initiative
  • +1 to strike
  • +2 to parry and dodge
  • +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher)
  • +15% to all Physical skills that rely on coordination or balance.


Susan Lee wrote: Tue Oct 24, 2023 11:41 pm When Minerva and Amber state their objections to dibs rules, she simple nods. "Dibs rules are universal. Nothing else on this planet has an owner and some of you are wearing your dibs items."
"Fine, fine. But I want at least one space rifle from the armory. This ship has to have an armory, no?"
Amber Dach wrote: Sun Oct 22, 2023 5:07 pmMy last vision took place here! Be ready for Eight to possibly return and attack Reka!

She lets Minerva know in a little more detail. Minerva, I did some precognition before the mission and this place matches Eight attacking Reka and knocking him through a portal. Be ready!

Once Amber’s Sixth Sense activates, she will reach out to everyone again with her telepathy and tells them. Threat incoming!
Understood. If we need to protect Reka, I have just the trick.


Susan's turning on of the ship both excites and terrifies Minerva. "That is definitely a development. One moment." Minerva activates her gift from the magical forest, the Talisman of Marduk, to understand what the voice over the speaker is saying.

Hearing that Eight is likely back on the ship, Minerva takes a few preparatory precautions before engaging. First, placing a telekinetic bubble around Reka while he works, then activating her forcefield, using her abilities of mind over body to enhance her reflexes, then beginning to summon her Psi-Sword. "Give me 15 seconds, I'm right behind you. Sealing Reka in and boosting myself up."

APM: 7
Action 1:
Range: Self or 360' (+40'/level) within line of vision.
Size: 3'-90' diameter (+10/level)
Duration: 90 minutes (+10 minutes/level).
Saving Throw: Dodge at -6.
I.S.P.: 30.
M.D.C.: 225 (+25/level)
Notes:
  • Can create multiples.
  • If used to parry, must roll straight roll vs strike.
  • Cannot be moved.
  • Airtight force bubble with enough air inside for duration.
  • Stops all weapon blasts, magical energy attacks and area effect magic, but not teleportation, intangibility, psionic mental attacks.
around Reka.
Action 2: Activate F-50A Forcefield.
Action 3:

Range: Self.
Duration: 18 minutes (+2 minutes/level)
I.S.P.: 10
When a psychic uses this ability, she greatly enhances her mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of her body. For the duration that this power is in use, the psychic gains the following bonuses:
  • +1 attack per melee
  • +3 on initiative
  • +1 to strike
  • +2 to parry and dodge
  • +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher)
  • +15% to all Physical skills that rely on coordination or balance.
on self.
Actions 4-4 of next round: Summon
Range: Self.
Duration: 45 minutes (+5 minutes/level).
I.S.P.: 30
Damage: 10D6 M.D. (+2D6 M.D. @ Levels 12 & 15) Can be reduced down to 2D6 M.D. in increments of 1D6 M.D.
Notes:
  • Takes 1 melee round to create.
  • Can be any size (Short Sword) and any color (Purple)
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
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Underguard
Dimension Master
Posts: 1179
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Episode 3: Run

Post by Underguard »

Current Conditions wrote:Mission Time: 06h:52m:30s
Environmental Conditions: Internal Temp; 0*C (32*F), dry cold. Completely silent; not even the sounds of the Monolith are heard.)
Ley Line/Nexus Presence: No Nexus or LL activity at all, but ambient energy feels like a LL Storm came through recently
Combat Round: 2
Amber takes a quick moment to collect herself as the threat begins revealing itself, then ordering Susan and Praxis to the rear of the room with Reka while she, Minerva and Phinneas stay ready to engage the new threat. Everyone scatters and tries to ready themselves, taking Reka's advice and bunkering down in the room. Reka looks to Susan with scrunched eyes and a furrowed brow. "I can't take the box with me. One of the safeguards, it doesn't travel with my phase field. I just need a minute." Reka pleads then looks back to the box. Reka looks up in apparent appreciation as Minerva activates a force field around him, turning to her and notably bowing his head before continuing his work.

The following seconds are tense as Minerva stands in silence behind Amber while Phinneas, Amber and Susan stand ready to spray whatever comes through that door. Phinneas tosses an improvised explosive down the hallway that has several seconds of delay before it explodes, leaving some smoke trailing out of the hallway and into the room. As Minerva's Psi-sword begins to manifest, Amber catches swift movement down the hallway through the smoke heading straight towards her giving her just enough time to open fire. Amber gets a series of shots in, though she can't see what the target is entirely yet until it finally enters the room. Phinneas and Susan both open fire immediately at the sight of a different looking android. If it is Eight, it has assumed a new
EightMad.jpg
that appears far more menacing but is similar to the what they've seen before.

Amber's weapon jams as she has to roll out of a fast horizontal swipe from the robot that was so fast, Amber felt the wind from it. Amber tries firing again but the android closes in quickly, prompting Amber to not only miss but jam her weapon again. Phinneas, Susan and her Drone had been pelting at what appears to be some sort of force-field on the android until Susan's drone jams. Amber finds herself to be the favorite target at the moment, hurriedly trying to dodge and unjam her own weapon only to feel the wind-stealing impact of the metallic blade. [-40 MDC from shield.] Then Amber sees something pop out of robot's back and a moment later, more smoke begins filling the room from where the robot is standing. The GIRLS figure they have another 15 seconds before most of the room is fully engulfed, the robot's silhouette already beginning to disappear.

What are you doing?
GM Note: The android is still fully visible with a passing perception. A failed perception and you lose it in the smoke.
Susan, your drone won't be able to fire unless you take an action to un-jam it; it did not fire on it's actions 5/6
Minerva's sword is fully formed at the beginning of this round.


Map1.png


Amber: -10 MDC MB
Susan: Drone One Shield disabled.
Phinneas: Timer: 5 minutes | 1 charge of FF depleted | -16 MDC to MB | Right arm of EBA destroyed | -16 personal SDC
Praxis: -95 MDC from MB | Left Arm of PA destroyed | -40 MDC from Transformed MDC | -30 MDC from Helmet
Minerva: -4 MDC from MB | -80 from Psychic Body Field
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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Minerva
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Re: Episode 3: Run

Post by Minerva »

Perception: 1d100: [56] = 56 /59%
JIC: 1d20: [14] = 14 / 1d100: [4] = 4

  • SDC: 207/207
  • HP: 130/130
  • ISP: 210/426


  • Helmet: 50/50
  • Arms:
    • L: 40/40
    • R: 40/40
  • Legs:
    • L: 50/50
    • R: 50/50
  • Main Body: 86/90
  • N-F50A Superheavy Force Field: 160/160 (ON)

  • Damage: 4D6 M.D.

  • Damage: 5D6 M.D.C. per melee

  • Range: 2,000'
  • Damage: 1D4x10 M.D.
  • Payload: 10 Shot (E-Clip)

  • Range: 1 mile
  • Damage: 6D6 M.D.
  • Payload: 2 missiles

  • Robotic P.S. of 25
  • +4 P.P.
  • +20 Speed
  • +10' to leaps
  • +10% to Climbing
  • Reduce Fatigue by 75%
  • -10% to Physical Skills
  • +1 to Strike with Hand Held Ranged Weapons
  • +3 Initiative
  • +2 to Parry
  • +2 to Dodge
  • +5 to Roll w/ Impact
  • Allows user to dodge all attack, even those from behind and/or surprise
  • Restrained Punch: 6D6
  • Punch/Kick: 1D4 M.D.
  • Power Punch/Jump Kick: 2D4 M.D.

  • Duration: 10:45/18 minutes
  • Max Weight: 3200 lbs
  • Range: 500'
    Bonuses:
    • +3 to strike
    • +4 to parry


☞ Speed: 100 mph
☞ Cost: 15 I.S.P.
☞ Duration: 17:30/18 minutes

  • Duration: 44:45/45 minutes
  • Damage: 11D6 (including Fencing)


Range: Self.
Duration: 17:45/18 minutes
I.S.P.: 10
When a psychic uses this ability, she greatly enhances her mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of her body. For the duration that this power is in use, the psychic gains the following bonuses:
  • +1 attack per melee
  • +3 on initiative
  • +1 to strike
  • +2 to parry and dodge
  • +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher)
  • +15% to all Physical skills that rely on coordination or balance.



"
"
Image
"
"


The mentalist reaches out telekinetically through the smoke and attempts to grab hold of Eight's robotic frame. If successful, she'll hold it off the ground high enough to limit movement but not so high that other cannot reach with their attacks. Once in place, she'll rend liquid metal apart with the
Image
, her Psi-Sword in its deep purple hue.

If she loses sight of Eight, she'll move toward the sound of fighting and try to track the android down.

Initiative: 1d20+11: [17]+11 = 28
APM: 8 (7+ 1 from Enhance Reflexes)

Action 1: Grab Eight with Hyper-Telekinesis. Strike: 1d20+3: [19]+3 = 22
Action 2: Slash Eight with Psi-Sword. Strike: 1d20+17: [18]+17 = 35 Damage: 11d6: [3, 4, 2, 3, 4, 2, 4, 4, 4, 2, 5] = 37
Hyper-Telekinesis grab at Eight. Strike: 1d20+3: [18]+3 = 21

Action 3: Slash Eight with Psi-Sword. Strike: 1d20+17: [19]+17 = 36 Damage: 11d6: [3, 5, 3, 2, 1, 3, 1, 3, 1, 4, 2] = 28
Hyper-Telekinesis grab at Eight. Strike: 1d20+3: [19]+3 = 22

Action 4: Slash Eight with Psi-Sword. Strike: 1d20+17: [9]+17 = 26 Damage: 11d6: [3, 2, 4, 3, 6, 3, 1, 3, 5, 5, 1] = 36
Hyper-Telekinesis grab at Eight. Strike: 1d20+3: [6]+3 = 9

Action 5: Slash Eight with Psi-Sword. Strike: 1d20+17: [7]+17 = 24 Damage: 11d6: [1, 1, 5, 1, 4, 3, 2, 5, 4, 2, 6] = 34
Hyper-Telekinesis grab at Eight. Strike: 1d20+3: [15]+3 = 18

Action 6: Slash Eight with Psi-Sword. Strike: 1d20+17: [5]+17 = 22 Damage: 11d6: [1, 2, 2, 3, 2, 3, 6, 1, 2, 1, 6] = 29
Hyper-Telekinesis grab at Eight. Strike: 1d20+3: [7]+3 = 10

Actions 7-8: Reserved for Dodge.

  • Base: 8
  • WP Sword: 4
  • PP Boost (Enhance Reflexes + NE-BA-26): 3
  • Enhance Reflexes: 2
  • NE-BA-26 Integrated Sensor Pod: 2
  • Total: 19
: 1d20+19: [19]+19 = 38 1d20+19: [12]+19 = 31 1d20+19: [10]+19 = 29 1d20+19: [3]+19 = 22 1d20+19: [19]+19 = 38 1d20+19: [12]+19 = 31 1d20+19: [6]+19 = 25 1d20+19: [6]+19 = 25
  • Base: 8
  • PP Boost (Enhance Reflexes + NE-BA-26): 3
  • Enhance Reflexes: 2
  • NE-BA-26 Integrated Sensor Pod: 2
  • Total: 15
: 1d20+15: [11]+15 = 26 1d20+15: [3]+15 = 18
Grace Minerva
Ledger
  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)
User avatar
Phinneas_Graves
Posts: 147
Joined: Sun Feb 06, 2022 11:29 am

Re: Episode 3: Run

Post by Phinneas_Graves »

Perception: 60% | 1d100: [82] = 82
JIC: 1d20: [8] = 8 | 1d100: [49] = 49

Sense of Balance: 82% | 1d100: [21] = 21
Prowl: 70% | 1d100: [85] = 85

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

Phinneas continues to fire away at the bot. Although it appears that his rounds are only hitting some kind of force field, he figures that eventually it has to run out.

"Yes!!!! It's about time!!! No more lolligagging. It's time for the big show!!!"

As the bot begins to emit smoke from nits back, Phinneas thinks to himself,

What's all this then?

As the room begins to fill with smoke, Boom Boom says to Phinneas, Get ready to get close Phin

Since shooting into the smoke has the possibility of hitting his teammates, Phinneas shoulders his rail gun and takes his vibro-axe in hand. As the bot begins to disappear in the smoke, Phinneas will rely on his enhanced hearing and speed to further deal with the bot.


Combat rolls

Initiative: 1d20+4: [11]+4 = 15


Melee combat:
Action 1: Switch to Vibro-Axe
Action 2: Strike w/NE-RV07: 1d20+4: [19]+4 = 23  | Damage 2: 4d6: [5, 2, 5, 4] = 16
Action 3: Strike w/NE-RV07: 1d20+4: [13]+4 = 17  | Damage 3: 4d6: [2, 1, 4, 2] = 9
Action 4: Strike w/NE-RV07: 1d20+4: [14]+4 = 18  | Damage 4: 4d6: [5, 5, 1, 4] = 15
Action 5: Strike w/NE-RV07: 1d20+4: [13]+4 = 17 | Damage 5: 4d6: [1, 6, 3, 3] = 13

Auto Dodges: 1d20+5: [6]+5 = 11 1d20+5: [19]+5 = 24 1d20+5: [18]+5 = 23 1d20+5: [16]+5 = 21 1d20+5: [4]+5 = 9
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm amputated
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - NG-ML6: 6/4
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