Current Conditions wrote:Time/Date and Location: 10:00AM, 1000, Late April, Pacific Northwest, Desert
Environmental Conditions: Outside Temp; 7*C (41*F), Frosty but sunny morning.
Ley Line/Nexus Presence: No ley line.
O'Neill meets the team inside the Hangar and everyone notices that it is cleared out of other Northern Gun staff. She is at the hangar's operations center and there is a map of the outpost displayed on the table in front of the group. On the map, several points of interest appear to be highlighted with one in specific having a red X marking it. When the group fully arrives, O'Neill greets them.
"Thank you for meeting me. I've asked you here because I want you to crack open the bunker beneath this base." O'Neill states, crossing her arms. "As some of you might remember, this location is an old army installation from before the Great Cataclysm. This base holds secrets we haven't tapped yet, which is part of our interest. One place we have not opened yet is a bunker beneath the base." O'Neill pulls out a different map that shows the levels descending. Outpost Hanford appears to stretch further underground than the bunker they had discovered in the forest, though the map is incomplete. "I believe unlocking what is in that vault will help us unlock the entirety of the Pacific Northwest." She finishes with a smile, looking to the group before letting a sigh escape.
"But -- it appears that whatever the Vault is completely blocks any attempts to scan; it is deadspace, we have no idea what is behind it. That's why I want you to be the ones to crack it open. If it's dangerous, well, that's why we pay you. If not, easy day!" She says, clasping her hands together.
"So, interested in going for a walk?" She asks the group.
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Vera is quite happy for the maintenance. While she can do the basics out on the field (General Repair and Maintenance), she is no engineer. As the techs work on her cyber-form, she considers others.
I wonder whatever happened to that engineer that was with MARS? German, I think she was? We can look her up once this is done with, she was a good tech.
Vera is cleaned, polished, re-painted, and looking like she just rolled off of the factory assembly line. Overall, she looks much better now than she had half-covered in spider guts from the forest. She takes the time to double-check all of her systems, making sure everything inside and out is as perfect as it can get.
It is in the middle of her defragging her internal computer that she is asked to come down to the Hangar. The avenging angel nods, standing and looking out. "This a dangerous thing, or just something interesting?" Once informed that it could be either, Vera elects to keep her wings attached. As discovered in the underground labs with the demons, even in small spaces she wished to have them, rather than not.
Once she has everything attached and readied, she makes her way to the Hangar, being one of the last to arrive due to her preparations. She looks about the empty space, giving an unhappy hum. "Such a space should be alive, not ghostly, no?" She approaches the table slowly and listens to the explanation, taking it all in.
She is silent for a moment, before nodding. "Seems reasonable for us to go, then. Though I am getting tired of being underground," she replies with a touch of humor. She glances Samantha's way, knowing the other woman would understand the feeling. "Any ideas on how we can crack it? Are there codes or some other electronic interface, or will we be prying it open with our raw strength?"
Lower Maneuvering Jets (3; even smaller) - 25/25 each
Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
Claw Strike - 3D4 M.D.
Head Butt - 2D4 M.D.
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Power Punch - 4D6 M.D.
Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.
Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute.
Arvid walks into the hanger and greets O’Neill, “Hello O’Neill, nice place you got here. Decent food is nothing like a mead hall. I enjoyed the base and how much you are doing. Where are the NG people, hope they aren’t holding a grudge?”
Arvid looks at the map and listens to O’Neill when asked to proceed with her, he sees no reason not to go.
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
Sustain: 30 days
Heightened Presence Sense: constant 100ft range
Energy Sphere: 1500 P.P.E. for 30 days
The next 36 hours are busy for the elder godling.
There is a lesson outside in the sunshine with Gloriosa the dragon hatchling! Hemlock plays nursery rhymes on an ocarina while dragon hatchling sings along. This is followed by storytime, which today appears to be a lesson about psionics. Little Red Riding Hood is psionically invisible, and the Wolf cannot see her. Oh, but can it smell her? Can it spot the tracks left behind by dainty little shoes? Hemlock tries her best to make the story exciting with magic. The story is filled with illusionary sounds to make it come alive, and through it the godling weaves the tale. Nestled in the fun is a little lesson about how psionics work.
It is the only part of her routine that is unchanged in this new place. Otherwise she turns over the new problems in her mind. Some threat lies in this forest, something positively deadly. We're asked to explore and poke about, so it's only a matter of time before we bump into whatever it is. So what to do about it? Well, I could summon allies... but let's shelve idea for now. No sense introducing more unpredictabilities into the mix. Instead, let's boost my magical capacity a few notches, and have an escape plan on hand.
Hemlock becomes fixated on magical preparations. By casting Time Hole she locks herself away in an extradimensional space for a shade under 30 hours. In a sequence of three rest periods (GM see your private mail for the calculations) and much mana spent the godling attempts to craft a magical scroll and a fully charged Energy Sphere.
The scroll, if successful, Hemlock will be rather proud of. Containing a superior teleportation spell, she intends to pass it to the team leader when on a mission. Should something terrible happen, and Hemlock find herself unable to facilitate an escape, the scroll can be a solid Escape Plan B.
Or so she hopes..
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Arvid has appeared in his new armor, NG-RA15 Cannonball Riding Armor, with a Leather Bomber Jacket. In his hand is the BB Shotgun Staff. his Ceremonial Armor has been placed in his sea chest. he starts off, "Hey, How do I look in the new gear. looks like I came from this place, right? Well it seems the ladies like it. this Is what I will wear when I'm out Patrolling, I have another set of light flying armor and a flight suit, for around the camp here."
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
Underguard wrote: ↑Sun Sep 10, 2023 5:54 pm"Thank you for meeting me. I've asked you here because I want you to crack open the bunker beneath this base." O'Neill states, crossing her arms. "As some of you might remember, this location is an old army installation from before the Great Cataclysm. This base holds secrets we haven't tapped yet, which is part of our interest. One place we have not opened yet is a bunker beneath the base." O'Neill pulls out a different map that shows the levels descending. Outpost Hanford appears to stretch further underground than the bunker they had discovered in the forest, though the map is incomplete. "I believe unlocking what is in that vault will help us unlock the entirety of the Pacific Northwest." She finishes with a smile, looking to the group before letting a sigh escape.
"But -- it appears that whatever the Vault is completely blocks any attempts to scan; it is deadspace, we have no idea what is behind it. That's why I want you to be the ones to crack it open. If it's dangerous, well, that's why we pay you. If not, easy day!" She says, clasping her hands together.
"So, interested in going for a walk?" She asks the group.
Hemlock watches with interest and listens to all say their piece before speaking.
Whatever lurks down there does not appreciate attention. What happens when we uncover it?
To O'Neill she asks, "Can you describe the nature of the scans you have tried? Are they all technological in nature? Do you have any trained wizards or mystics trying to glean information at all?"
"Is it this specific Vault that prevents your scans, or the area in general? For if it is a very specific area, it suggests an intelligence and design behind it."
She frowns when considering the vagueness of the whole enterprise. "What is it you are hoping to find there? What could unlock the entirety of the Pacific Northwest?"
Vera Morozov wrote: ↑Mon Sep 11, 2023 8:34 pm
It is in the middle of her defragging her internal computer that she is asked to come down to the Hangar. The avenging angel nods, standing and looking out. "This a dangerous thing, or just something interesting?"
"Something I suppose that prefers being left alone." She makes a wry face.
Vera Morozov wrote: ↑Mon Sep 11, 2023 8:34 pm
She is silent for a moment, before nodding. "Seems reasonable for us to go, then. Though I am getting tired of being underground," she replies with a touch of humor. She glances Samantha's way, knowing the other woman would understand the feeling. "Any ideas on how we can crack it? Are there codes or some other electronic interface, or will we be prying it open with our raw strength?"
Hemlock looks thoughtful, and her gossamer wings flutter unconsciously as she considers the problem. "Crack a rock and you cannot easily mend it. If possible I would much rather peep under it before deciding. There may be ways to do this."
She grins at Gloriosa, if present, "We can hope to find a nice pile of gold. Good bedding is hard to find. But gold is rarely left unguarded. We should be careful."
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Samantha is one of the first to arrive. Normally she would be one of the last, her head in some sort of build project. But ever since becoming the leader of MARS, and now this motley crew, her instincts is to be the first one in. Lead the team from the front, and make sure they get home. She looks at everyone assembled, some of the unknown quantities of new people. I can do this... We can do this."
"Alright O'Neill, let's do this. Samantha takes a look at the map while O'Neill goes through the simple briefing. "Any chance of computer files encrypted or not we can access? Or better yet, any potential internal video feeds we haven't found and just need to power on?" She looks at the woman holding the briefing, I know it's a long shot. But you never know, if you don't ask.
She waits for the response, "Do you have a time frame? Can we do our own recon of the base, take a bit more time to unlock what it holds? And what kind of finders fee are we looking at, we are mercenaries after all. We don't do danger out of the kindness in our hearts."
Quantum
H.P.: 49 / 49 S.D.C.: 59 / 59 CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25 LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
Kraul has been examining his new rifle. He is impressed with the craftsmanship, as it rivals anything he could find on Center. I hope my new Armor is as well crafted.
Underguard wrote: ↑Sun Sep 10, 2023 5:54 pm"But -- it appears that whatever the Vault is completely blocks any attempts to scan; it is deadspace, we have no idea what is behind it. That's why I want you to be the ones to crack it open. If it's dangerous, well, that's why we pay you. If not, easy day!" She says, clasping her hands together.
”That makes sense. We are capable of handling the unknown. I believe Hemlock’s question about the nature of your scans is relevant. If it is simple Sonar there are many sonar impenetrable dense metals.
I assume you have examined the exterior of the chamber. Were you able to analyze the material? If has my friend Hemlock has suggested it is a creature who has sealed itself into this chamber, do we have rules of engagement. At that point it would be a home invasion with us the invaders.”
Or worse something dangerous and powerful sealed in here as a prison.
Kraul wrote: ↑Tue Sep 19, 2023 5:28 pm”That makes sense. We are capable of handling the unknown. I believe Hemlock’s question about the nature of your scans is relevant. If it is simple Sonar there are many sonar impenetrable dense metals.
I assume you have examined the exterior of the chamber. Were you able to analyze the material? If has my friend Hemlock has suggested it is a creature who has sealed itself into this chamber, do we have rules of engagement. At that point it would be a home invasion with us the invaders.”
The godling considers the possibilities. "Has anyone attempted to cross into this chamber astrally? Or perhaps attempted an object read on the outside of this place?"
I don't think I'll mention simply being intangible on the same dimension, one shouldn't reveal too many tricks too quickly. Numerous field trips with delightfully belligerent faerie folk surface in her mind from the depths of her oldest memories. The amount of stuff we've stolen in so many ways! Delightful times. She casts an appraising glance at Gloriosa. Perhaps it is time for us to try our hand at roguery! A spot of larceny would be good for his development.
"I wonder if it is a kind of sanctum spell," she looks intrigued, like a squirrel wanting to crack open a nut. "I haven't seen one of those in awhile. They are fun."
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Current Conditions wrote:Time/Date and Location: 10:30AM, 1030, Late April, Pacific Northwest, Desert
Environmental Conditions: Outside Temp; 7*C (41*F), Frosty but sunny morning.
Ley Line/Nexus Presence: No ley line.
Hemlock forges a successful and potent spell scroll to keep in she back pocket to give to Beckett when able, perhaps after arriving in the Hanger. When Hemlock asks their questions, O'Neill tosses out a rather expensive looking scanner with Northern Gun's logo on it. "Primary ground penetrating radar, electronic and wave scans. We can pick up a good portion around the vault vault door but it completely white outs in a large circular area beneath the base. It is certainly purposefully shielded. We have one Mentalist on staff who attempted an astral projection but found his form was bounced off some invisible wall that he's never seen." O'Neill confirms.
"No real time frame and nothing is actually stopping us from opening it. Upon our reclamation of the original operational center, we found the proper codes. It's the fact that there is no record of this at all and no scans have been able to tell us what is inside. We can't find any trace of wiring or conduit leading into the vault. The terminal on the vault door seems to be internally controlled. It is made of a interesting type of concrete that is thick; a standard vibro-knife doesn't even scratch it. This leads me to believe something of value is behind it. Baxter didn't want to open it initially, but the promise is far greater than the risk. Plus, Simmons hasn't come out of his quarters to protest the idea yet." She explains, almost like a child in a candy store. "Untold technologies from the golden age, or coveted relics from a time before anyone knew what they were. I don't deny it could have dangers." O'Neill finishes.
WHen Beckett asks about a finder's fee, O'Neill practically laughs. "I forgot you're new to this job; but you're being paid quite well to do this work for us. I can't recall immediately but I believe Northern Gun has contracted your company out for our sole use for, oh, somewhere in the range of a million a month? If that's not enough to fund your little misadventures and savings well, you might want to hire a financial advisor." O'Neill finishes with a snort.
If the team agrees, she'll meet them at the vault at 11am, after they grab whatever gear they want from the barracks. If they decline, she will look disappointed and shrug. "Ah, well. I'll see that Baxter puts it on the mission roster for later, then." She warns and leaves them to continue their day.
What are your intentions?
GM Note: Do some talky talky. You don't need to go if you want to avoid another underground shortie right now (I know they can be annoying) and do downtime instead.
Sustain: 30 days
Heightened Presence Sense: constant 100ft range
Energy Sphere: 1500 P.P.E. for 30 days
The Elder Godling, having spent countless years in the forests of Asgard, finds herself positively delighted at the prospect of exploring the unknown vault. A new place! Anything new is good.
"Unknown treasures. Unknown terrors," she muses out loud. "Or treasures and terrors."
I've heard so many stories of strange magical vaults hidden deep underground, full of dangers and treasures beyond imagination. Nothing ventured nothing gained. With caution!
"Count me in. I am eager to see this vault for myself. There are a number of precautions I can take, and I may even be able to slip through the door without opening it." She looks intrigued, and begins calculating an approach even before arriving at this place.
I'll use abundant defences, maybe a spell or two, and try and little psionic evaluation before attempting to enter.
"Anyone else fancy cracking into a little vault?"
When volunteers are settled on, she accompanies their guide to this mysterious place.
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Perception:
1d100: [92] = 92/34%
Just in Case:
1d20: [17] = 17;
1d100: [88] = 88
Conditions:
Similar to the Ley Line Walker's ability, the Shifter can feel the surge of energy whenever a Rift is within 190 miles +20 miles per additional level of experience. He can also tell when a new Rift appears along a ley line he is standing on regardless of the distance. When this happens, a Shifter instantly knows the general direction the Rift is located and whether it is big or small. The Shifter is also able to sense other types of dimensional disturbances such as Teleports and dimensional anomalies that occur within his sensing range. The latter is limited to one half the Shifter's usual range. Note: This sensing ability specifically relates to dimensional portals/Rifts and not nexus points and ley lines.
Skills used -
POST -
Dhaltuun just sits in silence as the others talk. When the team starts to make their selections on gear, dhaltuun stands off to the side looking very confused. He whispers to skuggi ”Stay close.” With a sigh, he straightens his shoulders and moves over to the computer and starts to look at the catatlog.
Absently scratching skuggi as he peruses the items. ”Okay girl. First thing we need to do is upgrade our buggy. Lets see what they got.” After a few moments, he has narrowed it down to a choice of three. ”So what do you think, Skuggi? This has what we need as well as room for you.” He then turns the screen a little so skuggi can see it clearly as he shows thru the pic.
”Now lets see what i can do to swap the add ons for buggy to this.” Dhaltuun then takes his time and adds the extras from his old buggy. Once done he also makes a note that he is willing to trade in his old buggy as well as his old rifle, a WI-SR15 15mm Sniper Rifle. At the bottom he adds an NG shotgun with some ammo of varied types. ”Now that we are done with our stuff, what say we surprise my mom? I havent thought about her lately. I should check in more often.” With a tear of guilt in his eye, Dhaltuun makes a big leap of faith and asks for a robo assistant that he can send to his mom. As he finishes with the order, he turns off the monitor and heads off to find the one of the others.
When he finds everyone doing stuff or talking, he turns and heads for the kitchen. As he walks, he uses his radio ”Dhaltuun here. Skuggi and i are heading out to the forest to see if i can recruit some help or a guide for us. I will be on comms as well as i will leave Marcella around. If you need me, she will let me know.” He then heads out.
Finding a nice spot just a few minutes walk into the forest, Dhaltuun asks skuggi to walk in an patrol around them. Dhaltuun then starts a small fire and gets comfortable. ”i will open a communication rift and see who is out there before i make a circle and summon them. “ He then starts the quick ritual to open a portal in order to seek out some help.
“I am Dhaltuun, Servant of Njord. I seek counsel and assistance.”
I have space on my team for 3. one to stay near by and watch over my familiar. The other i am in need of is a guide thru this land. Finally, i am in need of some additional muscle or stealth to roundout my team. I do not wish to disturb or cause insult to any being calling this home. I will do my best to not overly disturb or do any damage to items or places held sacred. I am here to find old time human stuff. If i can find a guide and/or a guardian for my momand familiar, we can talk compensation.
If this pleases you, contact me and we will talk over the details.
Looking for something to watch over marcella (spirit or fey)
P.P.E. Cost:
On or within a half mile (0.8 km) of a nexus point the cost is only 50 P.P.E.
Duration:
7 minutes (28 melee rounds), and only he can close the connection
Success Ratio: 69% (+5%) for opening the Rift at the exact location desired.
1d100: [27] = 27
as a ritual (which takes 1D6x10+ 15 minutes).
1d6*10: [3]*10 = 30
Little great one - guide thru area
P.P.E. Cost:
On or within a half mile (0.8 km) of a nexus point the cost is only 50 P.P.E.
Duration:
7 minutes (28 melee rounds), and only he can close the connection
Success Ratio: 69% (+5%) for opening the Rift at the exact location desired.
1d100: [46] = 46
as a ritual (which takes 1D6x10+ 15 minutes).
1d6*10: [2]*10 = 20
Looking for something to have as muscle or stealth in my squad
P.P.E. Cost:
On or within a half mile (0.8 km) of a nexus point the cost is only 50 P.P.E.
Duration:
7 minutes (28 melee rounds), and only he can close the connection
Success Ratio: 69% (+5%) for opening the Rift at the exact location desired.
1d100: [69] = 69
as a ritual (which takes 1D6x10+ 15 minutes).
1d6*10: [6]*10 = 60
Armor Worn:Mage armor Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)
Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds
Special Abilities
Dimensional Rift Home
Can always find his way home from another dimension.
Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
Uses 1 melee action
Rifting on same world - 1/2 ppe of dimension rift home
Limit - must have visited location before or use communication rift
Will appear on nexus near desired location (or stone pyramid)
Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
Range - within 90 miles +20 miles per level
Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
He will also instantly know what general direction the rift is located and whether the rift is big or small.
Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]
Communication Rift
P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
Duration: 1 min per level (4th = 4 mins)
Success ratio 34% +5% if done as ritual gives +20% success
Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
If fail but within 20% will contact correct location but not necessarily the right target
Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
Linked to – Marcella the Osprey (monsters and animals pg 158-159)
Mentally and physically linked with familiar
Familiar is linked to the shifter and obeys his every command, verbal and mental.
If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
If save - roll init....if I win close rift / if fail creature appears and might attack
If beat creature - use pact
If lose to creature - the shifter might be attacked or the being escapes
Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Vera listens to the explanation of the various attempts at recon into the vault, weighing the options.
Seems a standard enough mission. No demons, I hope, or other nasty surprises.
She gives a nod and figures that there's no harm in at least checking in on the vault. If it is too dangerous the group could always bug out and possibly destroy the entrance.
The cyborg winces internally at Samantha's question and the reply.
Our fault. We should have explained how we were being compensated to her before signing her on.
She doesn't comment audibly on it, however, knowing the moment has passed and that her old boss was just being thorough.
Hemlock wrote:"Anyone else fancy cracking into a little vault?"
"It seems doable enough," Vera replies, giving a faint smile, "Provided we don't hit on something truly a problem. I think it is at least worth looking at. If it's too risky, we can always pull back if necessary." With her opinion stated, the angelic 'borg turns to Samantha, waiting for their leader's final say before committing fully.
Lower Maneuvering Jets (3; even smaller) - 25/25 each
Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
Claw Strike - 3D4 M.D.
Head Butt - 2D4 M.D.
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Power Punch - 4D6 M.D.
Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.
Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute.
Arvid arrives with his Cannonball Armor and his Bang tick in hand and the new hammer near his backpack. In his other hand he brings his turboboard. Who knows where we might end up. another dimension. A thousand years in the past. Might be interesting.
He smiles at the others, and states, “I think I’m ready. Brought the Board in case the door leads to a place that might need flying.”
He looks at the massive door, I wonder if it might be to keep something Dangerous inside? You Would think they would have put a big sign and books on this thing? Arvid speaks to the others,“Do you think we should try entering this thing by a flank instead of facing it straight on? Hemlock can you cast a divination on what to expect?”
He heads over to the door to see if he can sense anything electrical such as locks, and other opening devices on this side or on the other side.
Sense Electricity:
The psychic can sense or feel electricity and pinpoint its exact location as well as the approximate amount of electricity at the source (tiny, small, big). Range: 140'
Duration: Two minutes of extreme sensitivity so he can pinpoint every source of electricity in the area.
LS.P. Cost: Two
Arvid passes on any information then Speak to Samm. “Samm marching order?”
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
Samantha is not flustered by O'Neill's remarks, after all readjusting the terms of agreements for pay is part of being a Mercenary. "Thank you for the advice. This bunker has definitely peeked my interest, and it looks like the rest of the team is on the same wavelength." She gets a visual confirmation from all that are there. "But we would be remiss if we didn't do a bit of our own legwork on recon of the facility before entering." To put a little emphasis into that statement. "I for one, don't want to unleash a horde of demons that were locked away inside a vault that they could not escape from."
"Since there doesn't appear to be a rush. Like a whole bunch of research scientists who inadvertently open up a dimensional gate to hell. I think we can take a little extra time to validate what we are going into." For the others around, they can tell that Samantha is being rather sincere.
"Did Ecks find any data of value from the mine we were in? Anything that could be useful here?"
Net Morning
"Alright folks, grab whatever gear you want to bring."
Quantum
H.P.: 49 / 49 S.D.C.: 59 / 59 CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25 LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
Current Conditions wrote:Time/Date and Location: 8:00AM, 0800, Late April, Pacific Northwest, Desert
Environmental Conditions: Outside Temp; 3*C (37*F), Cloudy morning.
Ley Line/Nexus Presence: No ley line.
O'Neill doesn't contest Sam's decision to crack the vault the next morning, though she shakes her head regarding any useful data. "There was an encrypted device one of our technicians is working to crack, but none of the recovered information seems relevant to this outpost. All the information seems to be dated within the first few years of the Great Cataclysm. If anything comes up, I'll forward it to you." She explains. "As for the vault, no. No rush, just anticipation. I don't suspect it's some secret gate to hell either; though don't let Simmons hear that." She teases.
The group has the evening then O'Neill meets them the following morning in front of the vault. This time, Baxter is there with her with his arms crossed. "Simmons will hear about this then there is going to be hell to pay" Baxter chides and she shrugs it off, greeting the group.
"Alright, let's crack it open." She says and triggers the keypad with an external device she has attached to it. Something Sam can identify as Northern Gun modified tech. The doors don't fight the tech and whirr to life, grinding slowly open and releasing a wave of COLD air. Inside everyone can see a long dark hallway that goes straight. "Whew, okay, good luck. I'll be here." O'Neill cheers them on. No one feels a danger sense trigger, and other than the cold gust of wind, it looks safe enough.
What are your intentions?
GM Note: You get one retroactive question each to O'Neill/Baxter before I move past that entirely.
Energy Sphere: 1500 P.P.E. for 30 days
Heightened Presence Sense: constant 100ft range
Sense Magic 30 minutes
Sustain: 30 days
Watchguard (at vault entrance) 15 hours
Enhanced Perception (psi) 1 hr 15 min
Psi-Sword (psi) 75 minutes.
Sense Supernatural (psi) 30 minutes
Current Conditions wrote:Time/Date and Location: 8:00AM, 0800, Late April, Pacific Northwest, Desert
Environmental Conditions: Outside Temp; 3*C (37*F), Cloudy morning.
Ley Line/Nexus Presence: No ley line.
O'Neill doesn't contest Sam's decision to crack the vault the next morning, though she shakes her head regarding any useful data. "There was an encrypted device one of our technicians is working to crack, but none of the recovered information seems relevant to this outpost. All the information seems to be dated within the first few years of the Great Cataclysm. If anything comes up, I'll forward it to you." She explains. "As for the vault, no. No rush, just anticipation. I don't suspect it's some secret gate to hell either; though don't let Simmons hear that." She teases.
The group has the evening then O'Neill meets them the following morning in front of the vault. This time, Baxter is there with her with his arms crossed. "Simmons will hear about this then there is going to be hell to pay" Baxter chides and she shrugs it off, greeting the group.
"Alright, let's crack it open." She says and triggers the keypad with an external device she has attached to it. Something Sam can identify as Northern Gun modified tech. The doors don't fight the tech and whirr to life, grinding slowly open and releasing a wave of COLD air. Inside everyone can see a long dark hallway that goes straight. "Whew, okay, good luck. I'll be here." O'Neill cheers them on. No one feels a danger sense trigger, and other than the cold gust of wind, it looks safe enough.
GM Note: You get one retroactive question each to O'Neill/Baxter before I move past that entirely.
When the opportunity comes, Hemlock tells O'Neill, "When the door is opened I'd like to try and few scans. Asgardian style. We might glean something before delving deeper inside."
Arvid Hammerson wrote: ↑Tue Sep 26, 2023 11:28 amArvid passes on any information then Speak to Samm. “Samm marching order?”
A crackling black blade of energy appears in Hemlock's hand. It resembles a glowing a double-edged broadsword, but anyone versed in psi lore will know it to be a psi-sword. And a rather powerful one at that!
Now armed, Hemlock looks to Sam and Arvid with a serious expression. "I would suggest behind me, with Arvid beside me if it pleases him." She will do as Sam wishes should she have another view.
She sniffs at the cold air, and takes a deep breath. Then steps inside.
Let's not be hasty here. Whatever's in there can wait a few minutes while I check a few things.
"Sense anything?" she asks Arvid. The godling strains her senses into the dark hallway, trying to find hints of what awaits them. A suite of abilities extend into the hallway.
Sense Supernatural 70% chance (
1d100: [19] = 19) - sense the presence of any type of supernatural creature, including demons, Deevils, Elementals, dragons, and even Entities within 140ft.
Heightened Presence Sense (automatic) - aware of all intelligent presences within 100ft. If any present, spends
1d4: [3] = 3 rounds to pinpoint 90% chance (
1d100: [82] = 82)
Enhanced Perception
Sense Magic (-4 P.P.E.) within 120 ft.
The godling reports her findings, if any. Before proceeding, she turns back to the vault door. "If anything wanted to get out, it may have touched that door." She places a hand on the inside of the vault door, and performs an object reading.
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute.
Light and Video on
Sense Electriy
Once Arvid gets to the Sight he ask the NG reps for help turning on the camera on his shoulder and to make sure it is broadcasting back to them. He speaks up, "Can I get some help here making sure the camera voice and picture are working on this thing. And you are getting a good picture, and there is a copy on the hard drive of the suit. Oh and do you have any relays units that we can place as we go along?"
He turns on the light to illuminate the area. He then steps on his board ready to go into the large hall.
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
Lessons with Hemlock are the best! There’s singing, there’s detective work, soon I’ll be the world’s greatest singing detective! Gloriosa spends a good portion of the next 36 hours wandering. Around the base, around the surrounding environment, looking for good places to take a nap, frolic, or otherwise enjoy.
He arrives at the meeting ready to be told they’re heading out, only to find out the mission is right beneath them. It all sounds rather boring until…
Hemlock wrote: ↑Tue Sep 19, 2023 3:31 pmShe grins at Gloriosa, if present, "We can hope to find a nice pile of gold. Good bedding is hard to find. But gold is rarely left unguarded. We should be careful."
”OK, if there’s gold we have to lead with that. Because all these naps I’ve been taking have been without gold and lemme tell ya! Not! As! Comfortable!”
The possibility of treasures perks Gloriosa’s eyebrows and in very little time, he is ready to head into the vault.
The dark hallway doesn’t bother him due to his thermal and nightvision. He does a quick scan for any dangers before heading in to find whatever is causing this blank spot on their computer whatchamacallits.
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Once the mission is confirmed, Vera spends the rest of the day double-checking her equipment. As much as O'Neill seemed sure that things wouldn't go too far south while investigating the vault, the cyborg was taking no chances.
Things have gone wrong enough times in the past for me not to be prepared. And if she is right, and this is a calm exploration, all the better.
In the morning, she is as ready as the rest of the group. Her mechanics have just been given the love and care they deserve, and her software has gone through its own routine checks. She is armed with her usual dual pole-arms, her wings folded at her back. While it is likely to be tight underground, she can just detach them if needed, and has them in case she needs to fly for any reason.
As the others form their marching order, some with enthusiastic excitement and others with more drilled experience, Vera shifts into the latter camp. She keeps an ear out for Sam's orders, but in the meantime listens to Hemlock do her own observations.
Hemlock wrote:The godling reports her findings, if any. Before proceeding, she turns back to the vault door. "If anything wanted to get out, it may have touched that door." She places a hand on the inside of the vault door, and performs an object reading.
She then casts Watchguard (-10 P.P.E.) on the entrance, explaining to the others. "If anything slips by us and attempts to leave, I will know."
More magical prowess. If I weren't a full 'borg, I might ask about learning some myself.
Out loud, she responds to Hemlock, "Good. We can shoot off a radio to the base as well, if need be. Would you be able to tell if it was someone going in versus going out, or exclude us from the spell?" She figures she should know as much about the workings of the magic as she can understand if she was to rely on it.
Detect Ambush:
1d100: [37] = 37 / 75% - No magic, but good old watching out (with some augmentations helping out). Track (people):
1d100: [23] = 23 / 70% - Look for signs of past habitation, if any are able to be found after such a long time.
Lower Maneuvering Jets (3; even smaller) - 25/25 each
Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
Claw Strike - 3D4 M.D.
Head Butt - 2D4 M.D.
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Power Punch - 4D6 M.D.
Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.
Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Vera Morozov wrote: ↑Thu Oct 05, 2023 11:40 am
Out loud, she responds to Hemlock, "Good. We can shoot off a radio to the base as well, if need be. Would you be able to tell if it was someone going in versus going out, or exclude us from the spell?"
Hemlock's green eyes are everywhere as they advance in the corridor, but she acknowledges her new friend's question with a friendly nod. I should have explained more. I'm really not used to having so many friends about. It was always just me. Till now. She pauses a moment to quickly explain.
"Oh that's just a simple watchguard spell," she explains, "nothing terribly fancy, but it is like an invisible aura around that area. Only someone potentially dangerous who blunders into it will alert me … in here." She taps her forehead. "Any of us should be able to pass without setting it off. It's a spell Mr Fox taught me a long time ago."
"I wonder if you have something similar with all that technology you seem to have?" she glances at Vera, suddenly curious. "Always different ways. My friend Arel, a little brownie, used to spread walnut shells around the place he wanted guarded. Step on one and there's a loud crack for all to hear. Never step on a brownie's nuts! First rule of the forest."
She chuckles softly to herself, then refocuses her attentions on the way forward.
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Samantha grudgingly acknowledges what is needed by O’Neill. “Alright, we will go in the morning. We will be refreshed and prepped for anything we find.”
That evening she decided to look at the suits of armor Arvid was carrying in the cave with the spiders. This is interesting. . She pulls out her diagnostic computers and starts to go through the settings. Eventually she decides to don the armor and see how it operates. “This is a lot like Bean’s Glitterboy.”
The next morning Samantha decked out in the new suit of armor. Carrying her trusty rifle, that has served her quite well. After everyone is assembled she starts to speak. “Everyone, pair up. We are going to go slow and smooth. Don’t be trigger happy. We don’t know what to expect, and it’s best if we use our brains and keep our eyes on the swivel.”
“Vera, I’d like you to hang with me. Hemlock, I’d like you to follow with your partner. We will systematically clear rooms and halls, while using covering techniques leap frogging our way through.”
Once everyone understands the orders, Samantha signals O’Neil to open the door and she leads the team in.
Quantum
H.P.: 49 / 49 S.D.C.: 59 / 59 CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25 LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
Current Conditions wrote:Time/Date and Location: 8:05AM, Late April, Pacific Northwest, Desert
Environmental Conditions: Outside Temp; 3*C (37*F), Cloudy morning.
Ley Line/Nexus Presence: No ley line.
[The things people leave behind]
Once the Vault opens, several of the Professionals use their myriad of abilities to scan the immediate vicinity and find it devoid of threats within their range. Vera relies on her more down-to-earth capabilities and is able to discern that the Vault has not seen foot traffic in several years, likely decades. When Hemlock tries to read the Vault Door, the godling gets the following
Whatever was in this vault was illegal during its time, off the books, but well funded. Images of soldiers vanishing through a wall of light and returning. It hasn't seen any occupancy for over a hundred years and the Vault's door has no living owner.
The group decide to enter the Vault with trepidation, Sam and Vera taking point with Arvid close. Hemlock and Gloriosa taking the rear with Dhaltuun in the middle, the shifter's wolf and familiar waiting back. Arvid is the first to notice the slant in the concrete that is taking them down, however the hallway is still large. The more military minds of Sam and Vera can discern that supplies might've been moved here with Vera being able to see visible remnants of tread marks from small treaded vehicles, likely used to move stuff.
The tunnel in the vault eventually leads to an open octagonal room with three doorways. A large bulkhead ahead of the group, a smaller doorway on the upper right of the room and a similar door on the left wall. The room is entirely dark, no ambient light reaches this far without flashlights or a natural ability to see in darkness.
Perception:
1d100: [46] = 46/34%
Just in Case:
1d20: [2] = 2;
1d100: [75] = 75
Conditions:
Similar to the Ley Line Walker's ability, the Shifter can feel the surge of energy whenever a Rift is within 190 miles +20 miles per additional level of experience. He can also tell when a new Rift appears along a ley line he is standing on regardless of the distance. When this happens, a Shifter instantly knows the general direction the Rift is located and whether it is big or small. The Shifter is also able to sense other types of dimensional disturbances such as Teleports and dimensional anomalies that occur within his sensing range. The latter is limited to one half the Shifter's usual range. Note: This sensing ability specifically relates to dimensional portals/Rifts and not nexus points and ley lines.
Skills used -
General Maintenance 79% -
1d100: [67] = 67 - id general condition of structure
Pilot: Automobile 64% -
1d100: [76] = 76 - id tread marks
Presence Sense (4) - sense entities/ghosts
Sense Evil (2)
Sense Magic (3)
Sixth Sense (2) - early detection
POST -
Dhaltuun draws his breech lock pistol, and loads it with a big bore shell. As he does, he sends a message to Marcella. ”Marcella, my girl. I need you to stay outside and watch the door. I know you don't like going underground, you need space to fly. You got this.” Oce the pistol is loaded, dhaltuun secures his harness and gear.
Turning around, Dhaltuun rests a hand on Skuggi’s neck. ’You watch our backs. I am not sure exactly what you can do, so you do whatever you can to help us. I know you are a powerful Fenry so you should be able to do some amazing stuff. Impress me.” He then moves up and takes his position.
Holding his pistol close to his chest but barrel down, Dhaltuun waits and follows as needed.
Skuggi follows along as commanded. As she walks she uses her psi abilities to sense anything. If she detects anything, she will use telepathy and alert dhaltuun. Otherwise she will use her natural senses to make sure they are alone.
Armor Worn:Mage armor Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)
Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds
Special Abilities
Dimensional Rift Home
Can always find his way home from another dimension.
Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
Uses 1 melee action
Rifting on same world - 1/2 ppe of dimension rift home
Limit - must have visited location before or use communication rift
Will appear on nexus near desired location (or stone pyramid)
Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
Range - within 90 miles +20 miles per level
Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
He will also instantly know what general direction the rift is located and whether the rift is big or small.
Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]
Communication Rift
P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
Duration: 1 min per level (4th = 4 mins)
Success ratio 34% +5% if done as ritual gives +20% success
Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
If fail but within 20% will contact correct location but not necessarily the right target
Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
Linked to – Marcella the Osprey (monsters and animals pg 158-159)
Mentally and physically linked with familiar
Familiar is linked to the shifter and obeys his every command, verbal and mental.
If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
If save - roll init....if I win close rift / if fail creature appears and might attack
If beat creature - use pact
If lose to creature - the shifter might be attacked or the being escapes
Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Hemlock wrote:"I wonder if you have something similar with all that technology you seem to have?" she glances at Vera, suddenly curious. "Always different ways. My friend Arel, a little brownie, used to spread walnut shells around the place he wanted guarded. Step on one and there's a loud crack for all to hear. Never step on a brownie's nuts! First rule of the forest."
The 'borg nods, and replies, "Some, да. I have enhanced hearing and visual capabilities. While I have nothing that replicates your ability, Hemlock, I can keep a good watch around my person." She gives a small smile, then, "Nothing fancy, however. I do not, for example, have radar or a motion tracker installed."
Vera looks about the octagonal room for a moment once she passes into it, before glancing over at Hemlock. "Plenty of ways to come past us, then. Your spell will be useful."
Odd shape for a room with only three doors. Some old world thing from this part of the world, perhaps.
The cyborg moves alongside Sam, not straying too far from the group's old (new?) leader.
Dhaltuun wrote:Turning around, Dhaltuun rests a hand on Skuggi’s neck. "You watch our backs. I am not sure exactly what you can do, so you do whatever you can to help us. I know you are a powerful Fenry so you should be able to do some amazing stuff. Impress me.” He then moves up and takes his position.
"You've done well to make the wolf your friend," Vera notes, watching how the canine reacts to Dhaltuun's words. "I'm sure it will do a fine job watching our backs."
Lower Maneuvering Jets (3; even smaller) - 25/25 each
Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
Claw Strike - 3D4 M.D.
Head Butt - 2D4 M.D.
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Power Punch - 4D6 M.D.
Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.
Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Energy Sphere: 1500 P.P.E. for 30 days
Heightened Presence Sense: constant 100ft range
Sense Magic 25 minutes
Sustain: 30 days
Watchguard (at vault entrance) 14 hr 55 min
Enhanced Perception (psi) 1 hr 10 min
Psi-Sword (psi) 70 minutes.
Sense Supernatural (psi) 25 minutes
Beckett wrote: ↑Sat Oct 07, 2023 5:39 pm“Vera, I’d like you to hang with me. Hemlock, I’d like you to follow with your partner. We will systematically clear rooms and halls, while using covering techniques leap frogging our way through.”
Hemlock finds herself content enough watching the rear with Gloriosa, even though Sam's military words confuse her. Clearing the rooms seems fine, but from where will the frog be leaping from? She imagines a magical device that summons frogs, and what its purpose might be. A summonable squad of frogs could certainly trigger a number of traps without risking any of the party. It is not a bad idea really.
When the reads the psychic impressions of the door vault, she informs the team. "No one has been here for a little while... hrm over a hundred years. I see soldiers, vanishing through a wall of light, and returning. How odd. A spell? A rift?" She tries to understand more of what she's seeing.
Alas no frogs make an appearance, and soon they are confronted with three choices.
Underguard wrote: ↑Sat Oct 07, 2023 8:03 pm
The tunnel in the vault eventually leads to an open octagonal room with three doorways. A large bulkhead ahead of the group, a smaller doorway on the upper right of the room and a similar door on the left wall. The room is entirely dark, no ambient light reaches this far without flashlights or a natural ability to see in darkness.
While the group is considering the path to take, Hemlock steps towards Door 1. "I wonder what is behind this illusionary door..." She activates her intangibility power whilst stepping to the other side; right through the door.
Contingencies:
If this works, she looks inside, while wondering. Will anyone try and walk through that behind me? Teehee. If her nightvision is not enough, she will cast Globe of Daylight for a better look. Then she will step back into the junction, and tell the others what she saw.
If someone bumps their head against the solid door, she will chuckle lightly. "Sorry, I couldn't resist."
If Hemlock's intangibility is defeated by the door somehow, and she bounces off it, she will laugh. "This illusion is very convincing!"
"I can poke inside the other doors to look around if you like." She smirks. "I have a bit of a history in investigating places folk prefer to remain unknown. Pantries. Cellars. Vaults. That sort of thing."
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Vera wrote:"You've done well to make the wolf your friend," Vera notes, watching how the canine reacts to Dhaltuun's words. "I'm sure it will do a fine job watching our backs."
Dhaltuun swells with pride at hearing these words. ”Thank ye, M’lady. “ As he waits for more orders, he thinks to himself. ’ This is it. This is our shot to show these folk that we are worth keeping around. “ He uses his free hand to give himself a quick patdown. ” Okay.. Weapons, check! Hook… check! Ammo…check!! Let's do this!!” He blushes a little when he realizes that the last part wasn't just in his head, ” LET’S DO THIS!!” He sheepishly covers his mouth with his free hand while giving an apologetic shrug. Once he has regained his composure, Dhaltuun gets back into position and waits.
Armor Worn:Mage armor Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)
Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds
Special Abilities
Dimensional Rift Home
Can always find his way home from another dimension.
Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
Uses 1 melee action
Rifting on same world - 1/2 ppe of dimension rift home
Limit - must have visited location before or use communication rift
Will appear on nexus near desired location (or stone pyramid)
Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
Range - within 90 miles +20 miles per level
Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
He will also instantly know what general direction the rift is located and whether the rift is big or small.
Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]
Communication Rift
P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
Duration: 1 min per level (4th = 4 mins)
Success ratio 34% +5% if done as ritual gives +20% success
Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
If fail but within 20% will contact correct location but not necessarily the right target
Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
Linked to – Marcella the Osprey (monsters and animals pg 158-159)
Mentally and physically linked with familiar
Familiar is linked to the shifter and obeys his every command, verbal and mental.
If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
If save - roll init....if I win close rift / if fail creature appears and might attack
If beat creature - use pact
If lose to creature - the shifter might be attacked or the being escapes
Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute.
Light and Video on for HQ from his Armor
Sense Electriy
Arvid is on his hover board hovering close to the ground about 1 to 2 feet checks in with HQ, “How are you reading this and how is the video?” He finds it easy to see in the dark but uses the light on the shoulder to help others and the video.
As he approaches the doors he stops a bit and thinks, Well what do we have here, looks like three doors. He keys his Mike and scans the video Camera at all three Doors starting with door one and ending with door three. He then describes it over the radio, “Bolt here, We have a large room with three doors. Any advice for the team?”
He continues over the radio, “Samm, what should we do?”
Arvid uses his Sense to see if there is any keypads or other devices near the doors.
He watches as Hemlock pokes his head through door number one.
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
Gloriosa looks around for anything of interest, but so far there's just a bunch of stuff that isn't gold. Mostly doors. "So, if there is a wall of light, how come its so dark down here?" Gloriosa walks up to the door on the right and says "I wanna try this one!" If no one objects, he opens the door and has a quick look inside.
If at any point, he realizes that he might be too big for the doorways, he will Metamorph into a small boy. Tall enough to open doors, small enough to fit through them.
Military Fortifications --
1d100: [23] = 23 / 60% -- To understand the facility
Mechanical Engineer --
1d100: [70] = 70 / 100% -- To understand the door technology
Electrical Engineer --
1d100: [91] = 91 / 100% -- To connect into the electrical grid for the doors
Weapons Engineer --
1d100: [15] = 15 / 80% -- To jury rig an E-Clip as a Door power and controller
Samantha flicks on the light on the right shoulder of her GA-100. Letting her eyes focus on where the bright white light hits and shines as she takes in the room. "Two volunteers to take a look into that room." she points to room to her
Room #1
. She looks around the main room for any writing, insignias, maps, or other forms of identification.
When she notices Hemlock decide to slip through a wall. She walks over and puts her hand to the wall to see if it is in fact a hologram, and finds that it is not. "Okay, anyone else have abilities like that?"
After the first room is clear, and she gets a report back from Hemlock, she'll then request Hemlock to do the next room. "Hemlock, can you do the same on this other door?"
We may need to get a generator in here to help power this facility, but that could activate any security measures as well. Maybe we can locally power some doors, with a portable generator, or an e-clip? She looks at the team, "Anyone familiar with jury rigging a power pack to energize a door to open it?"
OOC Comments
is it possible that the doors have a manual override to open them?
Current Conditions wrote:Time/Date and Location: 8:15AM, Late April, Pacific Northwest, Desert
Environmental Conditions: Outside Temp; 3*C (37*F), Cloudy morning.
Ley Line/Nexus Presence: No ley line.
In all of Hemlocks years, the godling can honestly admit she does not know what the wall of light is. It appears almost like a dimensional portal, but is different and not the same to what she's seen. Whatever it is, it doesn't appear to be magical. When Hemlock activates her intangibility, she discovers a most amazing thing; the superstructure of the vault appears to block her from walking through any of the doors, though she doesn't sense any magical source nearby. Could Hemlock have found a place designed to contain or defeat magic, or is it a protected treasure trove waiting for the right door to be opened?
Vera is also able to notice her internal radio doesn't connect to O'Neill on the surface, but seems to function perfectly with everyone inside with her. Possibly something in the superstructure preventing radio signals to the surface. Dhaltuun similarly feels the connection to his familiar on the outside to be simply cut off, though his contact with the wolf stays strong. The wolf is also poking around Door 1, showing little interest in the other two doors. Arvid can pick up a few keypads on the walls but none of them have active power running through them. It looks like each door has unpowered card reader and key pad. While Door 2 looks to be a large bulkhead capable of withstanding several direct explosions, Doors 1 and 3 are far smaller and potentially more manipulatable.
Sam's examination of the facility definitely places it as a military installation at the height of technology before the Cataclysm. She recognizes Door 2 as the main door that leads to whatever this facility is holding, Doors 1 and 3 lead to side junctions, likely control rooms and living quarters for the former occupants. She also recognizes that without power, it would take several Arvids to manually open Door 2. Doors 1 and 3 could be manually opened with some brute force and team work. She's confident there is a manual release for both smaller doors that she might be able to trip if the panel had power. Sam then has the brilliant idea to try rigging up one of her e-clips to provide power and while the technology appears antiquated compared to the e-clip, she's able to hook up the e-clip to the panel at the cost of the e-clip [-1 E-Clip] and is able to release the door to pry it open.
A minute or so of teamwork from the supernaturally gifted will slide the door open, revealing a room with two empty weapons racks and a munitions bin; all emptied. The next door is not as hardened as the three entry doors and is openable by any of the supernaturally gifted Robotic Strength can move this one; normal human strength cannot.] This room is more what Sam was looking for, it appears to be a powered down security station with several workstations and another door leading further in.
Samantha takes a quick look around the security office. Yes, this is what I am looking for... Let's see if it is on its own separate power grid. Her eyes start to dart around the room looking for some sort of access panels that would allow her access to the power grid.
As she looks around, "We may need to go deeper into the facility to find the power for this facility. My suit isn't capable of reading any power emissions. Any of you can pick up on those kind of readings?"
When it looks like a bust, Samantha has the team spread out as they move further into the facility. "Okay, let's continue on through this door." She chooses the door that leads further in (#4)
Quantum
H.P.: 49 / 49 S.D.C.: 59 / 59 CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25 LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Vera frowns immediately as she realizes that her radio isn't able to connect to the surface.
We aren't that deep in. If this place has radio shielding, it must have been meant to be quite secretive.
As she sweeps her eyes across the first room they traverse through, she can't help but take note that the weapon racks are empty.
As she moves to help open the door to the security station, she speaks aloud, "Eerie, да? Everything was taken, almost abandoned. Let us hope there is still more to find." Turning her eyes specifically to Sam, "My radio cannot reach the surface. I understand we are underground, but not so far as to block communications so heavily, I think. There is more at play."
Beckett wrote:When it looks like a bust, Samantha has the team spread out as they move further into the facility. "Okay, let's continue on through this door."
Vera nods, taking up position alongside the other human, ready to snap to attention at the sign of anything happening. As she passes through the room, she quietly checks to see if there is anything hidden - instructions or sticky notes with passwords left behind; in case the team needs them.
Detect Concealment:
1d100: [85] = 85 / 70% - See if there is anything of interest hidden away in the security room that could prove useful now or on a return trip.
Lower Maneuvering Jets (3; even smaller) - 25/25 each
Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
Claw Strike - 3D4 M.D.
Head Butt - 2D4 M.D.
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Power Punch - 4D6 M.D.
Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.
Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Energy Sphere: 1500 P.P.E. for 30 days
Heightened Presence Sense: constant 100ft range
Sense Magic 15 minutes
Sustain: 30 days
Watchguard (at vault entrance) 14 hr 45 min
Enhanced Perception (psi) 1 hr min
Psi-Sword (psi) 70 minutes.
Sense Supernatural (psi) 15 minutes
"How interesting," Hemlock murmurs to herself she finds herself unable to pass through the doors. She shifts back to physicality and knocks on the solid object, her curiosity rather piqued.
"That's never happened before, I wonder what it might be made from?" She grins. "It could be rather useful, though you had best be sure no one locks us into this place."
Beckett wrote: ↑Tue Oct 17, 2023 3:06 pm"Okay, anyone else have abilities like that?"
"I know almost every magic trick under the sun, and a few a wee bit over the top of it." Hemlock wrinkles her nose. She claps her hands and rubs them together with a certain eagerness. "This place just got interesting, let's see what we can find out about it."
"Let's have a little more light to work with shall we? Watch your eyes." Hemlock casts a sequence of Lantern Light spells at each of the 4 small rooms reveals thus far.
Lantern Light(s) -4 P.P.E. and the lights last 7.5 hours
"Ahh that is so much better isn't it?" She adjusts the brightness to suit folk until all seem satisfied. "I always find it hard to think in the dark." Then Hemlock paces the room as she considers her options.
"One thing, I could try communing with spirits. There may be dead folk about who might tell more of what's here."
"Two, I could try teleporting through a little rift to the other side of the door there. I wonder if these interesting walls can block that too."
"Or three...." She saunters over to the powered-down security station and sits at the operator's chair. "I can try is to learn about this machine in a similar way I learned about the door. The telemechanics psionic mind game! Where one learns how a machine works and its layout. This is almost certainly a guard station, where one monitors who comes and goes between the outside and that interesting large door leading deeper into this place. The position seems right for that purpose. Now if there are wires and doodads connecting this part of the security apparatus to the deeper interior of the vault I may learn something of the layout of this place."
She smirks with a gleeful expression. "Or better yet, learn where the power source is and whether it can be recharged with some hard magic. An electric arc or ten wouldn't be hard to conjure up, we just need to know where it ought to be directed."
Hemlock uses Telemechanics to probe the security station, trying to mentally communicate and understand this machine. Where it connects to? Where the power source is? How the bulkhead doors work and operate? Any clues as to what lies within? Perhaps the memory banks can be accessed, if that requires power, perhaps Hemlock might learn how power might be restored.
Telemechanics -10 I.S.P.
Complete schematic diagram and operation knowledge 83%:
1d100: [11] = 11
All aspects of the machine, its operation, repair, special codes, programming, etc. 91%:
1d100: [6] = 6Contingency: if we live in a fantasy world where this can be done without frying electrics
If she learns of a conducting cable somewhere beneath the floor or elsewhere that could charge the power source of the station, she will point out the spot and offer to charge it. "An electric arc spell here might charge the power source enough to start operating things." She is happy for Arvid to work his electrical magics, or contribute herself if needed. (-8 P.P.E. per round).
With the investigations complete, she cautions the group. "Something with walls secure against your scans or my intangible knockings might have been designed to keep us out, or something deeper in. If I can teleport in without breaching that door, that might be the preferable approach."
Contingency:
If a door cannot be passed, and Sam wishes to pass.
Mystic Portal (-60 P.P.E.)
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute.
Phantom
Sense Electricity 2ISP
Enhance Reflexes (10)
Arvid listens to all. He is not puzzled by the lack of signals to penetrate out past the door, I believe it is a Faraday Cage of some sort. He tells the others, “Samm I believe this whole room is a huge Faraday Cage. It stops electronic signals from getting in or out. I do believe it was meant to keep your nuclear weapons EMP from penetrating here and disrupting the equipment. We can use our own equipment here, but it won’t let signals out. They need a hard line that is also surrounded by a shielding.”
Arvid does a couple of things to help them. First, he calls forth Phantom. ( BofM 63) next he heads over to the door that Samm wanted open and helps open it (ie with others help, e-clip. telemechanic, strength) Next he uses Enhance Reflexes (10)
Control Room
Arvid and Phatom with the others slip into the Armory and see. Empty Weapons Racks. Arvid speaks up, “There must have been an assault on this facility. Security personnel went to stop it. Now there were no signs of attack from outside, so assume they came from inside. They closed the doors, locked them and turned off the power to trap the enemy. We should be careful from here on till we leave.”
“I would be careful about turning on the power or full power.”
Arvid turns toward the Phantom and speaks to him in elemental: “Brother, we need light.” Phantom cast Create Light.
Arvid will open up the next door, When Saam ask for it, he speaks to the others, "Can anyone sense anything or anyone?”
Samm
As she looks around, "We may need to go deeper into the facility to find the power for this facility. My suit isn't capable of reading any power emissions. Any of you can pick up on those kind of readings?"
Arvid tries to use his abilities to see if they can help. 2 Sense Electricity:
OOC Comments
The psychic can sense or feel electricity and pinpoint its exact location as well as the approximate amount of electricity at the source (tiny, small, big). Range: 1 40 feet (30.5 m) +10 feet (3 m) per level of experience. Duration: Two minutes of extreme sensitivity so he can pinpoint every source of electricity in the area.
Once in the room he searches for books and manuals, in hopes they might provide more information, such as maps or other operation procedures.
1d100: [94] = 94
He hangs around Hemlock to see if he can tag team with him to get some of the equipment working.
1d100: [32] = 32
if some equipment looks broken he can use his device to repair it. Universal Energy to Matter Converter "There must be some security cameras."
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
Perception:
1d100: [55] = 55/34%
Just in Case:
1d20: [17] = 17;
1d100: [13] = 13
Conditions:
Similar to the Ley Line Walker's ability, the Shifter can feel the surge of energy whenever a Rift is within 190 miles +20 miles per additional level of experience. He can also tell when a new Rift appears along a ley line he is standing on regardless of the distance. When this happens, a Shifter instantly knows the general direction the Rift is located and whether it is big or small. The Shifter is also able to sense other types of dimensional disturbances such as Teleports and dimensional anomalies that occur within his sensing range. The latter is limited to one half the Shifter's usual range. Note: This sensing ability specifically relates to dimensional portals/Rifts and not nexus points and ley lines.
Skills used -
Sense Magic (4)
Sense evil (2)
Skuggi -
Sixth Sense (2)
Machine Ghost (12)
Telepathy (4)
POST -
Dhaltuun helps with the door. As soon as it is open, he quickly casts Sense magic and sense evil, as well as his dimension magic sense. Securing his flintlock, he readies his rifle. Looking over to Skuggi, he says ”Anything you can do to help would be great.” He then begins to help look around. ”Not much i can do here. I am great in a kitchen, not bad in a fight, but this room…. I am useless. So may as well play guard.” He then assumes an overwatch position. Basically just standing out of the way looking around the room and back the way they came in case of surprises.
Skuggi follows the team thru the door. Upon hearing dhaltuun’s command, she leaps into action. Giving Dhaltuun a quick but gentle headbutt, she moves over beside Samantha. Skuggi then rests her snout on the machine and activates her power of Machine ghost. She relays any info she may get from the machine to Dhaltuun thru telepathy.
Armor Worn:Mage armor Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)
Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds
Special Abilities
Dimensional Rift Home
Can always find his way home from another dimension.
Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
Uses 1 melee action
Rifting on same world - 1/2 ppe of dimension rift home
Limit - must have visited location before or use communication rift
Will appear on nexus near desired location (or stone pyramid)
Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
Range - within 90 miles +20 miles per level
Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
He will also instantly know what general direction the rift is located and whether the rift is big or small.
Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]
Communication Rift
P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
Duration: 1 min per level (4th = 4 mins)
Success ratio 34% +5% if done as ritual gives +20% success
Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
If fail but within 20% will contact correct location but not necessarily the right target
Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
Linked to – Marcella the Osprey (monsters and animals pg 158-159)
Mentally and physically linked with familiar
Familiar is linked to the shifter and obeys his every command, verbal and mental.
If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
If save - roll init....if I win close rift / if fail creature appears and might attack
If beat creature - use pact
If lose to creature - the shifter might be attacked or the being escapes
Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
Current Conditions wrote:Time/Date and Location: 8:20AM, Late April, Pacific Northwest, Desert
Environmental Conditions: Outside Temp; 3*C (37*F), Cloudy morning.
Ley Line/Nexus Presence: No ley line.
Hemlock lights the way with a comfortably lit latern, taking away a good deal of creep factor besides the relative silence and the echoes of their own movement. While trying to check out the security station, Hemlock discovers that it's completely without power, but that it is a security backup. If the Vault had power, it would serve as a backup and observation post; Hemlock can almost feel the button clicks on the keyboard that activate its cameras and open doors, but alas it remains without power. Dhaltuun sends Skuggi into the machine to try to understand it but quickly is told that, without power, Skuggi won't be able to access any of the internal files. However, Hemlock is realtively confident that someone like Arvid might be able to power the device properly. As Hemlock has that thought, Arvid senses a low electrical ping from further within the facility, within 100 ft, further inside towards the door Sam is heading towards.
Deciding to venture further in while Hemlock, Dhaltuun and Arvid poke around the security station, Sam leads the team further south into the vault. This door is also pryable like the ones before, and leads to a small hallway with another set of openable doors. One leading behind the massive vault door from the earlier room that appears much larger than the second door. Opting for the path of least resistance the team continue further south. Vera can't spot anything out of the ordinary about the tunnels.
The next room leads to a startling sight; six skeleton-like robots that appear to be in a powered down state and a large generator behind them. Sam can spot two terminals on the generator, one behind the robots, one to the side. Sam can see that one arm of the robot has a large blade and the other has an installed type of cannon, it also looks like it was built to run fast.
What are your intentions?
GM Note: Group is split right now;
Arvid, Hemlock and Dhaltuun are at the Security Station
Sam and Vera are in the room below with the generator
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Having little skill with generators and their operation, Vera leaves that task to Sam, choosing instead to look over the robots, taking note of their systems, and quietly comparing them to her own.
A guarding force? They are certainly armed for the task.
She takes note of their skeletal design and turns her eyes to Samantha.
"Skeleton robots. That is Coalition States design, да?" Her tone is curious, the Russian 'borg having never seen the CS Skelebots before, only knowing them by vague description. She examines the robots for another moment before moving up behind Sam, keeping her eyes on the room. Noting that the others aren't with them, she also clicks her radio on to let them know what's going on.
"Sam and I have found a generator, along with six combat robots. Will keep you informed if something happens, good or bad," she explains, her eyes sweeping the entrances to the room every so often. She also makes sure the bots aren't moving at any point during Sam's work either, just in case.
Field Armorer & Munitions Expert:
1d100: [56] = 56 / 80% - Examine the robots' weaponry. (I have no idea if they count as 'infantry weapons,' but I might as well try.) Detect Ambush:
1d100: [90] = 90 / 75% - Keep an eye out for incoming or robotic trouble.
Lower Maneuvering Jets (3; even smaller) - 25/25 each
Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
Claw Strike - 3D4 M.D.
Head Butt - 2D4 M.D.
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Power Punch - 4D6 M.D.
Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.
Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Energy Sphere: 1500 P.P.E. for 30 days
Heightened Presence Sense: constant 100ft range
Sense Magic 10 minutes
Sustain: 30 days
Watchguard (at vault entrance) 14 hr 40 min
Enhanced Perception (psi) 55 min
Psi-Sword (psi) 65 minutes.
Sense Supernatural (psi) 10 minutes
Underguard wrote: ↑Mon Oct 30, 2023 10:26 pm
Dhaltuun sends Skuggi into the machine to try to understand it but quickly is told that, without power, Skuggi won't be able to access any of the internal files. However, Hemlock is relatively confident that someone like Arvid might be able to power the device properly. As Hemlock has that thought, Arvid senses a low electrical ping from further within the facility, within 100 ft, further inside towards the door Sam is heading towards.
Hemlock leans against a wall in the security station and relays her findings to Arvid.
"Looks to me like that this could be powered with a little magical electricity," she points out where and how according to her knowledge.
"Alas no monsters or ghosts, it all seems quiet," she observes. "Question is, I suppose, do all the defenses wake up if we turn things on?"Well, it might get more lively if everything wakes up. But I suppose we should enjoy what peace we have.
She ponders what she might do to assist in the explorations of all things dark and technological. Ultimately settling on an Object Read of the security station keyboard.
Might find out something about how everything was shut down, and how it might start up this way. One would think the security password or phrase would be the thing most often used here. She takes a seat at the station, and triggers her ability to read objects on the keyboard controls.
The very last time anyone used this might have been important. I wonder if I'll find out anything useful?
Finally, with nothing else coming to mind, she casts Oracle to divine what future possibilities might lie before them.
Oracle -30 P.P.E. 91%:
1d100: [76] = 76
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute.
Phantom
OOC Comments
The phantom can carry up to 1100 pounds (495 kg) and still moves at its maximum speed. The Elemental servant will obey only the Warlock and remain in this world until the spell's duration elapses or it is sent back by the Warlock. Its supernatural strength means it can inflict
Mega-Damage. When ordered to kill someone, it will use what weapons are at hand and/or magic. M.D.C.: 80; impervious to cold, electricity, poison, disease and fear. Attributes: Invisible (its natural state), eight feet (2.4 m) tall, P.S. 22, P.P. 1 9, I.Q. 1 0, and flying speed is 45 mph (72 km).
Combat: Four physical attacks per melee round or two by magic, and inflicts 2D6 M.D. from punch or 4D6 M.D. from a power punch (counts as two attacks). +2 on initiative, +4 to strike and parry, +7 to dodge, and can see the invisible. Magic: Can cast all level 1 -4 Air Elemental magic and has 100 P.P.E.
Sense Electricity
Electrokinese
Arvid stops looking around for manual as he didn't find anything of use.
Hemlock leans against a wall in the security station and relays her findings to Arvid.
"Looks to me like that this could be powered with a little magical electricity," she points out where and how according to her knowledge.
Arvid speaks up, "This room, there is no source of power."
To Hemlock. “I can Try to use reverse flow. But my ability to get the frequency and the amount, that would be difficult, and I could fry the whole system."
As he points to where Samm is, “But down that way I'm picking up a little." “I suggest I follow them to see if I might get something working."
Vera
"Sam and I have found a generator, along with six combat robots. Will keep you informed if something happens, good or bad,"
Arvid stops and looking around for where he Sense Electricity ? the Bots. These are rather large statues. Oh, wait a second. They aren’t and they aren’t armor either. Some sort of mechanical guards, but if this place was attacked why weren’t they set to the fight?
Arvid looks at the Generator and speaks up, "Maybe I can Fix tis thing
Electrokinese switch switches, looking for power panels. Basic Electronics 60%
1d100: [17] = 17
He goes over to try to get them working and only to the control room. the he is looking for security, Cameras. if there is any repair needed he can use his device to fix them,
For the Phantom Arvid as him to locate any hidden places or other things that might be useful. , helping to carry items, open doors, locate
secret compartments/doors (89%)
1d100: [34] = 34
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
Vera wrote:"Skeleton robots. That is Coalition States design, да?"
Samantha is shocked to see some robots in the room, "That is my understanding. I have not seen one myself, but it does look like it could be a predecessor. But I can't say for sure. It doesn't have their Halloween skeleton theme." With her high intensity light on the shoulder, she takes a look at the Robot/Drone to see if there is any way to disable it without destroying them outright.
To validate that the machines are powered off, and maybe find an external cutoff to turn them off: Mecha Engineering --
1d100: [10] = 10 / 105% or Robot Electronics --
1d100: [88] = 88 / 100%
"Let's try not to power these bad boys on. I don't want them racing outside or coming up behind us." Her fears of being overrun by something underground starts to get to her. This always gets on my nerves, going underground, in an extreme confined environment. I'm a tanker, used to city combat. This should be no difference. Her eyes shift to the ceiling, And that is what, I think is bothering me. I want my tank.
Quantum
H.P.: 49 / 49 S.D.C.: 59 / 59 CBR Mk. 2 Light Armor - Valkyrie Upgrade M.D.C. by Location: -15% to physical skills
Helmet - 45/45; Arms (2) - 30/30 each; Legs (2) - 50/50 each; Main Body - 105/105; Undersuit - 25/25 LP-l0H Heavy Laser Pistol: 2d6+2 MD; 16/16 Shots per e-clip; +1 Strike
"Boop. Deet deet deet. Clickity clack clack. Look Hemmy, I'm a computer person!" The large dragon, demoralized by the distinct dearth of dubloons reinvigorated himself by pressing buttons on the deactivated terminal. "Do you think if we activate the skellingtons they'll tell us about the base? What if we took off their arms and legs so they couldn't do the murder part?"
Gloriosa then walks over to the robots to see how easily they might come apart if the right amount of force were applied.
Current Conditions wrote:Time/Date and Location: 8:30AM, Late April, Pacific Northwest, Desert
Environmental Conditions: Outside Temp; 3*C (37*F), Cloudy morning.
Ley Line/Nexus Presence: No ley line.
Vera takes a moment to examine the powered down robots and while the technology appears older it also appears as good as, if not better than what is currently available on the market. Curiously, while they resemble skeletons, as Vera checks them they do not appear to match the Skelebots that the Coalition uses. Sam looks them over with Vera and can confirm they are not only powered down, but likely completely drained of power; the chance they randomly reactivate seems low to the experienced technician, though they could be linked to the vault's power grid. Sam sees the generator in the room that has two obvious input points. When she investigates the generator, she finds it to follow a similar format to other power generator's she has seen or serviced. One terminal is the maintenance terminal, off to the side, the other is the command terminal where a self-destruct, restart, shut down or stand by would be initiated from. Sam is confident that as long as nothing is wrong, she'll be able to get the generator going given enough time. Glorisa walks up behind Sam and Vera, approaching one of the skeleton robots and playfully guesses how easily they'd come apart, though they do appear quite resilient to the young dragon.
Back in the security checkpoint, Hemlock connects to the residual aura left behind on the main security terminal, looking for any images, impressions or the like that could be gleaned. Hemlock gets the immediate impression that the ones who ran this vault were decent people, probably scientists who were supported by the military at the time. The godling sees images of the words "SHUT DOWN", "GREAT RISK" and "Waste of Money" flash in her head as another image of a wall of light appears. To the experienced godling, it looks a lot like a dimensional portal but colored differently and appears far more stable. When trying to pull from the present, Hemlock actually stumbles as she sees a brief
A white light engulfs the room and only a dark, thin shadow can be seen approaching a table. As it gets closer, four thinner shadows appear behind it, almost like the legs of a spider. Suddenly, Hemlock feels a chill down her spine as the visage appears to look towards her as she psychically views them, though it could be a fluke. A moment later, the vision ends abruptly but Hemlock is unable to shake the shiver that ran down her spine. Someone involved with this facility when it was operation is still alive and well, though Hemlock doesn't get the feeling that's a good thing.
Meanwhile, Arvid looks around the security station and using his knowledge of electronics, finds the local junction box for the room that is hidden behind a removable wall panel. The electrified godling finds that he is able to provide limited power to the room he is in using the junction box and his own innate abilities. Dhaltuun stands in the security station with Skuggi, ready and watching.
What are your intentions?
GM Note: Group is split right now;
Arvid, Hemlock and Dhaltuun are at the Security Station
Sam and Vera are in the room below with the generator
Energy Sphere: 1500 P.P.E. for 30 days
Heightened Presence Sense: constant 100ft range
Sustain: 30 days
Watchguard (at vault entrance) 14 hr 30 min
Enhanced Perception (psi) 45 min
Psi-Sword (psi) 55 minutes
Underguard wrote: ↑Sun Nov 12, 2023 9:02 pm
Back in the security checkpoint, Hemlock connects to the residual aura left behind on the main security terminal, looking for any images, impressions or the like that could be gleaned. Hemlock gets the immediate impression that the ones who ran this vault were decent people, probably scientists who were supported by the military at the time. The godling sees images of the words "SHUT DOWN", "GREAT RISK" and "Waste of Money" flash in her head as another image of a wall of light appears. To the experienced godling, it looks a lot like a dimensional portal but colored differently and appears far more stable. When trying to pull from the present, Hemlock actually stumbles as she sees a brief
A white light engulfs the room and only a dark, thin shadow can be seen approaching a table. As it gets closer, four thinner shadows appear behind it, almost like the legs of a spider. Suddenly, Hemlock feels a chill down her spine as the visage appears to look towards her as she psychically views them, though it could be a fluke. A moment later, the vision ends abruptly but Hemlock is unable to shake the shiver that ran down her spine. Someone involved with this facility when it was operation is still alive and well, though Hemlock doesn't get the feeling that's a good thing.
Hemlock's eyes narrow and she immediately stands bolt upright from the seat. Is this history, or is this thing in this place at this very moment? "Something awful was here. Or is here..." Her eyes are rooted to the spot where she saw the shadowy figure, and she crosses the room to that precise spot. "Let me check.."
Before explaining further, she immediately tries to sense the presence of an intelligence in the vault.
Heightened Presence Sense Detection within 100' (no roll needed)
Heightened Presence Sense Location 90%:
1d100: [6] = 6(SUCCESS)
-pinpoint location of anything detected
Assuming once again she senses nothing at all, she frowns. "Hmm, no nothing here. It was something that was here, probably when this place was operational."
She goes on to describe to the others the white light that engulfed the room, and the dark, thin shadow can be seen approaching a table.
"I sensed it look right at me, and that whatever that shadow is, it is still alive. I'm going to see if I can locate it, or this white portal."
Cast Locate for Mr Shadow (-30 P.P.E., range 225 miles)
If this fails, try Psionic Seeking for Mr Shadow (-6 I.S.P., range 15 miles)
If this also fails, use Dimension Sense to try and sense this white portal at the spot where Hemlock saw it in her vision.
Dimension Sense 110%:
1d100: [48] = 48(SUCCESS)
At the end of this she shakes her head. "I do wonder now if this dead equipment here is what creates this white portal, in which case we may not wish to reactivate it. Or, perhaps the portal is of the shadow thing and it invaded this place."
She considers what to do next and mentions the words she saw. "I saw the words "SHUT DOWN", "GREAT RISK" and "Waste of Money" when reading the equipment. It seems this place was deliberately turned off for whatever reason."
The image of the shadow thing weighs on her mind, and she tries to figure what manner of creature it is.
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute.
Phantom
Sense Electricity
Electrokineses
Arvid looks around the security station and using his knowledge of electronics, finds the local junction box for the room that is hidden behind a removable wall panel. The electrified godling finds that he is able to provide limited power to the room he is in using the junction box and his own innate abilities.
Hemlock
"Hmm, no nothing here. It was something that was here, probably when this place was operational." "I sensed it look right at me, and that whatever that shadow is, it is still alive. I'm going to see if I can locate it, or this white portal."
"I do wonder now if this dead equipment here is what creates this white portal, in which case we may not wish to reactivate it. Or, perhaps the portal is of the shadow thing and it invaded this place."
"I saw the words "SHUT DOWN", "GREAT RISK" and "Waste of Money" when reading the equipment. It seems this place was deliberately turned off for whatever reason."
Arvid is about to turn on the control room panel when he hears Hemlocks Warning!
Arvid pauses, Hmm, this can be bad, we may not be ready to meet this thing. And are we sure our employers wish to take a risk?
He stops and ask Samm, “Should we proceed or wait a bit an discuss this more?”
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
Current Conditions wrote:Time/Date and Location: 8:30AM, Late April, Pacific Northwest, Desert
Environmental Conditions: Outside Temp; 3*C (37*F), Cloudy morning.
Ley Line/Nexus Presence: No ley line.
Hemlock scowls at the vision and opens her third eye to get a sense of whatever she just got off the read is nearby. Hemlock is able to breathe a sigh of relief in that her presence sense does not detect any unusual or unaccounted for signals (allies and NPCs above ground). When Hemlock finds that they are alone, the godling then draws on her mystic knowledge instead. Focusing her mind, she casts her Locate spell and feels a strong tug towards the west; whoever was within that vision is within 225 miles and westward. Hemlock can't be sure based on the spell alone, however the godling is relatively confident that the source is beyond the large forest. This is largely confirmed when Hemlock attempts to psionically seek the target and finds nothing. The godling tries hard to think on what kind of monster could have been from her vision but draws a blank, it didn't resemble a monster. If anything, Hemlock feels like it is either a dimensional being or an alien.
As Arvid questions whether or not to proceed, Sam makes that decision for the group by effectively powering up the generator in the next room. The moment the generator finishes cycling, anyone with a radio begins hearing static crackle followed by a perfectly clear radio communication from Baxter. "We registered a power surge, can anyone confirm status!? Doctor O'Neill, report to the TOC!" Baxter's calls out. O'Neill responds before anyone in the team can.
"O'Neill here, I sent the team into the Vault. That's where the power surge came from. No explosions or sounds of combat." O'Neill reports back. Arvid finds he no longer has to power the room he's in as it springs to life. Sam and Vera further inside note that the six robots seem to remain stationary when the powerup is complete. Sam can reason that they are likely controlled by the Security Station or some other Operations Room.
Within five minutes of the power finishing cycling, regardless of any messages sent by the team, Baxter, O'Neill and a pair of Northern Gun security personnel make their way inside the Vault and meet the team. After a quick debrief on what was discovered so far, including Hemlock's vision, Baxter evacuates everyone from the Vault and assigns O'Neill and her science team to fully unlock it. "More to come with this vault, O'Neill was like a kid in a candy story. The rest of the req'd gear will arrive tomorrow, then we can begin phase two; The Mercer Project." Baxter says to everyone. "Full debrief Friday morning with expectations that you roll out by Monday morning, preferably sooner. For now, go get some rest." Baxter says, dismissing the team to get some rest before continuing on the the contract in the Pacific Northwest.
When/if Hemlock tells Baxter about the vision and the senses location, Baxter shrugs. "Try to steer clear of whatever that is, then. But that is also why this team was hired in the first place. Granted it's ah, seen some changes." He stifles an uncomfortable laugh.
GM Note: You can post one closure post here, then continue posting here.
Energy Sphere: 1500 P.P.E. for 30 days
Heightened Presence Sense: constant 100ft range
Sustain: 30 days
Watchguard (at vault entrance) 14 hr 30 min
Enhanced Perception (psi) 45 min
Hemlock tours the vault carefully, dropping Detect Concealment spells in each section just in case anything has been mystically concealed.
I wonder if I could teleport into this vault directly? Would this shielding prevent such actions?
She tries a little experiment. When apart form the others and in a little solitude, she casts a Shadow Meld spell to get further out of view. Just for fun! Then she casts a simple D-Step spell to see if it is thwarted by the shielding of this place.
If the experiment is successful, she finds a few places in the complex useful to teleportation landing points and memorises the spots carefully. One never knows when one must make a discreet entrance.
One explorations are done, she rejoins the group.
The Road goes ever on and on Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
Perception: 47%
1d100: [40] = 40 +25% For Electrical 1d100
1d100: [78] = 78
JIC d20: 1d20
1d20: [15] = 15
JIC: 1d100
1d100: [70] = 70
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute.
Phantom
Sense Electricity
Electrokineses
Arvid sees that Samm has started the generator. The entire room springs to life Consols start coming back to life as they go thru their various programs sounds of blowers coming on. Stale smells and a bit of dust eventually replaced by fresher air. Lights coming on, and a big board light, going from red to green as they show status of various thing? The use of initials next to the lights are confusing, Jibber Jabber.
Arvid ask the Phantom do do one last check for any hidden doors or supplies. After he checks he dismiss the elemental and thanks the big brother.
secret compartments/doors (89%)
1d100: [82] = 82
Baxter says to everyone. "Full debrief Friday morning with expectations that you roll out by Monday morning, preferably sooner. For now, go get some rest."
Arvid Doesn’t like leaving this un explored package alone. It is like a present you get and before you get to see what it is they send you off to bed. And they get to get the presents.
Arvid speaks up, “Something isn’t right here. We haven’t discovered why the abandoned this intact site?”
Arvid listens to his friend Hemlock and adds, “They should get their security forces down here,”
Arvid then follows the others out as NG personnel filter into the new discovery's.
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit