Downtime: Outpost Hanford

Post Reply
User avatar
Underguard
Dimension Master
Posts: 1036
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Downtime: Outpost Hanford

Post by Underguard »

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.

What are your intentions?

GM Note:

  • Sam:
  • Vera:
  • Arvid:
  • Kraul:
  • Hemlock:
  • Gloriosa:
  • Dhaltuun:
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) | Ronan (Spook Squad) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) ||
╭∩╮(︶︿︶)╭∩╮

User avatar
Vera Morozov
Diamond Level Patron
Posts: 127
Joined: Sat May 09, 2020 12:48 pm

Re: Downtime: Outpost Hanford

Post by Vera Morozov »

Perception: 1d100: [76] = 76 / 50%
JiC d100: 1d100: [56] = 56 ; JiC d20: 1d20: [17] = 17
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 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?"
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field: 106/110 M.D.C.
L1-B1 Light Infantry Armor
  • Main Body: 150/150 M.D.C.
  • Right Arm: 20/20 M.D.C.
  • Left Arm: 20/20 M.D.C.
  • Right Leg: 35/35 M.D.C.
  • Left Leg: 35/35 M.D.C.
  • Head: 15/15 M.D.C.
  • -5% to Physical skills such as Acrobatics, Climbing, Gymnastics, Pick Pockets, Prowl, and Swimming.
M.D.C. by Location
  • Head - 150/150 M.D.C. with Helmet
  • Main Body - 290/290 M.D.C.
  • Right Hand - 30/30 M.D.C.
  • Left Hand - 30/30 M.D.C.
  • Right Arm - 90/90 M.D.C.
  • Left Arm - 90/90 M.D.C.
  • Right Leg - 120/120 M.D.C.
  • Left Leg - 120/120 M.D.C.
  • Right Foot - 65/65 M.D.C.
  • Left Foot - 65/65 M.D.C.
  • Right Wing - 175/175 M.D.C.
  • Left Wing - 175/175 M.D.C.
  • Main Rear Jets (3; small) - 40/40 each
  • Lower Maneuvering Jets (3; even smaller) - 25/25 each
  • Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
  • Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
  • Claw Strike - 3D4 M.D.
  • Head Butt - 2D4 M.D.
  • Restrained Punch - 1D4 M.D.
  • Full Strength Punch - 2D6 M.D.
  • Power Punch - 4D6 M.D.
  • Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
  • Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.

Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Image
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 83
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Downtime: Outpost Hanford

Post by Arvid Hammerson »

Perception: 44% 1d100: [98] = 98 +25% For Electrical 1d100 1d100: [76] = 76
JIC d20: 1d20 1d20: [6] = 6
JIC: 1d100 1d100: [20] = 20

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.
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
OOC Comments
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
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)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
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
User avatar
Hemlock
Posts: 30
Joined: Fri Feb 24, 2023 11:28 am

Re: Downtime: Outpost Hanford

Post by Hemlock »

JIC: 1d20: [6] = 6 , 1d100: [92] = 92
Perception: 78% / 1d100: [17] = 17 (SUCCESS)

  • P.P.E.: 870/870
  • I.S.P.: 260/268
  • M.D.C.: 719/719



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).

M.D.C.: 719/719
,
P.P.E.: 870/870
,
I.S.P.: 268/268
,
Nightvision (200'), See Invisible.
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 83
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Downtime: Outpost Hanford

Post by Arvid Hammerson »

(((Rolls Carry Over)))

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."
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
OOC Comments
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
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)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
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
User avatar
Hemlock
Posts: 30
Joined: Fri Feb 24, 2023 11:28 am

Re: Downtime: Outpost Hanford

Post by Hemlock »

((rolls carried over))
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).

M.D.C.: 719/719
,
P.P.E.: 870/870
,
I.S.P.: 268/268
,
Nightvision (200'), See Invisible.
User avatar
Beckett
Posts: 425
Joined: Sun Dec 18, 2011 4:05 pm
Location: P.A.S. - PC
Contact:

Re: Downtime: Outpost Hanford

Post by Beckett »

Perception: 1d100: [72] = 72 / 74%
JiC d20 | d100: 1d20: [11] = 11 | 1d100: [40] = 40
Initiative: 1d20+2: [8]+2 = 10

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
User avatar
Kraul
Posts: 22
Joined: Wed Apr 19, 2023 12:27 pm

Re: Downtime: Outpost Hanford

Post by Kraul »

Perception 41%: d100: [8] = 8
JIC: d100: [86] = 86 , d20: [11] = 11
Status: 207/207 M.D.C. | Cyber Armor - A.R. 16 / 50/50 M.D.C.
Armor: * Active

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.
User avatar
Hemlock
Posts: 30
Joined: Fri Feb 24, 2023 11:28 am

Re: Downtime: Outpost Hanford

Post by Hemlock »

((rolls carried over))
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).

M.D.C.: 719/719
,
P.P.E.: 870/870
,
I.S.P.: 268/268
,
Nightvision (200'), See Invisible.
User avatar
Underguard
Dimension Master
Posts: 1036
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Downtime: Outpost Hanford

Post by Underguard »

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.

  • Sam:
  • Vera:
  • Arvid:
  • Kraul:
  • Hemlock:
  • Gloriosa:
  • Dhaltuun:
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) | Ronan (Spook Squad) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) ||
╭∩╮(︶︿︶)╭∩╮

User avatar
Hemlock
Posts: 30
Joined: Fri Feb 24, 2023 11:28 am

Re: Downtime: Outpost Hanford

Post by Hemlock »

JIC: 1d20: [13] = 13 , 1d100: [7] = 7
Perception: 78% / 1d100: [43] = 43 (SUCCESS)

  • P.P.E.: 870/870
  • I.S.P.: 260/268
  • M.D.C.: 719/719



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).

M.D.C.: 719/719
,
P.P.E.: 870/870
,
I.S.P.: 268/268
,
Nightvision (200'), See Invisible.
User avatar
Dhaltuun Onyxforge
Diamond Level Patron
Posts: 352
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: Downtime: Outpost Hanford

Post by Dhaltuun Onyxforge »

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
Dhaltuun Onyxforge
http://www.pbprpg.org/forums/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

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)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

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
User avatar
Vera Morozov
Diamond Level Patron
Posts: 127
Joined: Sat May 09, 2020 12:48 pm

Re: Downtime: Outpost Hanford

Post by Vera Morozov »

Perception: 1d100: [12] = 12 / 50%
JiC d100: 1d100: [21] = 21 ; JiC d20: 1d20: [18] = 18
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 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.
Vera Morozov
A Russian Angelus ex Machina!
M.D.C.

N-F40A Heavy Force Field
  • Force Field: 106/110 M.D.C.
L1-B1 Light Infantry Armor
  • Main Body: 150/150 M.D.C.
  • Right Arm: 20/20 M.D.C.
  • Left Arm: 20/20 M.D.C.
  • Right Leg: 35/35 M.D.C.
  • Left Leg: 35/35 M.D.C.
  • Head: 15/15 M.D.C.
  • -5% to Physical skills such as Acrobatics, Climbing, Gymnastics, Pick Pockets, Prowl, and Swimming.
M.D.C. by Location
  • Head - 150/150 M.D.C. with Helmet
  • Main Body - 290/290 M.D.C.
  • Right Hand - 30/30 M.D.C.
  • Left Hand - 30/30 M.D.C.
  • Right Arm - 90/90 M.D.C.
  • Left Arm - 90/90 M.D.C.
  • Right Leg - 120/120 M.D.C.
  • Left Leg - 120/120 M.D.C.
  • Right Foot - 65/65 M.D.C.
  • Left Foot - 65/65 M.D.C.
  • Right Wing - 175/175 M.D.C.
  • Left Wing - 175/175 M.D.C.
  • Main Rear Jets (3; small) - 40/40 each
  • Lower Maneuvering Jets (3; even smaller) - 25/25 each
  • Wing Mini-Missiles (8; self-launch) - 15/15 M.D.C. each
  • Concealed Forearm Lasers (2; 1 per arm) - 10/10 M.D.C. each
Weapons & Attacks
Hand-to-Hand Combat:
  • Claw Strike - 3D4 M.D.
  • Head Butt - 2D4 M.D.
  • Restrained Punch - 1D4 M.D.
  • Full Strength Punch - 2D6 M.D.
  • Power Punch - 4D6 M.D.
  • Kick - 2D6 M.D. +2D6 M.D. from the Vibro-Blade damage.
  • Flying Leap Kick or Power Dive (feet first) - Does 1D6x10 - Special effect, see character sheet for details.

Vibro-Scythe: 4D6 M.D. (+2 from W.P. Polearm); Range: Melee or 600' when thrown.
Vibro-Scythe Ion Blaster: 2D6 or 4D6 M.D.; Range: 1,200'; Payload: 28/30, rechargeable via cable to cyborg power supply, or half by E-Clip (15 shots).
Concealed Forearm Lasers: 1D6 M.D. for single, 2D6 M.D. for dual blast (counts as one melee action); Range: 1,600'; Payload: Effectively Unlimited
Giant-Sized Vibro-Blades: 1d4x10 M.D.; Range: Melee
Wing Mini-Missiles: AP Missiles 1D4x10 M.D., Plasma Missiles 1D6x10 M.D.; Can fire one at a time, or in volleys of two or four; Range: 1 mile; Payload: 8/8, 4 AP and 4 Plasma. - Not Present at Moment.
Constant Effects
Awe/Horror Factor: 12 (+2 if religious or fearful of angels)
Language Translator: Auto-Translates languages at 98.7% accuracy, 70% accuracy for 3-6 speakers. Knows 10 most common languages.
Amplified Hearing: Can hear almost inaudible sounds up to 360 feet away; can track by sound as a skill at 50%.
Passive Nightvision: Nightvision using ambient light out to 2,000' (Range increased to 6,000' when used with telescopic sight)
Light Filters: Reduces glare.
Sound Filters: Diminishes potentially damaging sounds.
Lung with Gas Filter and Oxygen Storage: Can breathe w/out air for up to 2 hours; immune to toxic gases, 94% chance nerve and poison gas do nothing.
Image
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 83
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Downtime: Outpost Hanford

Post by Arvid Hammerson »

Perception: 44% 1d100: [89] = 89 +25% For Electrical 1d100 1d100: [40] = 40
JIC d20: 1d20 1d20: [8] = 8
JIC: 1d100 1d100: [30] = 30

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?”
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
OOC Comments
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
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)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
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
User avatar
Beckett
Posts: 425
Joined: Sun Dec 18, 2011 4:05 pm
Location: P.A.S. - PC
Contact:

Re: Downtime: Outpost Hanford

Post by Beckett »

Perception: 1d100: [88] = 88 / 74%
JiC d20 | d100: 1d20: [17] = 17 | 1d100: [81] = 81
Initiative: 1d20+2: [13]+2 = 15

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
User avatar
Underguard
Dimension Master
Posts: 1036
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Downtime: Outpost Hanford

Post by Underguard »

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.


  • Sam:
  • Vera:
  • Arvid:
  • Kraul:
  • Hemlock:
  • Gloriosa:
  • Dhaltuun:
PW: CAF GM || UPS GM || GIRLS GM|| Theme Song
PCs: | Exe (PW GA) | Ronan (Spook Squad) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) ||
╭∩╮(︶︿︶)╭∩╮

User avatar
Hemlock
Posts: 30
Joined: Fri Feb 24, 2023 11:28 am

Re: Downtime: Outpost Hanford

Post by Hemlock »

JIC: 1d20: [19] = 19 , 1d100: [46] = 46
Perception: 93% / 1d100: [91] = 91 (SUCCESS)

  • P.P.E.: 856/870
  • I.S.P.: 222/268
  • M.D.C.: 719/719



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

Underguard wrote: Tue Sep 26, 2023 9:11 pm
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.
  • Object Read Vault Door - Impressions: 89% ( 1d100: [5] = 5 ). Images: 81% ( 1d100: [49] = 49 ). Present: 71% ( 1d100: [69] = 69 ).
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."

With the checks complete, she is happy to proceed deeper into the vault.

Hopefully O'Neill is right, and all we find are some artifacts of the fallen age.

Costs:
-30 I.S.P. Psi-Sword
-10 I.S.P. Enhanced Perception
-6 I.S.P Object Read

-4 P.P.E. Sense Magic
-10 P.P.E. Watchguard
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).

M.D.C.: 719/719
,
P.P.E.: 870/870
,
I.S.P.: 268/268
,
Nightvision (200'), See Invisible.
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 83
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Downtime: Outpost Hanford

Post by Arvid Hammerson »

The sealed room
Perception: 44% 1d100: [16] = 16 +25% For Electrical 1d100 1d100: [27] = 27
JIC d20: 1d20 1d20: [19] = 19
JIC: 1d100 1d100: [34] = 34

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.
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
OOC Comments
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
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)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
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
Post Reply

Return to “UPS Adventure Forum”