Red Sable - Operation: Threshhold

In Century Station Operation Overlord has begun, villains beware!

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Blackhaunt
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Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
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Red Sable - Operation: Threshhold

Post by Blackhaunt »

Ahh, still a little fight left in you. Maybe you’d like to meet friends of mine.
1727 Meadowlark Avenue, Quincy Flats, Century Station
Date: Monday April 20th, 2043
Weather: Sunny, bright (70 degrees Fahrenheit)
Time: 12 noon

Resting up at her safehouse, Regina takes stock of her current situation. It's been months since her fight with the Sector 6 hit squad and she had seen neither hide nor hair of them since. Armed with just basic weaponry, another fight might not go as well until she could develop a more robust arsenal.

The news on in the background told stories of the superheroes in the city and the difference they were making. But walking the streets, she could see Century Station was still hurting and needed something more than tights, magic lassos and eyebeams. Luckily, the tech who worked on removing her tracking chip also had connections with C.H.I.M.E.R.A. Connections enough to set up a meet with one of their liaisons to allow you to make the difference needed. That meet is set for 2 PM today at the panda exhibit of Midtown Biopark. You're looking for a woman in red.


What are you doing?
Let the GAMES begin.
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Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

Gina wakes up with a jolt, sweat beading on her brow. She looks around as if lost, trying to get her bearings. After a few seconds she relaxes and whispers a curse. She looks at the time. The clock ticks off the last minute of the eleven o'clock hour just as her literal internal alarm clock flashes in her retina.

"Ok wow. Yeah, thanks I'm awake," she says. When the flashing clock doesn't stop she bites out another curse. She closes her eyes, takes a steady breath, exhales. The alarm stops. With a sigh, she hops out of bed.

After a quick shower, she goes over the meeting protocol again. She pulls on a thin, Kevlar microweave v-neck t-shirt and rifles through the clothes she had raided from Goodwill for a look that told the world she was definitely not a superhero or anything. She snorts at the thought, still not believing all this was actually happening. At length she leans over the sink, staring in the mirror. She mutters, "Kay let's do this," and hits a tiny stud under her earlobe.

For a solid minute, nothing seems to happen. Then her facial features begin to twitch as the silicone layer of her artificial skin is shifted around by programmed nanites to match the image she'd rendered. Portions harden to the density of cartilage over her cheekbones and around her nose, contouring enough to fool any facial recognition software that spots her. As her skin is being molded, her hair gradually fades from copper red to a more common shade of strawberry blonde.

After several more minutes, she looks like a composite of different women she'd taken pictures of over the last several weeks. She was nothing striking. Rather Plain Jane. But the whole idea was to blend in, not turn heads.

"That didn't feel nearly as weird as I thought it would," she muses sarcastically. She sheds the creepy feeling with a shudder and dons a pair of sleek black glasses with blue, mirrored lenses. She grabs a burgundy faux-leather jacket out of the closet, under which she conceals a deceptively compact Glock, a knife, pepper spray, and nightsticks before heading out the door.

Once outside, she unlocks a garage on the opposite end of the alley as her tenement, revealing a wheeled motorcycle. Without further ceremony, she pulls out and heads to Midtown to scout the area before the meet.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
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Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

Sable, excuse me, Sable. Any special message for all the kids watching at home? Stay out of trouble.
1727 Meadowlark Avenue, Quincy Flats, Century Station
Date: Monday April 20th, 2043
Weather: Sunny, bright (70 degrees Fahrenheit)
Time: 12:30 PM

Visually a completely new woman, R. Cross hops on to her motorcycle and heads for Fleetwood, a 20 minute drive with no traffic.

Stepping outside, she notices the usual levels of downtroddeness plaguing the streets. Countless folks living on the street exhibiting mental health issues, blight, graffiti, and burnt out cars are visible as she speeds off toward Route 273. Hitting the highway, it's business as usual. High traffic via ground and those who have enough to afford an air vehicle zooming past over head. A motorcycle's ability to lanesplit comes in handy as she makes her way quickly to the 918 interchange and borders Society Hill. The problems of the world don't seem to touch this section of Century Station. Everything nice, neat and in its place.

Midtown Biopark is a 3 minute jaunt off of the Hightown Exit and Regina makes it with an hour and a half to spare. Lots A-D have flashing signs indicating they are full. Following the signs to Lot E, she winds around Connecticut Ave until she reaches it. The parking lot has a section specifically for motorcycles and there's plenty of room.

The trees line the entryway to the park and a beautiful wrought iron gate invites you in.

Image

The Biopark map lies at the entryway.

Image


What are you doing?
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

Perception (41) d100: [23] = 23
JIC (20) d20: [18] = 18 -- JIC (100) d100: [62] = 62

Skills...
Detect Concealment d100<=50: [29*] = 1
Surveillance Systems d100<=50: [89] = 0

Gina has mixed feelings about the only parking being on the opposite end of the park. She calculates a full minute or more to get to it from the panda exhibit if she needs it. At this time of day, it made sense that the lots would be full. Maybe there would be openings closer to the meet, but she doubts it would matter.

She starts the video camera, sending the map of the park to her computer to use for marking the security cameras, or anything unusual as she spots them. Always making sure she's not being followed, she makes her way in from the lower zoo. Realizing she's barely eaten, and playing the part of a tourist, she stops at the Pavilion.

Upon spotting a CCTV camera, her computer chip automatically starts scanning for a signal. But the code scrolling in her glasses is foreign enough to remind her that among the many skills she's discovered she has, computer hacker is not one of them. She could only guess that Sector 6 had a team member in mind who could utilize that kind of information.

The image of a blond-haired soldier with square framed glasses flashed in her mind. He was grinning at her. "F*&% not now." she muttered. Her biofeedback monitor spiked. She braced herself. Took a deep breath. Exhaled as the little red bar in her vision dwindled down.

She refocused on her scan of her surroundings, recording everything.

At length she got up and headed to the upper zoo, stopping at exhibits to maintain the look of a tourist, and to observe and update her map.

((Assuming nothing happens on the way))

Her eyes narrow at the sign announcing the bird exhibit closure. She traces a wide open path between it and the pandas. If this was a setup, that's where she'd put the backup team, ideally with a sniper.

She focuses her telescopic sight on it, scanning for radio and wifi signals.
Last edited by Red Sable on Mon Jun 26, 2023 5:49 am, edited 1 time in total.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

They’ll fix you. They fix everything.
1727 Meadowlark Avenue, Quincy Flats, Century Station
Date: Monday April 20th, 2043
Weather: Sunny, bright (70 degrees Fahrenheit)
Time: 12:30-12:40 PM

The first stop is the Mane Grill where Gina is able to find such items as the "
Image
  • Spicy Cajun Remoulade
  • Andouille Sausage
  • Red Onion
  • Lettuce
  • Ground Beef
  • Pickle
"
, "
Image
  • Iceberg Lettuce
  • Cherry Tomato
  • Red Onion
  • Carrot
  • Italian Dressing
  • Croutons
"
and "Toucan't Touch This
Image
  • RULES:
    • Contestants must eat 15 BLAZING DONKEY™ chicken wings within the alloted time.
    • Your meal costs $50 if you fail.
    • A free meal, a T-Shirt and your name on the wall of BLAZING DONKEY™ fame if you win.
    • Contestants may eat either sitting or standing in their designated area using hands.
    • Contestants will only be allowed to drink water during the competition.
    • Contestants will not be allowed to use any form of a napkin or clothing from their person or anyone else.
    • Contestants are not allowed any form of dipping sauces.
    • Contestants must wait for the starting signal to begin eating and may not touch any chicken wings prior to the starting signal.
    • Contestants must CLEAN BONES and eat the meat directly off the bone as directed by judge at contest table.
    • Contestants must stop eating and must promptly place their hands down on the table or at their side at the signal by judge with stopwatch.
    • Contestants may not put additional chicken wings or portions of chicken wings in their mouths after the ending signal, but will be allowed 15 seconds to swallow any chicken wings already in mouth.
    • If a Contestant throws up or regurgitates, he or she will automatically be disqualified.
    • Judges will be on hand to assure adherence to contest rules, “no throw up or regurgitating” rule, and to disqualify contestants who fail to adhere to the rules.
    Winners will be determined by:
    • EATING ALL WINGS AND ALL SAUCE IN THE BASKET IN THE ALLOWED TIME.
    • REMAINING SEATED AT FINISH WITH ONLY WATER AND NO WIPING OF THE HANDS OR MOUTH UNTIL TIMED CHALLENGE IS COMPLETED.
    Grounds for disqualification include:
    • False or incomplete entry form or liability waiver.
    • Any health risks that could jeopardize the contestant’s health or well being.
    • Under the influence of any substance.
    • Appearance is deemed inappropriate.
    • Starting prior to the start signal OR continuing to eat after the ending signal.
    • Failure to completely eat a chicken wing before beginning to eat another chicken wing.
    • Throwing up or regurgitating.
    Note: Midtown Biopark Mane Grill BLAZING DONKEY™ Challenge reserves the right to disqualify any contestant for any reason without explanation.
"
. She's able to select a good meal, down it and continue her surveillance stroll.

The walk through the zoo is uneventful and pleasant. The big cat exhibit features some
Image
and
Image
prowling through their respective areas, sometimes leaping into the
Image
made available to them.

She comes across her first CCTV camera outside of the Zoo Police Station. Her sensors reach out and trace the source to a computer inside. It's only due to the highlights on her HUD glasses that she's able to make out the connection, otherwise there is a lot of unparseable information. She has a brief moment of flashback, but powers through it to continue her work.

She continues on down the Olmsted Walk toward the Giant Panda Habitat, stopping at the Great Apes where an
Image
. The Wallabys are next, walking first with their smaller arms and then their powerful legs in a slow trot.

Gina makes it to the Giant Panda Exhibit and sees the closure of the
Image
. This drawing some concern, she telescopically inspects it from afar. There are a few workers inside sweeping, repairing enclosures and otherwise doing menial work. Nothing noteworthy.

Taking a look at the Giant Panda exhibit, she sees...well...Giant Pandas. About as long as a human, they
Image
,
Image
,
Image
and being
Image
. There's a few
Image
and they're
Image
. There are no cameras on the exhibit. There is a bench a few feet away that aims at the exhibit.

What are you doing?
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100<=36: [11*] = 1
JIC: (100) d100: [66] = 66 -- JIC: (20) d20: [13] = 13

After enough time of pretending to be a tourist, and confident she's not being followed, Gina takes a seat on the bench. She keeps constant lookout while sipping on a chai tea and waits.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

Come in, officer. You know, I usually don't see anyone without an appointment, but your case I'll make an exception.
1727 Meadowlark Avenue, Quincy Flats, Century Station
Date: Monday April 20th, 2043
Weather: Sunny, bright (70 degrees Fahrenheit)
Time: 12:40-2:07 PM

Gina sits and waits. And waits. And waits some more. The pandas are cute, but there are only so many adorable panda playfights that one can take before boredom begins to set in. The American Bison exhibit is around the corner but that would mean leaving the bench. An agonizing hour and twenty minute goes by until 2 PM. At that moment, a woman wearing red walks up and sits on the bench next to you.
Image
"Red Sable, I presume?" Given the affirmative, she continues on. "I work with the Citywide Highly Integrated Metropolitan Emergency Response Agency, better known as C.H.I.M.E.R.A. If you live in this district, you know who we are and what we do. We got word that you were interested in working with us, applying your specialized skills and abilities to our unique situation. You see, we have a limited amount of time left before the federal government declares us unworthy of the district status and will step in to impose martial law which will make this place explode like a powderkeg. What we need, in addition to the flashy heroes we have on retainer, is someone who can solve problems with a level of...discretion." She reaches in her longcoat pocket and pulls out an envelope. "If you are indeed that someone, here is how you can prove it." She hands the envelope over and walks away.

If Gina opens the envelope, she will find a printed letter inside.
Letter wrote:What: There will be a black market sale of some proprietary technology stolen from Whiz Kid of the Centurions.
Where: Iron Beach Dock Container Yard, container 275.
Who: Headjack Mafia crime syndicate. Estimated 250 members. High-Tech weaponry. Professional computer hackers and gunrunners.
When: Tonight at 10 PM.
Why: The public cannot know that one of the Centurions was this vulnerable. A large assault by superhumans or C-SWAT would draw undue attention.
P.S.: Head to 982 Mulberry Street in Drummond to be outfitted.
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [14] = 14
JIC: (100) d100: [92] = 92 -- JIC: (20) d20: [16] = 16

Had Gina not taken her time walking from her motorcycle all the way across the near mile-long, crowded park, observing as much as she could while acting like a tourist, the wait certainly would have been excruciating. She had spent several of those minutes carefully combing through the birdhouse from a distance, in particular. Even as she sat and waited, she had plenty to watch among the crowd.
Blackhaunt wrote: Tue Jul 04, 2023 1:03 pmAt that moment, a woman wearing red walks up and sits on the bench next to you.
"Red Sable, I presume?"
"And you must be Carmen Sandiego," she replied dryly.
"I work with the Citywide Highly Integrated Metropolitan Emergency Response Agency, better known as C.H.I.M.E.R.A. If you live in this district, you know who we are and what we do. We got word that you were interested in working with us, applying your specialized skills and abilities to our unique situation. You see, we have a limited amount of time left before the federal government declares us unworthy of the district status and will step in to impose martial law which will make this place explode like a powderkeg. What we need, in addition to the flashy heroes we have on retainer, is someone who can solve problems with a level of...discretion." She reaches in her longcoat pocket and pulls out an envelope. "If you are indeed that someone, here is how you can prove it." She hands the envelope over and walks away.
Capes, Sable mused to herself, blinking to avoid rolling her eyes. CHIMERA. How long did it take for them to make that acronym work?

Although she had not lived in Century Station for any length of time she could remember, she'd done plenty of research on the city-state and its players in the last few weeks while getting herself established. She had no doubt at all that if The Sector took full control, the populace would be pushed over the brink it was already perilously close to.

"Oh I can be plenty flashy when needed," she said, thinking of the feats her cybernetics allowed her to pull off in her narrow escape from Sector 6. "But, yeah, discrete is more in my wheelhouse."
Letter wrote:What: There will be a black market sale of some proprietary technology stolen from Whiz Kid of the Centurions.
Where: Iron Beach Dock Container Yard, container 275.
Who: Headjack Mafia crime syndicate. Estimated 250 members. High-Tech weaponry. Professional computer hackers and gunrunners.
When: Tonight at 10 PM.
Why: The public cannot know that one of the Centurions was this vulnerable. A large assault by superhumans or C-SWAT would draw undue attention.
P.S.: Head to 982 Mulberry Street in Drummond to be outfitted.
Sable snapped a picture of the letter with her eye camera and tucked it away to burn later. A whole 8 hours prep time. No pressure.

She stood up with a careful look around. On the walk back, she uplinked with her computer at the safehouse over a secure VPN and initiated a search of the dark web for any information on this Headjack Mafia or about the sale itself.

((If nothing happens along the way)) She took a quick scan of her bike as she approached to ensure it was clear of any trackers or other unwanted devices. Once her scan give her the green light, she called up a map to the address on Mulberry and drove off.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

Hoskins had a wife and son. What happened to them?
1727 Meadowlark Avenue, Quincy Flats, Century Station
Date: Monday April 20th, 2043
Weather: Sunny, bright (70 degrees Fahrenheit)
Time: 2:07-2:20PM

Before she leaves, the agent says "I get that a lot. Chase. Julia Chase." The two part ways and Gina makes her way back to her bike. On the way back, she connects to CityNet, spoofs her IP address and through it, encrypts her signal to connect to the computer at her safehouse. Running a quick search of the Headjack Mafia brings up a variety of news articles from the Century Station Observer archives.
Century Station Observer - Tuesday 8/6/41 wrote:Korashi Technics warehouse robbed

A Korashi Technics warehouse was robbed overnight on Monday August 5th. Closed loop camera footage places a gang of technological criminals known as the Headjack Mafia as the prime suspects. Officials say it is estimated the criminals made off with over $250,000 worth of high-tech equipment. CEO Hideki Korashi has declined to comment on the event.
Century Station Observer – Wednesday 5/7/42 wrote:Rise in criminal activity with Triton Weaponry

Street crime has seen a reduction of 14% through Mayor Zardona's hard-hitting initiative, Operation Overlord. But the number of crimes committed with weapons from Triton Industries is increasing.

Gang member "Bill the Bomb" had this to say. "The Minotaur might run these streets, but Headjack is the way to go if you need hardware. They've got the goods from Vanguard, Comax, and hell, even Triton! The energy stuff especially."

It's this reporters opinion that our district's heroes have enough to contend with without the addition of high powered energy weapons on the street.
Century Station Observer – Thursday 6/12/42 wrote:Century Station Observer Obituaries

William "Bill the Bomb" Hoskins
He was a dedicated husband, loving father, and a true friend until the end. He is survived by his wife Elaine Hoskins, daughter Hailey Hoskins and son William Hoskins, Jr.
Editorial Note: William Hoskins spoke with the Century Station Observer in Wednesday May 7th's article on the Headjack Mafia.
Century Station Observer – Monday 4/6/43 wrote:Missing Persons Report

The Century Station Police Department is searching for Elaine Hoskins, waitress at the Big Pig in Norwood. Reported missing on Monday June 31st by her children. She was last seen leaving work at 11:15 PM and walking to the bus.
Editorial Note: Elaine Hoskins is the widow of William Hoskins, previously mentioned in our Obituaries section on Thursday June 12th. William Hoskins spoke with the Century Station Observer in Wednesday May 7th's article on the Headjack Mafia.
The walk back is uneventful and Gina makes it to her bike, checking for trackers with her internal bug detector. She finds nothing. Pulling up a map to the address on Mulberry Street, Gina finds that the quickest route will be taking the 273 West to the 7 North, getting off on the Davis Street exit. After half a mile on Davis Street, taking a left, a right on Quentin Street and an immediate left on Mulberry Street.

What are you doing?
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100<=36: [63] = 0
JIC: (100) d100: [41] = 41 -- JIC: (20) d20: [2] = 2 -- d20: [8] = 8 -- d20: [18] = 18

Gina parks a block away and approaches the address, taking all the usual precautions to make sure she's not being followed.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

Not into...discounts
982 Mulberry Street, Drummond, Century Station
Date: Monday April 20th, 2043
Weather: Sunny, bright (70 degrees Fahrenheit)
Time: 2:20-2:50PM

On the ride to the address in question, her dark web search pops up with surprisingly little information.
Gunz.hax0r.io wrote: April Menu:
Source: Headjack Mafia
Triton Industries MCR2: $15,000.
Triton Industries Riproar: $1,500.
Vibro-Claw: $40,000.
Plumes: $30,000,000. Cannon, 40 shells, complimentary carrying case.

Dropoff location given after payment cleared.
HireAGoon.l33t.lol wrote: Wanted: Tech Thugs
Do you like to go phishing?
Can you DOS with the best?
Do you want to Hack The Planet?
Then you're reading the right ad.

Come join the legion of l33t hax0rz who also like to steal from the rich and give to ourselves. Shiny high-tech weapons and shiny high-tech terminals.

Pay: Per job.
Benefits: Free computer terminal and energy blaster upon completion of probationary period.
Minion of: Mr. Greencheese.
Gina makes the drive to Drummond without issue. Pulling up to 982 Mulberry Street, she is greeted by the following sight.

Image

There are a few customers in the shop, all being helped by staff, and one older gentleman standing behind the cash register near the back of the shop. He seems to be making eye contact with you as you walk in.

"Welcome to Bespoke, ma'am. You're here for your appointment, I presume?"

What are you doing?
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

Rolls carry over.
Blackhaunt wrote: Thu Jul 20, 2023 8:46 pm
Gunz.hax0r.io wrote: April Menu:
Source: Headjack Mafia
Triton Industries MCR2: $15,000.
Triton Industries Riproar: $1,500.
Vibro-Claw: $40,000.
Plumes: $30,000,000. Cannon, 40 shells, complimentary carrying case.

Dropoff location given after payment cleared.
Gina sends a query to the ad using her r0gu3~WOLF account. A thorough enough backtrace on it would lead to her Sylvia Romanov cover, a former KGB operative with ties to the World Order Liberation Front terrorist organization.
Plumes - Interested. Got 2? Send image and crypto link.
If nothing else, it will give her a lead that her potential new employer can follow.
Gina makes the drive to Drummond without issue.

There are a few customers in the shop, all being helped by staff, and one older gentleman standing behind the cash register near the back of the shop. He seems to be making eye contact with you as you walk in.

"Welcome to Bespoke, ma'am. You're here for your appointment, I presume?"
Gina surveys the room as she walks in, taking particular note of security. "Julia sent me," she says to the old man.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

I say good business is where you find it.
982 Mulberry Street, Drummond, Century Station
Date: Monday April 20th, 2043
Weather: Sunny, bright (70 degrees Fahrenheit)
Time: 2:50-2:55PM

Gina sends off her message to the dark web ad in the hopes it might lead to something in the future.

The inside of Bespoke tailor shop is bright and decadent.
Image
,
Image
,
Image
, and the
Image
.

Image
The man sizes you up with a pleasant smile and says "Oh, Julia. Excellent. Right this way please." The man ushers you to the dressing rooms. There are four of them, three with gold curtains, one with white. Entering the white curtained dressing room, he slides a portion of the wall away revealing a keypad. He enters a code and a door slowly closes behind the curtain. After 10 seconds, the dressing room slowly descends. 30 seconds later, the room stops moving and the door slides open.
Image

The old man speaks with gobs of class and humility. "Welcome to The Stock Room. I am Clifford Carmichael and I am here to outfit you today. We have many things you need and some you did not know you do. Please, feel free to look around or ask any questions you may have."

From a cursory glance, Gina can see all kinds of gadgets and doodads, and down the hall, there is a room with lots of armaments.

What are you doing?

List 5-10 items from any Heroes Unlimited or Ninjas and Superspies book that your character would like for this mission. I will select 2-4 of them for you to take.
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

Gina peruses the arsenal of gadgets available.

"I need to grab my jumpsuit from my safehouse unless you have something lightweight with kevlar weave microfiber and a combat harness, both waterproof because I'm guessing an underwater approach will be best.

"But for the evac, I doubt my bike will be sturdy enough to handle all the gear I'll be carrying. And a ground vehicle might not be ideal anyway. Any chance you've got a sky cycle back there? I can fly pretty much anything, so if you can arrange a chopper that'd be fine, too, but I have to be able to get to it.

"They didn't give me a shopping list, but I have to assume it's enough for me to carry since they are sending just me. Still I doubt it'll fit in a backpack. I'll need something big enough to support the weight if there is anything big in there. I can handle a quarter ton but I gotta carry it in something.

"Anything I can't carry I'll have to destroy.
AN-M14 TH3 Incendiary Hand Grenade (HU3 p 341):
Damage: up to 12 feet (3.6 m) from impact - 2D4x10+20 S.D.C. (1 M.D.C.);
12-24 feet (3.6 to 7.3 m) away 1D6x1 0;
25-36 feet (7.6-11 m) away - 5D6;
37- 120 feet (11.3-36.6 m) away -2D6.
Burns for 1 0 melee rounds.
Weight: 24 ounces (0.7 kg) . Time Delay Fuse: 4-5 seconds.
Effective Casualty Radius: Lethal up to 60 feet (1 8.3 m), dangerous to 120 feet (36.7 m).
should do the trick.

"I don't know what kind of lock will be on the container, so I need an electronic key decoder, and a

S.W.A.T. Entry Tool: A long, one inch (2.5 cm) thick, stress-proof bar, heat treated for durability and strength. On one end is a large chisel, spike-like, pry bar. On the opposite end is a claw/chisel-point (crowbar-like) . Used to pry open security doors and grilles.
Cost: $240. Damage: 1D8 (either end) .
Pops normal door locks on a roll to strike of 8-20; pops heavy locks and security door locks on a roll to strike of 12-20.
just in case.

"These goons rely on high tech, so I could really use some kind of EMP grenade or device if you have. And a few flash-bangs. And more Glock 9mm magazines. Though if I end up in a shootout I'm in trouble."
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

What kind of car do you want? Something with reclining leather seats, that goes really fast, and gets really shitty gas mileage! How about a 6000 SUX? Yeah!
982 Mulberry Street, Drummond, Century Station
Date: Monday April 20th, 2043
Weather: Sunny, bright (70 degrees Fahrenheit)
Time: 2:55-3:35 PM

"That is quite a well-versed list, if I do say so myself. Give me a moment. Let me see what I can scrounge up for you, ma'am." Mister Clifford Carmichael leaves the room and starts walking around the facility, collecting items. Approximately 15 minutes later, he comes back into the room you are patiently waiting in and says "Right this way, if you please." He leads you to a hangar-like room. He claps twice and a spotlight shines on this beauty.
Image

"Avtran Hovercycle with a few in house modifications. It should get you where you need to go, quickly and quietly."
He walks up to it and presses a button on the dash. A hatch opens up on the left rear side. He reaches in and pulls out a garment bag. He lowers the zipper to reveal this.
Image
"Waterproof, lightly armored, non-restrictive. And in your size."
He zips the garment bag back up and places it back in the hatch. The next thing he brings out is a small datapad of sorts.
Image
"Built to bypass any digital lock, this should get you into whatever you need."
Next he pulls out a large metal sledgehammer with an angled end.
Image
"For when the locks aren't electronic. Last, but certainly not least, we have two each of these."
Image
Image
Image
"Incendiary, Electro-Magnetic Pulse and Stun Grenades. Hopefully you won't need them, but as my dear mother, Misses Caroline Carmichael did say, 'Hope in one hand and carry a big stick'. Never did make much sense, but oh well." He startles for a second before continuing "Oh! I did almost forget, there is ammunition aplenty in there as well. A compartment on the right side of your skybike to carry whatever it is you kids are carrying these days."


AN-M14 TH3 Incendiary Grenade
Image
  • Range: 75' thrown
  • Damage:
    • up to 12 feet (3.6 m) from impact: 2D4x10+20 S.D.C.
    • 12-24 feet (3.6 to 7.3 m) away: 1D6x10 S.D.C.
    • 25-36 feet (7.6-11 m) away: 5D6
    • 37- 120 feet (11.3-36.6 m) away: 2D6
  • Weight: 24 ounces (0.7 kg).
  • Time Delay Fuse: 4-5 seconds.
  • Effective Casualty Radius: Lethal up to 60 feet (1 8.3 m), dangerous to 120 feet (36.7 m).
  • Duration: Burns for 10 melee rounds.

Code: Select all

[b]AN-M14 TH3 Incendiary Grenade[/b]
[img]https://www.pbprpg.org/images/albums/userpics/13082/3/AN-M14_TH3_Incendiary_Grenade.png[/img]
[size=85][list][*]Range: 75' thrown
[*]Damage: [list]up to 12 feet (3.6 m) from impact: 2D4x10+20 S.D.C.
[*]12-24 feet (3.6 to 7.3 m) away: 1D6x10 S.D.C.
[*]25-36 feet (7.6-11 m) away: 5D6
[*]37- 120 feet (11.3-36.6 m) away: 2D6[/list] 
[*]Weight: 24 ounces (0.7 kg). 
[*]Time Delay Fuse: 4-5 seconds. 
[*]Effective Casualty Radius: Lethal up to 60 feet (1 8.3 m), dangerous to 120 feet (36.7 m). 
[*]Duration: Burns for 10 melee rounds.[/list][/size]
EMP Grenade
Image
  • Range: 50' thrown
  • Damage: Special; emits a pulse of powerful electromagnetic energy that can temporarily knock out electrical systems within the radius of attack. Vulnerable electronics include clocks, burglar alarms, video monitoring systems, cameras, sensors, radar, motion detectors, electronic eyes, computers, cell phones, radios and televisions, compasses, GPS systems, generators, energy weapons and similar devices. Does not affect bionics, cybernetics, robots or power armor, though it may be able to knockout specific isolated sensors, radio communications, and energy weapons. Will also erase computer disks and magnetic tape.
  • Success Ratio: 70%. A failed roll means the sensor or item flickers for a moment, but remains operational.
  • Weight: 24 ounces (0.7 kg).
  • Time Delay Fuse: 4-5 seconds.
  • Radius: 70 feet (21 m).
  • Duration: 3d6 minutes.

Code: Select all

[b]EMP Grenade[/b]
[img]https://www.pbprpg.org/images/albums/userpics/13082/3/EMP_Grenades.png[/img]
[size=85][list][*]Range: 50' thrown
[*]Damage: Special; emits a pulse of powerful electromagnetic energy that can temporarily knock out electrical systems within the radius of attack. Vulnerable electronics include clocks, burglar alarms, video monitoring systems, cameras, sensors, radar, motion detectors, electronic eyes, computers, cell phones, radios and televisions, compasses, GPS systems, generators, energy weapons and similar devices. Does not affect bionics, cybernetics, robots or power armor, though it may be able to knockout specific isolated sensors, radio communications, and energy weapons. Will also erase computer disks and magnetic tape.
[*]Success Ratio: 70%. A failed roll means the sensor or item flickers for a moment, but remains operational.
[*]Weight: 24 ounces (0.7 kg). 
[*]Time Delay Fuse: 4-5 seconds. 
[*]Radius: 70 feet (21 m). 
[*]Duration: 3d6 minutes.[/list][/size]
Stun/Flash Grenade
Image
  • Range: 120' thrown
  • Damage: -1 APM, -1 to initiative, -8 to combat actions (w/o EBA or polarization) or -1 to initiative (w/protection) in a 20' AoE
  • Duration: 1D4 melees

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[b]Stun/Flash Grenade[/b]
[img]https://www.pbprpg.org/images/albums/userpics/13082/3/Flashbang.png[/img]
[size=85][list][*]Range: 120' thrown
[*]Damage: -1 APM, -1 to initiative, -8 to combat actions (w/o EBA or polarization) or -1 to initiative (w/protection) in a 20' AoE
[*]Duration: 1D4 melees[/list][/size]

Avtran Skybike (modified)
Image
  • Crew: One driver/pilot.
  • A.R.: 8
    S.D.C. by Location:
    • Main Body: 130
    • Jet Engine: 100
    • Headlights (2): 10 each
    • Tail: 50
  • Speed: up to 450 mph (724 km)
  • Range: 750 miles (1207 km)
  • Weight: 450 lbs (204 kg)
  • Maximum Altitude: 10,000 feet (3048 m)
  • Maximum Weight Allowance: 500 pounds (225 kg)

The cargo hold 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:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

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[b]Avtran Skybike (modified)[/b]
[img]https://www.pbprpg.org/images/albums/userpics/13082/3/normal_Avtan_Hovercycle_Souped_Up.png[/img]
[size=85][list]Crew: One driver/pilot.
[*]A.R.: 8
[u]S.D.C. by Location:[/u]
[list]Main Body: 130
[*]Jet Engine: 100
[*]Headlights (2): 10 each
[*]Tail: 50[/list]
[*]Speed: up to 450 mph (724 km)
[*]Range: 750 miles (1207 km)
[*]Weight: 450 lbs (204 kg)
[*]Maximum Altitude: 10,000 feet (3048 m)
[*]Maximum Weight Allowance: 500 pounds (225 kg)[/size][/list]
[inline=Storage]
[color=#FF0000][size=85]The cargo hold 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.[/size][/color]
• Space: 
• Space: 
• Space: 
• Space: 
• Space: 
• Space: 
• Space: 
• Space: 
• Space: 
• Space: [/inline]
Bespoke Armored Seal Suit
Image
This is a non-restrictive. lightweight body suit that nonetheless provides its wearer with decent protection. The seal suit is made of multiple layers of a waxed polymer weave fabric reinforced in vital areas by semi-rigid composite ceramic plates. It is not meant as a front-line armor suit, but designed for underwater infiltrations and quick dives.
  • Weight: 11 lbs.
  • Mobility: Unrestricted (no penalties).
    S.D.C. by Location:
    • Arms: 20 each
    • Legs: 30 each
    • Main Body: 70
  • Features: The suit forms seals at the cuffs and collar.

Code: Select all

[b]Bespoke Armored Seal Suit[/b]
[img]https://www.pbprpg.org/images/albums/userpics/13082/3/BS_Waterproof_Armored_Jumpsuit.png[/img]
[size=85]This is a non-restrictive. lightweight body suit that nonetheless provides its wearer with decent protection. The seal suit is made of multiple layers of a waxed polymer weave fabric reinforced in vital areas by semi-rigid composite ceramic plates. It is not meant as a front-line armor suit, but designed for underwater infiltrations and quick dives.
[list][*]Weight: 11 lbs.
[*]Mobility: Unrestricted (no penalties).
[u]S.D.C. by Location:[/u]
[list]Arms: 20 each
[*]Legs: 30 each
[*]Main Body: 70[/list]
[*]Features: The suit forms seals at the cuffs and collar.[/list][/size]
Electronic Entry Tool
Image
(Computerized digital lock pick for high-tech locks; +10% to Lock Picking & Locksmith skills for digital locks only; 10 oz)

Code: Select all

[b]Electronic Entry Tool[/b]
[img]https://www.pbprpg.org/images/albums/userpics/13082/3/Electronic_Entry_Tool.png[/img]
[size=85](Computerized digital lock pick for high-tech locks; +10% to Lock Picking & Locksmith skills for digital locks only; 10 oz)[/size]
C.S.W.A.T. Entry Tool
Image
A long, one inch (2.5 cm) thick, stress-proof bar, heat treated for durability and strength. On one end is a large chisel, spike-like, pry bar. On the opposite end is a claw/chisel-point (crowbar-like). Used to pry open security doors and grilles.
  • Damage: 1D8 (either end) .
  • Pops normal door locks on a roll to strike of 8-20; pops heavy locks and security door locks on a roll to strike of 12-20.

Code: Select all

[b]C.S.W.A.T. Entry Tool[/b]
[img]https://www.pbprpg.org/images/albums/userpics/13082/3/CSWAT_Entry_Tool.png[/img]
[size=85]A long, one inch (2.5 cm) thick, stress-proof bar, heat treated for durability and strength. On one end is a large chisel, spike-like, pry bar. On the opposite end is a claw/chisel-point (crowbar-like). Used to pry open security doors and grilles. 
[list]Damage: 1D8 (either end) . 
[*]Pops normal door locks on a roll to strike of 8-20; pops heavy locks and security door locks on a roll to strike of 12-20.[/list][/size]
5 x 9mm Magazine (17 rounds)

Code: Select all

[b]5 x 9mm Magazine (17 rounds)[/b]


"Take your time getting yourself ready, dear. When you're ready to leave, just step on that button on the floor next to the aerial cycle and the path out will open for you. It's been a pleasure!" Clifford Carmichael takes his leave to go straighten up the mess he made getting you ready.


What are you doing?
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [30] = 30
JIC: (100) d100: [35] = 35 -- JIC: (20) d20: [9] = 9 -- d20: [18] = 18 -- d20: [12] = 12

Gina wolf-whistles at the hoverbike, wondering if it came in red.

"Thanks, Cliff. I'll let you know, but that should be plenty."

She calls up satellite imagery of the docks area off a public maps site to study while she suits up and stows her gear in an oversized, reinforced carrying bag and in the bike. A quick lookup shows that stretch of warehouses and loaders is owned by Relcor Freight.

She checks the time, now looking for suitably blue-collar clothes, an orange construction vest, and a hard hat. Oh, and a clipboard, the best prop for making someone look official ever made.

She takes off on the bike, making a wide circle around the lake to approach a nearby dock, half a mile from Relcor's property. She finds a length of shore under an aqueduct to conceal the bike and hops up to make the rest of the way on foot.

At the fence around the target zone, she stops to listen, making sure no one is nearby and scanning for cameras. At the first window of opportunity, she bounds the fence and walks in like she belongs there to do some recon.


Detect Concealment d100<=50: [20*] = 1
Surveillance (General Espionage?) d100<=50: [67] = 0
Disguise d100<=82: [29*] = 1
Impersonation (not someone specific, but general dock worker) d100<43%: [74] = 0
Prowl (Not quite prowling, but walking around to avoid people but look like you belong there) d100<=45: [60] = 0


She's looking for the most ideal spot for this meeting tonight, any suspicious containers, best escape route, any guards or foreman who might be on the take.

If anyone gives her more than just a passing glance, she looks real hard at the clipboard and moves in another direction. If she garners any more attention than that, she bails.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

No better way to steal money than free enterprise.
Iron Beach Dock Container Yard, Napier Bay, Century Station
Date: Monday April 20th, 2043
Weather: Sunny, bright (70 degrees Fahrenheit)
Time: 3:35 – 4:25 PM

Gina is able to pull up satellite imagery of the docks thanks to CenturyMaps, a collaboration between the city of Century Station and the Council of Industry to give all citizens quick and efficient mapping technology to aid in their daily lives.

Image


She is able to procure the clothing she desires easily from the warehouse and snags a clipboard from someone's desk. They'll never miss it.

Gina steps on the button as Clifford Carmichael instructed and a tunnel opens up 3 feet in front of her. Navigating the 10 foot wide metal tube, she starts to get a feel for the bike (JIC used vs Pilot Hovercycle). A few twists and turns later and she is pretty sure she's flying up. Coming toward the end of the tube, she sees a gate. 100 feet before she gets to it, it recesses into the sides of the tube and Gina comes soaring out between two buildings in an alley somewhere. Checking the time, it is currently 3:57:43 PM. Utilizing her Gyro-Compass, she is able to determine that she is facing South when she wants to be facing Northeast. A quick course correction and she's on her way to the Iron Beach Docks.

Reaching a dock half a mile away, Gina pulls up and parks her brand new whip. She takes care to hide it, as this is not a good neighborhood. Walking the rest of the way to Relcor's segment of the docks, she doesn't see anyone who would be paying attention to her. And she doesn't see any cameras. Hopping the fence, she quickly brandishes her clipboard as a tool of deception for the dockworkers milling about.

She is able to see by the absence of a few, that containers are placed in numbered slots, making her search for container 275 incredibly easy. Even at 4:15, there are quite a few more guards in this area than the others she's walked by. They look at you as you pass by, but your skills of disguise pass you for someone just doing their job.

The vaguely horseshoe placement of the containers and the door facing East might suggest that the meeting would take place in the middle of them all. None of the other containers that she observes seem any shadier than normal.

Image

What are you doing?
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [76] = 76
JIC: (100) d100: [90] = 90 -- JIC: (20) d20: [17] = 17 -- d20: [10] = 10 -- d20: [16] = 16
Gina briefly examines the lock on container 275 and circles back the way she came. She ditches the civilian clothes, gathers her gear, grabs the big duffel if there is anything to steal, and camps out until the civvies have cleared.

If she has an opening before others arrive (probably after sunset ~6:30 in CST), she sneaks back to 275 to open it.
Prowl: d100<=45: [2*] = 1
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

One man could control it all.
Iron Beach Dock Container Yard, Napier Bay, Century Station
Date: Monday April 20th, 2043
Weather: Dark, cool (60 degrees Fahrenheit)
Time: 4:25 – 6:30 PM

Gina's checking out of container 275 doesn't garner too much attention, but at least one security guard can be seen talking into their earpiece radio. Still, she makes it in and out with no problem and back to her hoverbike with ease.

After changing into her work clothes, she sits and waits around for quite some time until the sun sets. Sneaking back to see if she has any time to infiltrate the container before the arrival of the meeting, she observes easily triple the guards that were present earlier. No way she was getting into the container at this moment. Luckily, she was able to get out of sight and back to the pier where she stashed her hoverbike without incident.

What are you doing?
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [14] = 14
JIC: (100) d100: [29] = 29 -- JIC: (20) d20: [6] = 6 -- d20: [20] = 20 -- d20: [19] = 19

What in the actual hell?

Red Sable grumbles to herself at the astonishing number of guards that this outfit has deployed. She had counted on being able to sneak back in during a shift change. The number of guards was beyond conspicuous. She had to assume that CSPD and Sector 10 turned a blind eye to this place. If she'd had more time to prep, she might have known that.

She looks out over the water. She can watch from a distance, but she hadn't thought to try to plant a bug. But maybe if she could spot a gap in their patrol patterns she could still sneak in.

She hops on the hoverbike and flies across the river and 60' up. She hones her telescopic eye on the docks and tries to adjust her sound filter to be able to hone her amplified hearing through the wind to get audio from the dock.

d100: [42] = 42 Radio: Basic Communications 65%
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

These days, neighborhoods just seem to be the sort of places where bad things happen. Don't be nostalgic.
Iron Beach Dock Container Yard, Napier Bay, Century Station
Date: Monday April 20th, 2043
Weather: Dark, cool (60 degrees Fahrenheit)
Time: 6:30 PM – 6:45 PM

Rising into the sky on her brand new hovercycle, Gina sees the city of Century Station in all it's glory. Architecture that's been unattended to for years, crumbling with character. The bustle of the docks as they bring it in and ship it out. The sound of gunfire close by?

Her acute vision allows her to see in detail as the guards surrounding the shipping containers react to what sounds like a firefight near by. Leaving their posts in drove with small arms pulled, she can see a chance for her to get in close to the container she is keeping an eye on.


What are you doing?
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [30] = 30
JIC: (100) d100: [44] = 44 -- JIC: (20) d20: [6] = 6 -- d20: [13] = 13 -- d20: [6] = 6
===
Sable does a double-take, tracing her gaze from the guards abandoning their posts to the source of the gunfire. Rival gang? SHOCK? Sector 10? WTF?

Regardless, the meeting clearly wasn't a secret to somebody else. Her new friends didn't want Whiz Kid's tech falling into criminal hands whether they were buying or stealing it. And the "good guys" would turn this into a PR nightmare for the Centurions. She knew this was supposed to be quiet, but there was no prayer of that happening anyway. Maybe she could accomplish the mission after all.

Sable hit the throttle and surged forward, hovering as close to the water as possible to stay under line of sight from the shore ((OOC: or bank if this was a river)).

Once she gets close enough, she leaps off, taking her gear and the big duffel to carry the tech strapped across her chest to keep her hands free. She does a high jump over the fence and swiftly maneuvers on the fastest route between containers toward her target, gun drawn.
"I got movement."
"On your six. On your six."
"Preacher, Southside, report."
"Red Sable, we need that relay in place now."
Gina shakes her head clear and narrows her eyes to focus on her computer chip's HUD readouts as she neared the target.

((If she makes it through and has an opening))
d100: [88] = 88 Basic Electronics 40% to pick the lock.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

Yes! Now that's how it's done in the big leagues, Sable. You see an opening, you go for it!
Iron Beach Dock Container Yard, Napier Bay, Century Station
Date: Monday April 20th, 2043
Weather: Dark, cool (60 degrees Fahrenheit)
Time: 6:45 PM – 6:47 PM

With the sounds of an intense gunfight happening in the background, Red Sable is able to get to the container and begins working on the lock. Her first two attempts cause a red flashing light on the lock to activate for two seconds which coincides with a light beeping of the same time period. It could be a "wrong code" warning or something much worse.

Image

There's still no one around and you've got a line of sight to where they ran off to.

What are you doing?
Let the GAMES begin.
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [15] = 15
JIC: (100) d100: [39] = 39 -- JIC: (20) d20: [19] = 19 -- d20: [12] = 12 -- d20: [4] = 4
===
Sable's brow furrowed at the reaction of the light patterns after the second attempt to hack the lock. If all else failed, she figured she could amp her strength up enough to wrench the door open with her bare hands if she had to. She was half-tempted to do just that, but now she feared she might have armed a bomb. She hopped atop the container both to get a clearer view of the firefight to suss out what the hell was going on, and to make another decryption attempt from behind cover in the event of a bomb or other deterrent blowing up in a would-be thief's face.

d100: [4] = 4 Basic Electronics 40% to pick the lock.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
CHIMERA
Assistant Game Master
Posts: 336
Joined: Sun Feb 01, 2015 4:00 pm
Location: GM - HU:CS (Bravo); AGM - HU:CS (Alpha)

Re: Red Sable - Operation: Threshhold

Post by CHIMERA »

An Ambitious Agent Plans Two Steps Ahead
Iron Beach Dock Container Yard, Napier Bay
Date: Monday April 20th, 2043
Time: 6:46 PM
Weather: Dark, cool (60 degrees Fahrenheit)

Third time is the charm, and Red Sable is able to crack the digital lock on the shipping container. There are not traps on the door, least of all a bomb. Still, given the security around here, Sable doesn't want to be conspicuous. So gently slides the door open, just enough for her to slip inside unnoticed.

She closes the door behind her, leaving it just a little ajar, and takes a step forward. At that moment lights on each corner of the container flash on illuminating the interior. Sable sees seven display cases - three on each side of her and one in the at the opposite end of the container - each one containing various gadgets designed by Whiz Kid. The two cases closest to Sable are 6 feet long by 3 feet wide and 3 feet high. The two middle containers as cubes, 3 feet to each side, and the two furthest containers have the same dimensions as the first two. The last container in the back is 7 feet tall and 3 feet wide; it looks like it contains body armor of some kind, though it is hard to see through the protective glass surrounding it.

Before Sable can get closer to inspect the cases she hears a loud siren. "ATTENTION! BLOCK NUMBER 843750 - PERSONAL EFFECTS OF LATRELL, DAMIEN - IS NOW OPEN FOR INSPECTION! ATTENTION! BLOCK NUMBER 843750 IS NOW OPEN FOR INSPECTION!"

In the distance, Sable hears a break in the gunfire. There is a non-zero chance that the guards heard that announcement.

WHAT ARE YOUR INTENTIONS?
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [47] = 47
JIC: (100) d100: [66] = 66 -- JIC: (20) d20: [12] = 12 -- d20: [19] = 19 -- d20: [3] = 3
===
Sable's eyes dart in every direction as she spits an expletive. What the hell kind of alarm is that? They made some poor schmuck type all that into the code?

When CHIMERA sent her on this mission alone, she made the silly assumption that there wouldn't be any more of Whiz Kid's stuff than she could carry on her own. Hauling the whole container out at once would've taken a lot more planning and prep than she had time for. But looking around at the massive cases confirmed what she'd always heard about making assumptions.

Figuring the guards were still far enough away and too distracted to double back to her position for at least a dozen or two seconds, Sable proceeds to smash every case ((w/ 28 P.S.)) that appears to have items small enough to fit in the oversized, reinforced duffle she'd procured or that she can sling over her shoulder. She starts with the closest to her right, then left, then works her way back if there is time. She grabs anything smaller than a heavy rifle or double-handed weapon, focusing on the smallest stuff first. Hopefully, her internal computer is of some use with the scan of inventory.

While doing so, she tries to focus her bionic hearing and sound filter on what's going on outside and keeps a mental "eye" on her motion sensor in case the door opens suddenly.

Assuming no one shows up too soon and she has a clear evac out of the container... She lobs both Incendiary Grenades (scroll back to item procurement post) into the container and breaks into a full sprint (Spd 88).

If she can't bodyblock her way out of the container with what she's had time to grab, then roll for initiative.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
CHIMERA
Assistant Game Master
Posts: 336
Joined: Sun Feb 01, 2015 4:00 pm
Location: GM - HU:CS (Bravo); AGM - HU:CS (Alpha)

Re: Red Sable - Operation: Threshhold

Post by CHIMERA »

Screamo Is Our Classic Rock
Iron Beach Dock Container Yard, Napier Bay
Date: Monday April 20th, 2043
Time: 6:47 PM
Weather: Dark, cool (60 degrees Fahrenheit)

While Red Sable took care to check the storage container's exterior for traps, there was no way she could avoid the internal motion sensor. And she has thoughts about the speaker system attached to that motion sensor. Some might say it sounds like it was designed for some kind of expo or auction. But she cannot dwell on the speaker, because it is probably loud enough to get someone's attention. She dashes to the first case on her right to recover its contents.

As she steps in front of it, the speakers sound off again: "LOT 750-114: ASSORTED STUN WEAPONS!" At least it doesn't repeat itself this time.

Sable doesn't waste any time, and carries out an old-fashioned smash and grab. Her fist goes through the plexiglass, and she pulls out two gas grenades in one motion. She takes another four of the following: grenades, orange plastic cylinders, and electric discs. None of them are marked to say what they do, so she just stuffs them into her duffel and moves on to the next case.

"LOT 750-207: TARGETING SOFTWARE!" Inside the case, Sable sees seven metallic boxes that appear to contain microchips. She picks her point to break the case carefully, avoiding the chips. It takes a little longer to get the chips out, but Sable manages to do so without damaging a single one.

Her duffel a little fuller, she runs to the next case, which has six metallic tubes, four of which have blinking blue lights. "LOT 750-406: CONTAINMENT CAPSULES!".

But Sable doesn't have the time to decide if she wants to take those as well. A heavily tatted and pierced
Bad Guy 1.jpg
in leather swings the container door open gleefully. "Well, well, well," she says with a cracked squeak. "Did the bosses send us a test subject for the new toys? Hey Pillar! Come over here!"

"That's not my name!" a gravelly voice shouts back. This is followed by thuds, as if made by a man that weighs a literal half ton. And the man approaching the container could very well be that heavy, his dull gray skin looks like it was cut from granite.

WHAT ARE YOUR INTENTIONS?
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [50] = 50
JIC: (100) d100: [19] = 19 -- JIC: (20) d20: [11] = 11 -- d20: [9] = 9 -- d20: [9] = 9
===
Red Sable mumbles a curse as her motion sensor pulls her attention away from the contents of the final display case. She quickly slings the duffel and turns around to the sight of Tats looking all cocky after flinging the doors open.

Her right eye snaps a picture of the woman for future reference ((along with "Pillar" once she gets a look at him)).
CHIMERA wrote: Sat Jan 06, 2024 10:46 am "Well, well, well," she says with a cracked squeak. "Did the bosses send us a test subject for the new toys? Hey Pillar! Come over here!"

"That's not my name!" a gravelly voice shouts back. This is followed by thuds...
IF she wins initiative -- and assuming she opened the doors so wide she can't just shut them again easily.
Gina smirks, pulling out both incendiary grenades with a flourish, one in each hand. She holds them out wide long enough for Tats to register what they are and pops the pins out with her thumbs.

And drops them.
  • Action 1: Pull grenades
    The hope is that there's a moment of stunned indecision when Tats sees Sable make this psycho opening move.

    IF that move gives Tats any pause
    Action 2: Arm and drop grenades
    Action 3-5: RUN!
    IF Action 1 did not phase her at all.
    Action 2: Evade or body-block her way out
    Action 3: Toss grenades into container
    Actions 4-5: RUN!
IF Sable loses initiative -- or if it looks like Tats is able to just close the door on her.
Gina makes a break for it, aiming to dodge past any attacks to make it outside, then leaps into a flip and lobs both grenades behind her into the container.
  • Action 1: Evade or fight her way past.
    Action 2-3: Once outside, pull and toss grenades
    Actions 4-5: RUN!
===
Initiative: d20+3: [15]+3 = 18
Attacks: 5
JIC = Roll w/ punch if needed.
  • Preferred strategy is full defense, floor gymnastics to weave around Tats and Pillar, and running her ass off.
  • Dodges: d20+15: [17]+15 = 32 -- d20+15: [10]+15 = 25 -- d20+15: [15]+15 = 30 -- d20+15: [1]+15 = 16 -- d20+15: [6]+15 = 21
  • Parries: d20+14: [15]+14 = 29 -- d20+14: [7]+14 = 21 -- d20+14: [10]+14 = 24
  • IF dodging is not an option...
    Action 3: Body block (either Tats or the doors if she tries to close them) d20+9: [2]+9 = 11
    Action 4: Trip d20+9: [7]+9 = 16
    Parries: See above.
    Action 5: If it takes more than two attempts to get clear of the trailer (5 seconds), she's in a heap of trouble, so see Dodge and Roll with impact above if needed.
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
CHIMERA
Assistant Game Master
Posts: 336
Joined: Sun Feb 01, 2015 4:00 pm
Location: GM - HU:CS (Bravo); AGM - HU:CS (Alpha)

Re: Red Sable - Operation: Threshhold

Post by CHIMERA »

Is This Too Loud?
Iron Beach Dock Container Yard, Napier Bay
Date: Monday April 20th, 2043
Time: 6:47 PM
Weather: Dark, cool (60 degrees Fahrenheit)

Butcher's Bill
-60 S.D.C (jumpsuit) / 2 (S.D.C. to body)


The Sable has been caught Red handed.* A security guard that looks like she couldn't pass a background check has caught Regina inside a shipping crate as she about to take a half dozen metal tubes out of their display case. With the guard pretty much blocking the only exit out of the container, and a big slab of another guard coming in close, the Sable decides to create a distraction. She draws out two grenades and holds them up for the guard to see, smiling because she is going to enjoy watching things burn.

The guard senses the immediate danger and shouts, "NO!"

The words hit Sable like a shotgun (-60 S.D.C. to jumpsuit) and she drops the grenades before she can arm them. She forgoes the grenades and instead tries to make a break for it. As she gets up, the guard screeches, "Colossus! Hurry UPPPPPPPP!

The guard's high pitch voice pierces Sable's skull (-2 S.D.C.); it feels like vertigo. With the duffel bag slung across her chest, she runs for the door. The guard is waiting and throws several wild haymakers that Sable is able to nimbly dodge even while carrying like she is punch drunk from a migraine. She is about to zip past nose ring girl, when the other guy arrives.

"For the last time Scream Queen," he grunts, "the name is Obelisk."

With a hand that feels like granite he thrusts her back into the shipping container. She is able to deflect much of the force of the attack but is still knocked into that third display case.

WHAT ARE YOUR INTENTIONS?

* Your GM is here all week, ladies and germs. Be sure to tip your waitress, she has to hear these same jokes every night.
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Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [41] = 41
JIC: (100) d100: [79] = 79 -- JIC: (20) d20: [1] = 1
===
CHIMERA wrote: Fri Jan 12, 2024 5:54 pm The guard senses the immediate danger and shouts, "NO!"

The words hit Sable like a shotgun (-60 S.D.C. to jumpsuit) and she drops the grenades before she can arm them. She forgoes the grenades and instead tries to make a break for it.
Red Sable tumbles from the blast of raw force square to her chest. She loses a second regaining her breath and shrugging off the pain in her ribs, but grits her teeth as she rolls back to her feet and closes the gap between her and Tats.

For a second it looks like she could make her break for it, but then Lunkhead shows up. As fast as she is, it isn't fast enough, especially after a sonic scream makes her head swim. Mental note: If you survive this, get a frequency damper for your left ear.
With a hand that feels like granite he thrusts her back into the shipping container. She is able to deflect much of the force of the attack but is still knocked into that third display case.
Sable flies back into the container with the force of a runaway truck, shattering the last display case with a crash and clumsily flopping to the metal floor with an angry clank.

Her neural net catalogs the names of her soon-to-be murderers as her targeting computer races through all the ways to fight a super with sonic powers... jack the jaw, throat punch, knee to solar plexus. But all are rendered moot when it factors in the presence of Obeslisk in such close quarters.

She was trapped in a kill box unless she could close the gap between them, the success of which had depressingly low odds. That was one way to die. She'd never reach the grenades in time. There was another. She couldn't draw her gun in time, and even if she did... kill box. Her medical monitor treated her to a graphic description of her organic brain leaking out of her bionic skull should she be hit by another shriek.

Sable's eyes dart around frantically, falling upon the little cylinders from the last display case. Containment capsules... What were they meant to contain? Who knows.

Praying that they were weapons and not just storage units for something mundane, she grabs one out of desperation.

Action 1: d100: [42] = 42 Basic Electronics 40% to figure out Whiz Kid's hopefully dummy-proof gadget
IF she blew the last roll: (which she did, natch *shakes fist*)
Action 2: d100: [5] = 5 Basic Electronics 40%
ELSE
  • Action 2: d20+9: [16]+9 = 25 Use the damn thing, however it works.
  • Actions 3-5: Reserved for Dodging to avoid direct damage -- d20+15: [6]+15 = 21 -- d20+15: [9]+15 = 24 -- d20+15: [13]+15 = 28
  • Parries (in the event that either enter into melee
    -- d20+14: [10]+14 = 24 -- [rol]d20+14[/roll] -- d20+14: [8]+14 = 22 -- d20+14: [6]+14 = 20 -- d20+14: [19]+14 = 33
    IF no dodging is needed because this plan actually works, she would use Actions 3-5 to grab another one and do the same thing
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
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CHIMERA
Assistant Game Master
Posts: 336
Joined: Sun Feb 01, 2015 4:00 pm
Location: GM - HU:CS (Bravo); AGM - HU:CS (Alpha)

Re: Red Sable - Operation: Threshhold

Post by CHIMERA »

The Stone Is a Slow Groove
Iron Beach Dock Container Yard, Napier Bay
Date: Monday April 20th, 2043
Time: 6:47 PM
Weather: Dark, cool (60 degrees Fahrenheit)

Butcher's Bill
-60 S.D.C (jumpsuit) / 2 (S.D.C. to body)


Red Sable looks down at display case she has been knocked into. Containment capsules, the automated voice said when she first stood over them. Whiz Kid has made all sorts of weird non-violent weapons. Could this be one of them? And if so how descriptive is the name? Red Sable reaches into the case to find out, grabbing one with a blinking light.

As she does, Obelisk slowly strides over to her. "Watch the entrance, Scream Queen. I don't want her to escape."

His partner stands by smirking while the big man grabs Red by her shoulders. She manages to escape by sliding under his craggy hands. He swings his leg for a devastating kick that she easily dodges with a backflip. She then throws the capsule at Obelisk. It hits him square on the chest, opening with a burst of green light. A woman rolls backwards, landing between the Sable and her enemies.

ROUND 3 OF COMBAT!
User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [40] = 40
JIC: (100) d100: [48] = 48 -- JIC: (20) d20: [4] = 4
===
Red Sable grumbles an unkind assessment of Whiz Kid's character and relationship with his mother as she tries to examine the capsule, finding no obvious trigger. As Pillar closes in, she is forced to roll deeper into the confines of the container to avoid getting squashed. She throws the damn thing in desperation.
CHIMERA wrote: Sat Jan 20, 2024 2:47 pm It hits him square on the chest, opening with a burst of green light. A woman rolls backwards, landing between the Sable and her enemies.
"Oh f*@& my life!" she cannot help but groan.

Her first thought is that the "containment capsules" contained supervillains that Whiz Kid must have captured at some point. Her second thought is about how, from the way they were gawking at the masked woman who suddenly spilled out of the capsule like some kind of Pokemon, Scream Queen and Obelisk were just as confused as she was. Did they even know what they had in here?

"Hey! These jackasses are trying to sell you and whoever else is locked in those things to the highest bidder. Help me out and you all go free."

She makes a quick assessment of the newcomer, noting her size, weapons, and her positioning between the villains. She snaps her fingers for attention and points to Scream Queen with her left hand, blurting out, "She has sonic powers!"
  • ACTION 1: Fires a
    Electrical Discharge / Stun Gun
    Save vs toxins = Dazed: - 10 to st/p/d for 2D4 melees.
    Range: 100ft (30.5m)
    Rate of Fire: 5
    Energy Capacity: 10 charges.
    at Obelisk with her right hand. d20+1: [7]+1 = 8
    • She doesn't expect it to do much, but hopes it will piss him off and keep his attention off the new chick.
    ACTION 2: Grab as many of the capsules with blue lights as she can scoop up
    ACTION 3: Whip it/them against the back wall of the container.
    ACTION 4-5: Reserved for Dodges... d20+15: [18]+15 = 33 -- d20+15: [20]+15 = 35
    • The hope is to maneuver FORWARD closer to the exit of the container
    Parries: d20+14: [5]+14 = 19 -- d20+14: [19]+14 = 33 -- d20+14: [11]+14 = 25 -- d20+14: [9]+14 = 23 -- d20+14: [4]+14 = 18
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Dawn Breaker
Posts: 37
Joined: Tue Dec 06, 2022 3:13 pm

Re: Red Sable - Operation: Threshhold

Post by Dawn Breaker »

Perception: 1d100: [80] = 80 / 36%
JiC d20 | d100: 1d20: [12] = 12 | 1d100: [4] = 4
Red Sable wrote:"Oh f*@& my life!" she cannot help but groan. "Hey! These jackasses are trying to sell you and whoever else is locked in those things to the highest bidder. Help me out and you all go free."

"She has sonic powers!"
She seems to be trustworthy and logical enough. Also, she was willing to work with unknowns that may have been villains. Maybe some other capsule people might be good sources or allies I can use later.

Sounds good, Try to bottle up the stone man with one of those capsules if you can. I'll deal with 'Screamie' for now and we can bottle her up too.” Dawn Breaker adds Seeing Red Sable head for the capsules.

Good idea, see who else is in those capsules. With any luck, I will find Black Dog or at least another fighter. As she dodges with a jump to the side away from Obiliesk's reach. Drawing the bow and grabbing the capsule she was in if she could at the same time as she dodged.

Catalyst and her were put through standard training by 'The Magician' including combat sims and door-breaching exercises. He pushed them just a little beyond their ability to make them learn something new. Something that at first pissed me off about him. But once in the field I got the idea why he did that. 'Harry Houdini' is the future of stage magic, flight, futurists in general, and my mentor. I need to look him up and see how Catalyst is doing. For now, we can't let the Sonic send any messages on any inaudible frequencies. She smiles to herself at the good memories while aiming for Scream Queen with Neurostun arrows.

Combat:
Initiative: 1d20+5: [11]+5 = 16
APM: 4 (+1 Pseudo pods)
1) Dodge/grab capsule: 1d20+10: [16]+10 = 26
2) Neuro stun arrow (target Scream Queen): 1d20+8: [12]+8 = 20 /
Roll to save, a failed roll means there is a 01-42% chance of being rendered unconscious. Note: in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described.
1d100: [77] = 77
or 2) Throw the capsule if it was grabbed (target Obilesk): 1d20+8: [8]+8 = 16
3) Neuro stun arrow (target Scream Queen or Obilesk if Scream Queen is down): 1d20+8: [17]+8 = 25 /
Roll to save, a failed roll means there is a 01-42% chance of being rendered unconscious. Note: in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described.
1d100: [75] = 75
4) Neuro stun arrow (target Scream Queen or Obilesk if Scream Queen is down): 1d20+8: [2]+8 = 10 /
Roll to save, a failed roll means there is a 01-42% chance of being rendered unconscious. Note: that in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described.
1d100: [30] = 30

Parries: (if needed)
1) 1d20+8: [4]+8 = 12
2) 1d20+8: [18]+8 = 26
3) 1d20+8: [12]+8 = 20
4) 1d20+8: [7]+8 = 15

Dodges: (if needed)
1) See above
2) 1d20+10: [13]+10 = 23
3) 1d20+10: [2]+10 = 12
4) 1d20+10: [8]+10 = 18

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Blackhaunt
Dimension Master
Posts: 1070
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Red Sable - Operation: Threshhold

Post by Blackhaunt »

A rolling stone is worth two in the bush
Iron Beach Dock Container Yard, Napier Bay, Century Station
Date: Monday April 20th, 2043
Weather: Dark, cool (60 degrees Fahrenheit)
Time: 6:47:00– 6:47:15 PM

Obelisk sends a massive hook toward Red Sable but she nimbly dodges out of its way. She returns fire with a Stun Blast that has absolutely no effect on the large sculpture of a man. ”Hehe. Cute.” Scream Queen sends a shock of vibrating air toward Dawn Breaker who dodges to the side, pulling her bow out with one hand and reaching for the capsule she emerged from with another. She draws her bow successfully, but the capsule she came in was too far from her reach.

Obelisk doesn’t root himself properly and takes a swing for Red Sable that would have missed on it’s own but the additional avoidance from Red Sable ensures that he slams his craggy fist into the empty display case she took the Targeting Software from. She uses the opportunity to quickly swoop up a couple of capsules. Dawn Breaker nocks, draws and looses a Neuro-stun arrow aimed perfectly at Scream Queen’s shoulder. It almost reaches its target but is deftly deflected at the last moment. ”Nice shot, Robin Hood! Too bad you missed!” Scream Queen responds with another blast that hits Dawn Breaker but is absorbed by her armor.

”UGH! Switch with me!” Obelisk yells as he breaks off with Red Sable and charges for Dawn Breaker. He swings a powerful haymaker that Dawn Breaker fails to get her hands up in time for, shattering her Torso Armor completely (armor destroyed). It’s as if she’d just been hit by a truck. She tries to take down her original target with another Neuro-stun arrow. This time it passes through Scream Queen as if she weren’t there. Red Sable tosses both of the capsules she picked up toward the wall behind her. They both erupt in a thick cloud of green smoke, obscuring what lies within.

Obelisk swings at Dawn Breaker again, this time the supersoldier defends their self in time, getting their arms up to redirect and absorb the massive blow. Dawn Breaker fires off another Neuro-stun arrow at the distant enemy, Scream Queen. Same effect as last time as it whizzes through her body as if she were a ghost.

Dawn Breaker blocks one more punch from Obelisk but fails to catch the follow up that all but knocks the life out of her (-65 SDC to body). One more punch like that from this super strong foe and she might not make it through this fight.

Red Sable gets caught flat footed and takes a loud sonic blast to the chest from Scream Queen that leaves her ears ringing (-20 SDC to jumpsuit).

Round 4! Combat Posts! What are you doing?
Image


Butcher's Bill:
Dawn Breaker: FAS Torso Armor destroyed. -65 to SDC.
Red Sable: -80 SDC to Jumpsuit. -2 SDC to body
Let the GAMES begin.
User avatar
Dawn Breaker
Posts: 37
Joined: Tue Dec 06, 2022 3:13 pm

Re: Red Sable - Operation: Threshhold

Post by Dawn Breaker »

Perception: 1d100: [92] = 92 / 36% + 10% for enviromental and Nightvision
JiC d20 | d100: 1d20: [13] = 13 | 1d100: [55] = 55

Nice shot yourself, I could use a 'Maid Marion' or 'Will Scarlet' if you are ever looking for a gig or some archery tips.” Dawn responds while dodging the Stoneman with rollback and getting behind the smoke at an angle to see her foes. With a name like Scream Queen probably a musician so maybe Will Scarlett? she thinks with a grin under the mask.

Time for a new strategy. Getting a KO punch through that skin won't be easy and there is no way to choke him out with 'Maid Marion' there. So maybe an explosion in the face can do it. and why is the sh*t still getting kicked out of me? those grenades hold people. including the Stoneman here. One reason from what I can tell would be to set me up. And If that is the reason, she is a dead woman. she thinks

You took rock-hard abs to an epic level,” she adds. Once clear from Obelisk draw out a Pseudo pod and 2 Exploding arrows, one in hand and one in the Pseudo pod. the whip sword wraps around the arrow holding it, then extends it to stab the Stone Brawler in the face

Should the fight look bad she will dodge using the green smoke as cover but not stay between the two puffs. I have to get those capsules. The three loose capsules bottle up my foes. there were 2 by the green smoke and the I she was in. One of these two could be my target. They would make it a lot easier. then use the third to carry out the loot that may be case-related. Plus with two new players, I may need 'Screaming Meme' and The Stoneman in that fight if I can't get out of this mess.

Combat:
Initiative: 1d20+5: [1]+5 = 6
APM: 4 (+1 Pseudo pods)
(If SDC goes to half or lower. Use alternate plan)
1) roll back to get out of Obelisk's reach and behind smoke (angling to see Obelisk still): 1d20+10: [12]+10 = 22
2) extends pseudo pods (both at the same time)
3) draws one Explosive Arrow - 6d6 (2 ft Blast radius) with a Psuedo pod holding an arrow just above the knock) and Explosive Arrow - 6d6 (1ft 4-inch Blast radius) in hand for her next shot.
4) Stab Obelisk's face/head with arrows in the pseudo pod. The “Elven” Arrow Stab: 1d20+6: [13]+6 = 19 Damage: 6d6: [5, 2, 1, 3, 3, 4] = 18

Alternate plan: If SDC goes below half
Dodge and try to grab as many of Capsules as she can (the one she came out of and the ones in green smoke as well)
1) Roll back to get out of Obelisk's reach and Get the capsules: 1d20+10: [12]+10 = 22

2) Roll back to get out of Obelisk's reach and Get the capsules: 1d20+10: [5]+10 = 15 or throw a Capsule at the biggest threat should she have one and a foe be too close to her 1d20+6: [3]+6 = 9

3) Dodges for cover picking up the capsules as if she throws a capsule and bottles up Obelisk. 1d20+10: [5]+10 = 15 or throw a Capsule at the biggest threat should she have one and a foe be too close to her 1d20+6: [19]+6 = 25

4) Dodges for cover picking up the capsules the ones in the green smoke arrived in 1d20+10: [6]+10 = 16 or throws a Capsule at the biggest threat should she have one and a foe be too close to her 1d20+6: [9]+6 = 15

Parries: (if needed)
1) 1d20+8: [1]+8 = 9
2) 1d20+8: [15]+8 = 23
3) 1d20+8: [10]+8 = 18
4) 1d20+8: [16]+8 = 24

Dodges: (if needed)
1) 1d20+10: [12]+10 = 22
2) 1d20+10: [2]+10 = 12
3) 1d20+10: [1]+10 = 11
4) 1d20+10: [6]+10 = 16

(Invoke Trust/Intimidate: 1d100: [98] = 98 50% )
Dice rolls
1d20+10: [2]+10 = 12
1d20+6: [7]+6 = 13
Last edited by Dawn Breaker on Wed Feb 21, 2024 11:34 am, edited 20 times in total.

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
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Situation:
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User avatar
Red Sable
Posts: 25
Joined: Fri May 05, 2023 4:11 pm

Re: Red Sable - Operation: Threshhold

Post by Red Sable »

  • Base (21%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%
d100: [77] = 77
JIC: (100) d100: [86] = 86 -- JIC: (20) d20: [4] = 4
===
Dawn Breaker wrote: Tue Jan 23, 2024 12:46 pmSounds good, Try to bottle up the stone man with one of those capsules if you can. I'll deal with 'Screamie' for now and we can bottle her up too.
The stranger's words echo in Sable's head as she scrambles. She would consider that plan, except she had no clue how to trigger an capsule. Throwing it was an irrational act of desperation. She doubted Whiz Kid intended such a powerful superscience gadget to be used so bluntly. In fact, it was more likely she didn't trigger it at all. The impact broke it. She could have just as easily killed this chick instead of freeing her. So no.

But the woman wasn't exactly giving off supervillain vibes as she watched her fight, which added to the already out-of-control list of unanswered questions that she didn't have time to process.
Blackhaunt wrote: Wed Feb 07, 2024 7:24 pm ”UGH! Switch with me!” Obelisk yells as he breaks off with Red Sable and charges for Dawn Breaker.
That was the opening she needed! Sable ducks low as Obelisk surges forward past her.

Gina had seen the sonic chick deflect with a shield and dodge by phasing. She felt it was a good thing that they didn't get into hand to hand combat after all. She still had one option, though.

Sable flips over but stays on a low crouch, holding herself up by her feet and one hand. "Catch!" Sable yells as she abruptly chucks the grenade like a skee ball in the hopes of lobbing it past Scream Queen through the container opening to land just behind her.

Seeing an opening as she scrambles, she throws a thrust kick into the crook of his knee. He may be made of rock, but he still has joints that keep him upright. And Sable's nanite-reinforced legs had the strength to propel her at 60 mph.

((and if she totally flubbed that grenade maneuver, she can hunker behind Obelisk for cover!))
  • Action 1: Grab Incendiary Grenade
    Action 2: Chuck the grenade toward Scream Queen d20+2: [4]+2 = 6
    Action 3: Sweep the leg -- d20+9: [8]+9 = 17 Damage (if > AR) d20+13: [6]+13 = 19 (oops - no damage for a takedown and that was a typo anyway)
    • Tactic is to knock him off balance and hopefully down by hitting the crook of his knee. Might give Dawn a bonus to hit him too?
    Actions 4-5: Reserved for dodging -- d20+15: [3]+15 = 18 -- d20+15: [2]+15 = 17
    Parries: d20+14: [4]+14 = 18 -- d20+14: [5]+14 = 19 -- d20+14: [2]+14 = 16 -- d20+14: [11]+14 = 25 -- d20+14: [20]+14 = 34
Character Sheet: viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 13
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

Carry: 560 lbs -- Lift: 1,120 lbs (.5 tons)
Encumbrance: 150 lbs
Standing Jump: 20' x 8.5' (+2'x.5')
Running Jump: 58' x 31.5' (+2' x .5')

HP: 23
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 145 lbs (250 lbs)
--

Perception -- 21% (+3%)
  • Vision (day or night) -- 41%
  • Hearing -- 41%
  • Motion -- 26%


Scholastic Skills
Basic Mathematics -- 40% (+5%)
Pilot Automobile -- 64% (+2%)
Read/Write/Speak English (+20%)

Espionage: Bodyguard/Assassin Skill Program
Detect Ambush -- 50% (+5%)
Detect Concealment -- 50% (+5%)
Sniper, (+1 to strike)
Surveillance Systems -- 50% (+5%)
Tracking -- 45% (+5%)

Espionage: Deep Cover
Cryptography -- 50% (+5%)
Disguise -- 55% (+5%) (+27% from implants)
Escape Artist -- 55% (+5%)
Forgery -- 45% (+5%)
Impersonation -- 43%/29% (+4%) (+10% voice from implant)
Photography -- 55% (+5%)
Radio: Basic Communications -- 65% (+5%)
Acrobatics
Gymnastics
  • 64% +2% per level - Sense of balance
  • 66% +3% per level - Walk tightrope or high wire
  • 66% +3% per level - Work parallel bars & rings
  • 48% +4% per level - Climbing
  • 74% +2% per level - Climb rope
  • 74% +2% per level - Back flip
  • 40% base climb ability (does not increase)
Pilot: Advanced Program
Navigation -- 65% (+5%)
Read Sensory Equipment 55% (+5%)
Aircraft Mechanics 55% (+5%)
Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Pilot Motorcycle 68% (+4%)
Pilot Airplane 58% (+4%)
Pilot Helicopter -- 45% (+5%)

Basic: Language
Speak: 66% (+3%)
Literacy: 50% (+5%)
  • Spanish
  • Russian
  • German
  • French
Physical Program
Boxing
Rappelling -- 45% (+5%)
SCUBA -- 35% (+5%)
Wrestling

Secondary Skills
Athletics
Prowl -- 45% (+5%)
Running
Swimming -- 70% (+5%)
Automotive Mechanics 35% (+5%)
Basic Electronics 40% (+5%)
(3rd) First Aid 40% (+5%)
(3rd) Pick Locks 25% (+5%)
--

HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +9
Parry Bonus: +14
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

Weapon Proficiencies
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Knife - +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
W.P. Paired Weapons (see RUE p. 327)
W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10.

Modern Weapons
W.P. Handguns - +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Rifles - +1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.
W.P. Shotgun - +1 to strike at levels 1, 3, 6, 10, and 14.
W.P. Sub-Machine Gun - +1 to strike at levels 1, 3, 6, 9, 12, and 15.
W.P. Energy Pistol - +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Jumpsuit, Light Body Armor (AR: 11, SDC: 120)
Undercover Shirt, Concealed Light Body Armor (AR: 10, SDC: 50)

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

Polycarbonate Knife
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Nightstick (2)
  • Range: Close Combat
  • Damage: 1D6
  • Weight: 1 lb

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
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