Refugee All Stars

These fuckers are too stubborn to die.
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Wolf Whitaker
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Posts: 218
Joined: Wed Jul 24, 2019 2:24 pm

Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100: [70] = 70 /65%
JIC: 1d20: [12] = 12 ; 1d100: [68] = 68


Paranoia Thought Text

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


Ugh, can this idiot not shut up?...Wow. I can't believe he's just laying everything out like this...Ya, Ya can we just get on will killing the guy. I don't want us to end up like the girl on the wall...Ya, That's not going to happen...it better not...Oh now John is talking...damn it that all talk too much...Crap. Turrets. Wolf stands impassively looking at the man as he rattles off his plan in its entirety. Wolf rolls his eyes at the overly dramatic actions of the good doctor.

When the turrets drop from the ceiling Wolf is immediately engaging them. He yells at his wolves, "Fang reduce their numbers! Shadow Find me a way around the Forcefield!" Wolf keeps an eye on the bottom screen in his helmet that shows Shadow's POV.


If Shadow is able to get around the Forcefield Wolf will ricochet a shot around it off of Shadow's own forcefield. Take action from where its needed if it is needed. Ricochet Strike: 1d20+6: [17]+6 = 23 ; Damage: 1d4*10: [4]*10 = 40 ; 1MD will be dealt to Shadow's FF.

Combat:
APM: 12
Init: 1d20+29: [7]+29 = 36

Consumable Expenditures:
NE-6SL Speed loader: 7/9
NE-6SL: 2/6 remaining
Personal FF Active: 160/160

All shots are at the turrets.

Action 1: Dual Pistol Shot; Right Strike: 1d20+6: [13]+6 = 19 ; Damage: 1d4*10: [1]*10 = 10 ; Left Strike: 1d20+6: [7]+6 = 13 ; Damage: 1d4*10: [4]*10 = 40
Action 2: Dual Pistol Shot; Right Strike: 1d20+6: [15]+6 = 21 ; Damage: 1d4*10: [2]*10 = 20 ; Left Strike: 1d20+6: [6]+6 = 12 ; Damage: 1d4*10: [3]*10 = 30
Action 3: Dual Pistol Shot; Right Strike: 1d20+6: [9]+6 = 15 ; Damage: 1d4*10: [2]*10 = 20 ; Left Strike: 1d20+6: [3]+6 = 9 ; Damage: 1d4*10: [1]*10 = 10
Action 4: Dual Pistol Shot; Right Strike: 1d20+6: [3]+6 = 9 ; Damage: 1d4*10: [3]*10 = 30 ; Left Strike: 1d20+6: [15]+6 = 21 ; Damage: 1d4*10: [4]*10 = 40
Action 5: Dual Pistol Shot; Right Strike: 1d20+6: [20]+6 = 26 Nat 20; Damage: 1d4*10: [3]*10 = 30 x2 = 60 MD; Left Strike: 1d20+6: [12]+6 = 18 ; Damage: 1d4*10: [4]*10 = 40
Action 6: Dual Pistol Shot; Right Strike: 1d20+6: [17]+6 = 23 ; Damage: 1d4*10: [3]*10 = 30 ; Left Strike: 1d20+6: [10]+6 = 16 ; Damage: 1d4*10: [1]*10 = 10
Action 7: Reload Right Pistol: Speedloader
Action 8: Reload Left Pistol: Speedloader
Action 9: Dual Pistol Shot; Right Strike: 1d20+6: [17]+6 = 23 ; Damage: 1d4*10: [2]*10 = 20 ; Left Strike: 1d20+6: [18]+6 = 24 Crit; Damage: 1d4*10: [2]*10 = 20 x2 = 40MD
Action 10: Dual Pistol Shot; Right Strike: 1d20+6: [7]+6 = 13 ; Damage: 1d4*10: [2]*10 = 20 ; Left Strike: 1d20+6: [5]+6 = 11 ; Damage: 1d4*10: [2]*10 = 20
Action 11: Dual Pistol Shot; Right Strike: 1d20+6: [3]+6 = 9 ; Damage: 1d4*10: [1]*10 = 10 ; Left Strike: 1d20+6: [11]+6 = 17 ; Damage: 1d4*10: [1]*10 = 10
Action 12: Dual Pistol Shot; Right Strike: 1d20+6: [15]+6 = 21 ; Damage: 1d4*10: [4]*10 = 40 ; Left Strike: 1d20+6: [1]+6 = 7 ; Damage: 1d4*10: [1]*10 = 10

Auto-Dodge: 1d20+18: [8]+18 = 26 ; 1d20+18: [15]+18 = 33 ; 1d20+18: [18]+18 = 36 ; 1d20+18: [10]+18 = 28 ; 1d20+18: [18]+18 = 36 ; 1d20+18: [8]+18 = 26 ; 1d20+18: [20]+18 = 38 ; 1d20+18: [12]+18 = 30 ; 1d20+18: [10]+18 = 28 ; 1d20+18: [9]+18 = 27 ; 1d20+18: [8]+18 = 26 ; 1d20+18: [2]+18 = 20

Fang takes an aggressive stance at the start of combat. Traversing his Gatling gun up to hammer the turrets now threatening the Roughnecks. Fang mostly focuses on atticking with a couple of actions dedicated to dodging incoming fire.

Fang:
APM: 6
Init: 1d20+4: [15]+4 = 19

Action 1: NE-700 burst; Strike: 1d20+2: [6]+2 = 8 ; Damage: 4d6*10: [3, 2, 5, 5]*10 = 150
Action 2: NE-700 burst; Strike: 1d20+2: [1]+2 = 3 ; Damage: 4d6*10: [4, 1, 4, 1]*10 = 100
Action 3: NE-700 burst; Strike: 1d20+2: [17]+2 = 19 ; Damage: 4d6*10: [5, 1, 6, 6]*10 = 180
Action 4: NE-700 burst; Strike: 1d20+2: [1]+2 = 3 ; Damage: 4d6*10: [3, 6, 1, 2]*10 = 120
Action 5: Dodge: 1d20+6: [4]+6 = 10
Action 6: Dodge: 1d20+6: [19]+6 = 25

Shadow dips off to the side. Using the the tremor sensors to get a feel for the vibration bouncing back from the Forcefield Shadow works his way around the forcefield to locate and opening.

Shadow:
APM: 6
Init: 1d20+4: [5]+4 = 9

Action 1: Move to find a clear line to the doctor. Dodge: 1d20+6: [9]+6 = 15
Action 2: Move to find a clear line to the doctor. Dodge: 1d20+6: [7]+6 = 13
Action 3: Move to find a clear line to the doctor. Dodge: 1d20+6: [9]+6 = 15
Action 4: Move to find a clear line to the doctor. Dodge: 1d20+6: [3]+6 = 9
Action 5: Dodge: 1d20+6: [10]+6 = 16
Action 6: Dodge: 1d20+6: [8]+6 = 14
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Tyrannosapiens Rex
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Posts: 27
Joined: Fri Dec 29, 2023 5:31 am

Re: Refugee All Stars

Post by Tyrannosapiens Rex »

Let's be clear.

This was not how Dr. Armand Childers III thought this was going to turn out.

At first, when John approaches the force field while three of his erstwhile companions spring into action against the turrets. The doctor positively smiles the moment Williams hand and the back of John's head are connected by a bright white bolt of lightning. But then the guy just keeps talking at him. The doctor's face gets a little nervous, when without missing a beat in his demand for Surrender, John lifts a leg up just in time to avoid a stream of plasma.

Meanwhile, despite William’s one misfire pegging John dead center in the back of his head, William, Morrow, and Wolf manage to dismantle the first turret around the time John delivers ...we're all set."

That gets the doctor moving. He grabs a small red plastic case off the counter and pokes at a computer screen facing away from the party. The doctor then touches his wrist and a panel behind him opens, revealing an escape hatch with a ladder leading down.

He smiles cruelly at John and begins to spin the computer monitor around to show John it, but at this point, Venenifer’s second paralysis effect goes off, freezing the doctor in place with a superior smug grin on his face and a panicked darting look in his eye.

Jack adjusts his targeting slightly and lights the escape hatch up in case the doctor actually makes a move for it. The ladder starts melting under the heat.

Venenifer realizes she probably lacks the technical expertise to identify a force field control if it wasn’t the familiar Naruni branded device she uses. Of course, she doesn’t realize THAT until she turns on a radio switch on the other side of the force field, and it begins playing music.

“I don’t practice Santaria”

Ash* takes the second turret down with his axe around this point, with assistance from the other three.

“I don’t have a crystal ball”

Dr. Childers is making one of those whiny solid tones sounds a person makes when they are trying to talk but their tongue lips and jaw won’t cooperate. His eyes are darting from John to the rest of the group, to the computer monitor partially turned toward John.

“I had a million dollars, but I spent it all”

Combat is Over

(The force field is still up. The only person who might be able to see the computer monitor rolled a 98% on Perception. The only PC who took damage was John to his magical protection. 31 MDC thanks to William's nat 1.)

*Ash, there are only turrets around. Not a single vampire moving in sight. I redirected your attacks at them.
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Jack Killian
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Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
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Re: Refugee All Stars

Post by Jack Killian »

Perception: 72% +15 1d100: [96] = 96
JIC d20: 1d20: [11] = 11
JIC: d100 1d100: [57] = 57
INIT:+2+1 1d20: [14] = 14 17

Conditions:
Sense the Presence of Spirits Amulet
Enhanced Perception (10 I.S.P)
Talisman Invincible 200 MD (0n)
Nurani FF 160 md on
Fire Eruption: 240MD The flame eruption will stay ignited for 10 minutes or until the Burster cancels the effect, Penalties: Melee actions are reduced by half and Fighting is impossible unless he breaks his concentration,

Super Fuel Flame: The character can feed a fire with psychic energy, increasing its size by as little as twofold or as much as 10 times.
Jack adjusts his targeting slightly and lights the escape hatch up in case the doctor actually makes a move for it. The ladder starts melting under the heat.
Jack access the situation. Escape is blocked, need to keep that up. the Doctor is drooling and can’t speak. Need to hear what he is saying. Jack knows he is limited in what he can do with his concentration limiting his action. He uses telepathic ability to listen in on the doctors head. he is interested in the screen and any abort buttons.
telepathic 4 ISP

He reports it to William and the group ASAP.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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Tyrannosapiens Rex
Game Master
Posts: 27
Joined: Fri Dec 29, 2023 5:31 am

Re: Refugee All Stars

Post by Tyrannosapiens Rex »

Mini Update

Clarification: Ven's sixth sense went off earlier above, when the doctor touched the screen.

Telepathy Results

Surface thoughts. Oh my god I need to get out of here why can't i move what did they do to me 52 seconds come on move for the door why is my back so hot 51 seconds gotta touch the screen to shut it off 50 seconds. Who the fuck are these guys

The self destruct controls are bio-metric, tied specifically to the doctor's right middle (not index) finger. Its tied to enough explosives to level the building for certain. And less certainly, the doctor believes he has chained the compressive waves in a way that will compress the fission reactor on site to 'prompt critical' which is a pretty complex concept for Jack the Burster. That is, it would be if it didn't come with a mental image of a mushroom cloud.
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Jack Killian
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Posts: 448
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
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Re: Refugee All Stars

Post by Jack Killian »

(((Rolls Carry Over)))
Jack quickly to the group, “We have less than 50 seconds to get to the computer and stop the bomb!! He needs the doctor's right middle (not index) finger to stop it. Need the Force Field down, or move the Doctor and the computer so we can push the Button now! or Volcano is the new Group Name.”
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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William Summers
Diamond Level Patron
Posts: 494
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
Contact:

Re: Refugee All Stars

Post by William Summers »

Perception: 1d100: [61] = 61 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [2] = 2 / 1d100: [43] = 43

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

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

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

Range: Self or one other by touch.
Duration: 22/192 melee rounds (5:30/48 minutes).
Saving Throw: None.
P.P.E.: 30 (divided by 2=15)
Although not quite as " invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 200 M.D.C., and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.


"My bad, Pebbles!" Will redirects his lightning at the force field to try to crack through it's shell and get to the goodies inside.

Volcano's warning causes Will to start to think outside of the box. "Three choices: One we get through the forcefield and get his hand on the button. Two: We get his hand on the button from this side. Three: We jet. Number One for now, 'Necks!"

If he notices his lightning not being effective, he'll switch tactics and try to connect to the computer with Telemechanics. If he connects with the computer, he'll politely ask it to pause the count down. Whether or not it does, he downloads all of the data in it's memory bank for later study.

15 seconds of lightning @ Forcefield:
  1. Strike: 1d20+4: [12]+4 = 16 Damage: 4d6+16: [4, 6, 4, 3]+16 = 33
  2. Strike: 1d20+4: [10]+4 = 14 Damage: 4d6+16: [4, 2, 4, 2]+16 = 28
  3. Strike: 1d20+4: [19]+4 = 23 Damage: 4d6+16: [2, 3, 1, 2]+16 = 24
  4. Strike: 1d20+4: [6]+4 = 10 Damage: 4d6+16: [6, 1, 1, 2]+16 = 26
  5. Strike: 1d20+4: [17]+4 = 21 Damage: 4d6+16: [3, 2, 5, 4]+16 = 30
  6. Strike: 1d20+4: [17]+4 = 21 Damage: 4d6+16: [2, 3, 6, 3]+16 = 30
  7. Strike: 1d20+4: [11]+4 = 15 Damage: 4d6+16: [1, 2, 2, 1]+16 = 22
  8. Strike: 1d20+4: [16]+4 = 20 Damage: 4d6+16: [3, 3, 3, 4]+16 = 29
  9. Strike: 1d20+4: [2]+4 = 6 Damage: 4d6+16: [2, 3, 1, 2]+16 = 24
  10. Strike: 1d20+4: [9]+4 = 13 Damage: 4d6+16: [5, 3, 4, 3]+16 = 31
  11. Strike: 1d20+4: [10]+4 = 14 Damage: 4d6+16: [1, 5, 6, 6]+16 = 34
The Man in Black
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Wolf Whitaker
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Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100: [89] = 89 /65%
JIC: 1d20: [10] = 10 ; 1d100: [85] = 85


Paranoia Thought Text

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


Wolf frowns slightly, Jack must be reading his mind. 50 seconds, not enough time to get to safety...Kill him, before he can read your mind...no. and if he was he would hear you and he'd light us on fire...even more reason to kill him first...you need to focus, the guy that just tried to kill us seems to be frozen in place. Looks like what hit us a month or so back...might be the same thing...I think it is...too bad he's behind a forcefield...Well seems like somethings can make it through. Time to get creative...time to kill him?...No, our bonus is riding on us bringing him back alive...That's no fun...get over it. Wolf keys in instructions for Fang to engage the forcefield with his cannon and for Shadow to regroup with Fang and act as his shield.

Wolf calls out to Jack as he gets into voice range of the Doctor, "Keep an eye on his thoughts. Let me know what he says." Wolf moves so the Doctor can see him. "Hey doc. You got a few options. Now you can get crisped along with us or you can turn off the bomb if my friend lets you go. If you don't I can make sure this nice lady here, Wolf gestures to Ven, "has her way with you to ensure your last minute of existence is so painful and memorable you'll feel it in your next life. So you going to stop the bomb and lower the forcefield?" Wolf uses his interrogation skills to highlight an out where the man gets to live hopefully driving him to agree to shut off the bomb and FF.

Interrogation-- 1d100: [17] = 17 /75%

Wolf looks over at Jack to see what response if any was given. Wolf will then assist with the hammering of the forcefield.



Combat:
APM: 12
Init: 1d20+29: [4]+29 = 33

Consumable Expenditures at end of round:
NE-6SL Speed loader: 5/9
NE-6SL: 1/6 remaining
Personal FF Active: 160/160

Shots are at the FF if needed.

Action 1: Orders to the wolves and talking
Action 2: More talking
Action 3: Even More talking
Action 4: Dual Pistol Shot; Right Strike: 1d20+6: [18]+6 = 24 Crit; Damage: 1d4*10: [3]*10 = 30 X2 = 60MD; Left Strike: 1d20+6: [10]+6 = 16 ; Damage: 1d4*10: [1]*10 = 10
Action 5: Dual Pistol Shot; Right Strike: 1d20+6: [9]+6 = 15 ; Damage: 1d4*10: [2]*10 = 20 ; Left Strike: 1d20+6: [10]+6 = 16 ; Damage: 1d4*10: [2]*10 = 20
Action 6: Reload Right Pistol: Speedloader
Action 7: Reload Left Pistol: Speedloader
Action 8: Dual Pistol Shot; Right Strike: 1d20+6: [20]+6 = 26 Nat 20; Damage: 1d4*10: [3]*10 = 30 x2 = 60 MD; Left Strike: 1d20+6: [20]+6 = 26 Nat 20; Damage: 1d4*10: [4]*10 = 40 x2 = 80MD
Action 9: Dual Pistol Shot; Right Strike: 1d20+6: [12]+6 = 18 ; Damage: 1d4*10: [1]*10 = 10 ; Left Strike: 1d20+6: [17]+6 = 23 ; Damage: 1d4*10: [3]*10 = 30
Action 10: Dual Pistol Shot; Right Strike: 1d20+6: [5]+6 = 11 ; Damage: 1d4*10: [4]*10 = 40 ; Left Strike: 1d20+6: [14]+6 = 20 ; Damage: 1d4*10: [2]*10 = 20
Action 11: Dual Pistol Shot; Right Strike: 1d20+6: [20]+6 = 26 Nat 20; Damage: 1d4*10: [3]*10 = 30 x2 = 60MD; Left Strike: 1d20+6: [18]+6 = 24 Crit; Damage: 1d4*10: [4]*10 = 40 x2 = 80MD
Action 12: Dual Pistol Shot; Right Strike: 1d20+6: [5]+6 = 11 ; Damage: 1d4*10: [2]*10 = 20 ; Left Strike: 1d20+6: [18]+6 = 24 Crit; Damage: 1d4*10: [2]*10 = 20 x2 = 40MD

Auto-Dodge: 1d20+18: [18]+18 = 36 ; 1d20+18: [1]+18 = 19 ; 1d20+18: [9]+18 = 27 ; 1d20+18: [13]+18 = 31 ; 1d20+18: [4]+18 = 22 ; 1d20+18: [8]+18 = 26 ; 1d20+18: [18]+18 = 36 ; 1d20+18: [15]+18 = 33 ; 1d20+18: [10]+18 = 28 ; 1d20+18: [19]+18 = 37 ; 1d20+18: [12]+18 = 30 ; 1d20+18: [6]+18 = 24


Fang:
APM: 6
Init: 1d20+4: [6]+4 = 10

Action 1: NE-700 burst; Strike: 1d20+2: [9]+2 = 11 ; Damage: 4d6*10: [1, 4, 6, 4]*10 = 150
Action 2: NE-700 burst; Strike: 1d20+2: [14]+2 = 16 ; Damage: 4d6*10: [3, 4, 1, 5]*10 = 130
Action 3: NE-700 burst; Strike: 1d20+2: [11]+2 = 13 ; Damage: 4d6*10: [5, 2, 5, 4]*10 = 160
Action 4: NE-700 burst; Strike: 1d20+2: [9]+2 = 11 ; Damage: 4d6*10: [6, 3, 2, 5]*10 = 160
Action 5: NE-700 burst; Strike: 1d20+2: [15]+2 = 17 ; Damage: 4d6*10: [6, 5, 2, 5]*10 = 180
Action 6: NE-700 burst; Strike: 1d20+2: [12]+2 = 14 ; Damage: 4d6*10: [1, 5, 3, 1]*10 = 100

Shadow:
APM: 6
Init: 1d20+4: [6]+4 = 10

Action 1-6: Move to Fang to provide cover.
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100: [25] = 25 /31%
Just in Case: 1d20: [10] = 10 ; 1d100: [59] = 59
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

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

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

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

Book Reference: p.121/150, BoM


Number of attacks: 7
Initiative: 1d20+4: [5]+4 = 9
Action One: Fire Plasma Ejector at target. (Strike: 1d20+1: [5]+1 = 6 ; Damage: 6d6: [2, 3, 3, 1, 4, 4] = 17 M.D.)
Action Two: Fire Plasma Ejector at target. (Strike: 1d20+1: [15]+1 = 16 ; Damage: 6d6: [4, 2, 5, 3, 6, 5] = 25 M.D.)
Action Three: Fire Plasma Ejector at target. (Strike: 1d20+1: [6]+1 = 7 ; Damage: 6d6: [4, 2, 4, 6, 2, 6] = 24 M.D.)
Action Four: Fire Plasma Ejector at target. (Strike: 1d20+1: [13]+1 = 14 ; Damage: 6d6: [5, 2, 5, 6, 6, 3] = 27 M.D.)
Action Five: Fire Plasma Ejector at target. (Strike: 1d20+1: [10]+1 = 11 ; Damage: 6d6: [3, 5, 6, 2, 1, 2] = 19 M.D.)
Action Six: Fire Plasma Ejector at target. (Strike: 1d20+1: [20]+1 = 21 ; Damage: 6d6: [4, 6, 5, 2, 3, 5] = 25 M.D.)
Action Seven: Fire Plasma Ejector at target. (Strike: 1d20+1: [17]+1 = 18 ; Damage: 6d6: [1, 1, 4, 6, 6, 2] = 20 M.D.)

Contingencies

Parries As Needed: 1d20+8: [5]+8 = 13 , 1d20+8: [10]+8 = 18 , 1d20+8: [1]+8 = 9 , 1d20+8: [9]+8 = 17 , 1d20+8: [10]+8 = 18 , 1d20+8: [10]+8 = 18 , 1d20+8: [14]+8 = 22 .
Dodges if armor is reduced to 25% (20 M.D.C.): 1d20+8: [13]+8 = 21 , 1d20+8: [19]+8 = 27 , 1d20+8: [6]+8 = 14 , 1d20+8: [17]+8 = 25 , 1d20+8: [18]+8 = 26 , 1d20+8: [12]+8 = 20 , 1d20+8: [1]+8 = 9 .
Auto-dodges (As Needed): 1d20+5: [15]+5 = 20 , 1d20+5: [6]+5 = 11 , 1d20+5: [18]+5 = 23 , 1d20+5: [8]+5 = 13 , 1d20+5: [6]+5 = 11 , 1d20+5: [15]+5 = 20 , 1d20+5: [19]+5 = 24 .


Detect Concealment 1d100: [17] = 17 /40% Success (Find Force Field Generator)

David hears the warning. Well hell, that is a right problem. David thinks as he starts looking around. Force Field Generator, likely easiest thing to solve the problem. David is a little surprised at the responses of the other, but inwardly shrugs. Everyone has their own way of doing things. David considers the situation. The drugs flowing through David's body do wonders, especially for reaction time. Hmm... that might work. David thinks as he moves towards the wall and fires a pair of shots into it.

If he is able to get through the wall, David will move through it and fire through the wall that is behind the force field. Just bypass the damn thing.

If he is not able to, or finds the force field still blocking his way. Well damn, worth a shot I guess.
User avatar
John Altfeld
Diamond Level Patron
Posts: 415
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100: [95] = 95 / 76%
JIC: 1d20: [18] = 18 / 1d100: [94] = 94

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

John doesn't even notice the lightning bolt getting absorbed by his Invulnerability spell defense.

When the mad doctor starts cackling, John sighs. "Wrong choice, Almond," he says.

John nods along with Wolf's comments. This is why Wolf talks for us. He gives Wolf a quick thumbs up.

"Listen to the nice man, Almond. Like I said, we're supposed to capture you alive. No need for anyone else to die here."

I could survive a bomb, right? Probably? Yeah, I could survive a bomb!


Initiative: 1d20+13: [18]+13 = 31

John starts taking down the forcefield along with his colleagues and friends. And the weird guy from the woods. He doesn't even consider the possibility that the forcefield will survive punches. If the forcefield goes down, he redirects his attacks to the remaining turret.

Action 1: John becomes pebbles and absorbs his equipment.
Action 2: Strike: 1d20+8: [1]+8 = 9 / Damage: 6d6+12: [4, 2, 2, 3, 4, 6]+12 = 33
Action 3: Strike: 1d20+8: [18]+8 = 26 / Damage: 6d6+12: [6, 6, 3, 3, 1, 5]+12 = 36 - CRIT: 72 damage
Action 4: Strike: 1d20+8: [8]+8 = 16 / Damage: 6d6+12: [4, 6, 5, 3, 4, 6]+12 = 40
Action 5: Strike: 1d20+8: [16]+8 = 24 / Damage: 6d6+12: [1, 3, 3, 3, 5, 1]+12 = 28
Action 6: Strike: 1d20+8: [17]+8 = 25 / Damage: 6d6+12: [1, 3, 2, 2, 6, 4]+12 = 30
Action 7: Strike: 1d20+8: [5]+8 = 13 / Damage: 6d6+12: [5, 1, 5, 6, 6, 5]+12 = 40
Action 8: Strike: 1d20+8: [20]+8 = 28 / Damage: 6d6+12: [5, 2, 3, 4, 5, 3]+12 = 34 - CRIT: 68 damage
Action 9: Strike: 1d20+8: [10]+8 = 18 / Damage: 6d6+12: [3, 5, 1, 2, 6, 6]+12 = 35
Action 10: Strike: 1d20+8: [3]+8 = 11 / Damage: 6d6+12: [2, 6, 3, 5, 1, 1]+12 = 30
Last edited by John Altfeld on Tue Jan 16, 2024 8:29 am, edited 1 time in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
User avatar
Venenifer
Posts: 99
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

Perception: 1d100: [31] = 31 /65%
JiC: 1d100: [22] = 22 / 1d20: [3] = 3

Conditions:
MDC: 630/630 | Barding MDC: 315/315 (Barding BR: 2d6/melee) | P.P.E.: 126/136 | I.S.P.: 116/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Active, 2ISP] |[
Range: 100 ft (30.5 m) plus 50ft (15.2m) per level for prove, or 200ft (61m) plus 100ft (30.5) for two-way communication
Duration: Two minutes per level of experience.
I.S.P.: 8
Just like the lesser Sensitive power of telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send adn receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving through, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (40%+3% per level) the chracter will be able to see or hear parts of memories associated with the thoughts they are reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information for each attack per melee.
| 10 minutes]

Skills
Teleport: [MGP Critical Success bought here]

Post

Ven scowls when her first attempt fails and her eyes narrow towards the doctor and the computer as her danger sense goes off. When Jack explains the countdown and the need for his right middle finger, her eyes lock on the the doctor as she tilts her head to look down at him. "We only need his right middle finger to turn it off, the rest of him can end up like that woman up there." Ven states, her eyes still locked on the doctor. This... thing is worse than the Splurgoth. I've half a mind to douse him with acid instead. Her contempt for the doctor is quite apparent as she feels a particular itch in her shoulders, like she wants to spread wings that aren't there. Ven's eyes remain locked on the doctor, not because she needs to in order to keep him paralyzed. Instead she wants him to know what she will do is far worse than what the others will.
Wolf wrote:"has her way with you to ensure your last minute of existence is so painful and memorable you'll feel it in your next life. So you going to stop the bomb and lower the forcefield?"
Ven's stone stare at the doctor shows the slightest of smiles form on the dragoness' face as she rolls her neck and looks to Wolf. "Who says I'm going to wait?" Ven practically hisses, but Wolf can tell where her ire is pointed as Ven then wraps herself in a purple blink and vanishes [Teleport: MGP Success]. A moment later, she reappears next to the paralyzed doctor behind his forceshield. The tall human looking dragoness then leaning down and taking hold of the Doctor's right hand with hers. "Let me help make that decision for you." Vens words drip like magically piercing acid [
Range: Touch or within 4ft
Duration: 15min/Lvl
Saving Throw: Standard
P.P.E.: 10
Domination is another trance like enchantment that enables the spell caster to impose her will over her victim's, forcing the individual to do her bidding. The victim of Domination appears to act oddly, dazed, confused, slow and unfriendly (ignoring people). The enchanted character has one goal, to fulfill the commands of the Spell Caster. Under the enchantment of Domination, the character's alignment does not apply. The victim will steal, lie, assist in crimes, betray friends, reveal secrets, etc. The victim is under the almost total control of the caster. The only thing the bewitched victim will not do are commict suicide, self harm or kill a friend or loved one. A good aligned character (Principled to Unprincpled) cannot be made to kill; it is too deeply against their alignment.
Note: the enchanted person is not themselves and suffers the following penalties. APM, Speed and All Skills are halved. Speed is slow, person seems distanced or distracted.
A successful save means they save and are 100% themselves. They cannot fake the Domination effect. This does not affect individuals within EBA/PA/Robots.
10PPE] and will guide his paralyzed hand to the console and have his right middle finger touch the screen.

Assuming that does actually turn off the bomb and Ven no longer feels the Sixth Sense, Ven will then turn the doctor around and force him to the ground [29 SN PS] with her free hand while commanding him "On your knees." Her words drip of ire. She leans in and whispers to the good Doctor. "Now... you will tell me everything, won't you?" Her implications very apparent as she maintains a
image_2024-01-10_201106668.png
on the paralyzed doctor's shoulder and begins to invasively probe the Doctor's mind [Telepathy: Superior | 8ISP]

When the wall falls, or she is paused from tormenting the doctor for information, she'll turn to the others."Is there anything you need to know from him before I kill him?" Ven asks bluntly.


Contingency: If the good Doctor resists her first Domination, she will cast it again. If the good doctor somehow breaks free of the paralysis, she will cast Magic Net to capture him.
Venenifer, the Royal Frilled Dragon

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

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


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
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Ash, the kid (Theros)
Diamond Level Patron
Posts: 82
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

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


Perception: 31% (+15% involving vampires or undead) 1d100: [32] = 32
JIC: 1d20: [12] = 12
JIC: 1d100: [84] = 84
Initiative 1d20+1: [16]+1 = 17
Sense vampires/undead always active


Seeing the others having the mad Scientist type cornered and then Ven teleporting into his bubble of protection and taking matters in hand, literally. With his ax still in hand he goes the remaining turrets, encase they turn on or are trigger to engage.~Rather not take the chance~

As he works on the turrets like a lumberjack with a personal mission, he glances at the others between strikes to see how it is going on their end, then continues to wrap things up if everything is fine with the team.

APM and rolls
18, 19, or 20 pin incapacitate and critical. Paired weapons. Number of Attacks: 7(+2 apm from active talisman included.) +1 APM when fighting vampires/undead/demons/supernatural evil, not applicable atm.

Action 1: Silver plated Ripper Vibro-Axe Strike 1d20+15: [6]+15 = 21 Damage 4d6: [6, 2, 2, 6] = 16 md , Lightning Axe Strike 1d20+16: [19]+16 = 35 Damage 2d6: [3, 4] = 7 Chance for electrical surge for machine parts,( see below) 1d100: [75] = 75

Action 2: Silver plated Ripper Vibro-Axe Strike 1d20+15: [9]+15 = 24 Damage 4d6: [2, 1, 1, 1] = 5 md , Lightning Axe Strike 1d20+16: [6]+16 = 22 Damage 2d6: [2, 6] = 8 Chance for electrical surge for machine parts,( see below) 1d100: [32] = 32

Action 3: Silver plated Ripper Vibro-Axe Strike 1d20+15: [17]+15 = 32 Damage 4d6: [5, 4, 2, 4] = 15 md , Lightning Axe Strike 1d20+16: [8]+16 = 24 Damage 2d6: [3, 5] = 8 Chance for electrical surge for machine parts,( see below) 1d100: [53] = 53

Action 4: Silver plated Ripper Vibro-Axe Strike 1d20+15: [5]+15 = 20 Damage 4d6: [3, 1, 5, 1] = 10 md , Lightning Axe Strike 1d20+16: [7]+16 = 23 Damage 2d6: [6, 1] = 7 Chance for electrical surge for machine parts,( see below) 1d100: [86] = 86

Action 5: Silver plated Ripper Vibro-Axe Strike 1d20+15: [8]+15 = 23 Damage 4d6: [4, 6, 3, 4] = 17 md , Lightning Axe Strike 1d20+16: [13]+16 = 29 Damage 2d6: [4, 1] = 5 Chance for electrical surge for machine parts,( see below) 1d100: [39] = 39

Action 6: Silver plated Ripper Vibro-Axe Strike 1d20+15: [9]+15 = 24 Damage 4d6: [1, 1, 4, 6] = 12 md , Lightning Axe Strike 1d20+16: [15]+16 = 31 Damage 2d6: [6, 2] = 8 Chance for electrical surge for machine parts,( see below) 1d100: [15] = 15

Action 7: Silver plated Ripper Vibro-Axe Strike 1d20+15: [14]+15 = 29 Damage 4d6: [5, 3, 3, 4] = 15 md , Lightning Axe Strike 1d20+16: [14]+16 = 30 Damage 2d6: [1, 4] = 5 Chance for electrical surge for machine parts,( see below) 1d100: [80] = 80

Action *8:No vamps/undead then not applicable

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

Lightning Axe
TW Characteristics:
Range: Close Combat or 200' when thrown
Damage: 2D6 M.D. as axe or electrical surge.
Weight: unlisted
Features: none
Modifiers: +1 to strike in hand to hand combat or when thrown
TW Characteristics:
TW Functions:
Electrical Surge: When used in range or melee, Lightning Axe sends electrical on attack. Double damage machine
01-45% chance of frying following electronic systems:
01-20% Fries communications system. No radio or video recording, receiving or transmitting capabilities.
21-40% Fries primary sensor systems (radar and sensor scanners are dead). Is there a secondary, backup system? If not, these sensors are good.
41-50% Fries optic systems! Manned sight only. Reduce bonuses to strike and piloting skill accordingly. May require an outside observer to direct.
51-60% Fries computer systems, including combat and targeting systems. Bonuses and capabilities from those systems are gone. Adjust appropriately.
61-70% Locomotion function impaired (loses one or more thrusters. Leg or wheel freezes up, and so on). Reduce speed and dodge by half. Non-combat machines lose (cannot find) one part/function of itself. If a computer, it cannot find a particular drive (gone), or loses a chunk of memory, and similar.
71-80% One secondary weapon (or capability if non-combat machine) is lost.
81-90% One main weapon (or capability if a non-combat machine) is lost.
91-00% Fire in the pilot compartment! Duration: 2D4 melee rounds. Half APM and piloting skill, all combat bonuses are negated; unmodified die rolls only!

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



Talisman of Invincible Armor Magic Features
200/200 MDC
Regen: 1D6 MD/melee Full health, not needed atm
Equivalent to EBA
Energy attacks: 1/2 damage
-15% to prowl, climb, swim and other physical skills
Charges: 3/ daily
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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Wolf Whitaker
Diamond Level Patron
Posts: 218
Joined: Wed Jul 24, 2019 2:24 pm

Re: Refugee All Stars

Post by Wolf Whitaker »

**Rolls Held Over**

Wolf spares a slight glance at Ven as she teleports right next to the doctor. Wolf's eyes are drawn to the unnatural beauty of Ven as she proceeds to dominate the doctor. Impressive...Don't let your jaw hit the floor. She's still a dragon that would kill you in an instant...I know. I just like her style is all...Ya, Sure. I guess that's the one that is going to eventually kill us. Wolf slightly shakes his head and continues to hammer the shield.
Venenifer wrote: Wed Jan 10, 2024 7:33 pm
When the wall falls, or she is paused from tormenting the doctor for information, she'll turn to the others."Is there anything you need to know from him before I kill him?" Ven asks bluntly.
Once the shield is down Wolf moves closer to Ven and the doctor. "Well it was 'Requested' that he be brought back alive." Wolf tilts his head causally and shrugs, "But they didn't indicate any bonus for such action so I don't really care." Wolf looks down at the man, "How about it? I'm sure a supremely smart guy like yourself has a nest egg squirreled away. I'm sure we can be convinced to turn you over alive. Believe me when I say I'm not about to get between my friend and her goals. I would say 'you wouldn't like her when she's mad', but you've already gotten her mad. So ya. Unless you've got something very, very, valuable to trade for your miserable existence, then I think we are done here." Wolf then moves next to Ven, rests a hand on her shoulder as he whispers in her ear, "Even if we do have to bring him in alive, he only needs to have a pulse." Wolf gives Ven a slight grin and moves back away from them. Wolf turns his back to the man, but keeps an eye on things through the video feed from Shadow.
Prowl-- 1d100: [29] = 29 /70% (To keep the doctor from hearing him)

Wolf directs his wolves to verify the immediate area is free from any other personnel using their vibration sensors.
Vibration Detectors:
Located in the feet, these sensors enable the drone to detect ground movement by troops and vehicles, and estimate their speed, direction of travel and location at a base percentage of 70%

Shadow: 1000ft 1d100: [19] = 19 /70%
Fang: 500ft 1d100: [92] = 92 /70%
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Jack Killian
Diamond Level Patron
Posts: 448
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: Refugee All Stars

Post by Jack Killian »

(((Rolls Carry Over)))
Jack stops the Flames. Thus saving the Vamp Geek from having a sunburn. He will help get the finger on the halt button to stop the explosion.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

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John Altfeld
Diamond Level Patron
Posts: 415
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

ROLLS HELD
Venenifer wrote: Wed Jan 10, 2024 7:33 pm When the wall falls, or she is paused from tormenting the doctor for information, she'll turn to the others."Is there anything you need to know from him before I kill him?" Ven asks bluntly.
John pauses in his destruction of the environment and glances at Ven. "We need to know how to self-destruct his dumb army and/or how to stop them from launching their attack on our employers."

I still can't believe he told us he had an off switch for them...
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Tyrannosapiens Rex
Game Master
Posts: 27
Joined: Fri Dec 29, 2023 5:31 am

Re: Refugee All Stars

Post by Tyrannosapiens Rex »

Dragon to the Rescue

Ven teleports in flawlessly. There is a wet snapping sound as Ven manhandles his grip off the screen. At this point, all the psychics attempting to tune into his surface thoughts have instant regret- as everyone tuned into poor ‘Doctor Almond’ feels a thumb snap backwards in a painful manner and a bright white light of pain in his vision.

The red case in his other hand wasn’t held as tightly as the computer screen, so that goes skittering away as soon as Ven starts manhandling the guy. Nobody sees where it ends up, either distracted by the pain in their minds, or paying more heed to the stopped timer.

On the plus side, nobody else actually has a broken thumb so their pain signals subside quickly enough.

Ven quickly pushes the obvious off button on the screen and the timer does in fact stop when that occurs.

Right at that point, Morrow rips into the wall and the force field flickers out. Luckily nobody was actively blasting the shield that moment.

The Roughnecks actually manage fire control! The Megaverse stands still in shock for a moment.

Behind everyone else, Ash is dismantling the other possible future hazards. Starting with the turrets.

The doctor's mind is already a gibbering incohesive mass in extreme pain. However, one key fact is gleaned from the surface thought examination- the kill switch is in the red box.

Then the doctor is forced to his knees. One of them bends the wrong way instead of the right way. There is yet another wet snap. All the psychic sensitive tuned into that also get a sharp pain in the leg. And the doctor completely passes out from pain.
User avatar
Venenifer
Posts: 99
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

Perception: 1d100: [58] = 58 /65%
JiC: 1d100: [87] = 87 / 1d20: [17] = 17

Conditions:
MDC: 630/630 | Barding MDC: 315/315 (Barding BR: 2d6/melee) | P.P.E.: 126/136 | I.S.P.: 116/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Active, 2ISP] |[
Range: 100 ft (30.5 m) plus 50ft (15.2m) per level for prove, or 200ft (61m) plus 100ft (30.5) for two-way communication
Duration: Two minutes per level of experience.
I.S.P.: 8
Just like the lesser Sensitive power of telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send adn receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving through, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (40%+3% per level) the chracter will be able to see or hear parts of memories associated with the thoughts they are reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information for each attack per melee.
| 10 minutes]

Skills


Post

Those who might see Ven's face as her grip on the scientist prompts the pained scream might see the dragoness smile oddly wickedly as she leans in and whispers through his pain. "For the suffering you have caused, your death won't be quick." as he finally passes out from the pain. Though connected to him, Ven anticipated the feeling and appears to relish in it where others might be grabbing their hands to massage their own thumbs. To think, mortals will call dragons and other beings of my nature evil by sheer existance, yet things like this doctor turn out being greater monsters hiding among the mortals that proclaim superiority. It's laughable, insulting and far too egotistical. Ven thinks, her eyes narrowing, the human iris in her eye likely replaced by a reptilian one as her dragon nature is showing more and more.

As the wall falls and the doctor succumbs to his pain, Ven's neck turns towards the others. "The red box, it has the kill switch. Find it, I'll wake the good doctor" Ven explains, looking in the direction she thinks the box went but not going out of her way to fetch it and instead kneeling besides the unconscious doctor, placing her hand gently on his bloodied shoulder. "Tsk, tsk. Who said you could sleep?" Ven says in almost a purr as she reaches into her satchel for the first time in a long while. Anyone who witnesses it for the first time might recognize a bag of holding. From within, she withdraws a single coiled whip and runs her fingers across the excellent material. Ven looks up at any party members close by investigating the passed out doctor with a wicked grin. "Mind the whip." Ven warns as she then uncoils it and then fashions its tails around the scientists neck, forming a mock leash that she holds in one hand. She then uses her free hand and touches the scientists shoulder again, activating her Bio-Manipulation and stun shock to attempt to jolt the scientist away.

If anyone attempts to heal the scientist to recovery, Ven'll hold up a hand and shake her head. "He is far from dead, do not insult his victims by healing him." She states in almost a growl. If she can awaken the scientist, she will also use Bio-Manip, Mute on him to prevent any errant screams of pain. "You don't get to sleep through this, doctor." Ven'll warn. [10 ISP for Stun (thinking defibrillator) and for Mute; 20 total] Then tightening her grip on the whip the doctor is unaware of. "Now, don't move." She adds, standing tall over the crumbled doctor.
Venenifer, the Royal Frilled Dragon

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

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


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
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Ash, the kid (Theros)
Diamond Level Patron
Posts: 82
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

Perception: 31% (+15% involving vampires or undead) 1d100: [30] = 30
JIC: 1d20: [14] = 14
JIC: 1d100: [41] = 41
Initiative 1d20+1: [13]+1 = 14
Sense vampires/undead always active


Upon finishing the turrets, the kid walks over to the Doctor being man handled by his longest known teammate, just in time for his knee making a horrid sound. ~That... sounds painful, good he deserves for making more of these undead leeches and dooming people to that existence~
Vennifer wrote: "The red box, it has the kill switch. Find it, I'll wake the good doctor"
Ash then starts
Perception: 31% (+15% involving vampires or undead) 1d100: [74] = 74
for this kill switch in a red box.

If he finds it, he will point it out to the more tech-savvy members of the group, so not to set off any traps or tricks that may be setup for the device.
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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John Altfeld
Diamond Level Patron
Posts: 415
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100: [48] = 48 / 76%
JIC: 1d20: [12] = 12 / 1d100: [86] = 86

CONDITIONS: John is at +10 feet, is Pebbles, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc. Talisman of Invulnerability.
HP: 468 / 598

John watches Ven torturing the doctor and turns to check on the turrets so she can't see him roll his eyes. I guess they weren't lying about dragons liking to play with their food.

When the dragon comments on the missing kill switch, John is struck by an urgent inspiration.

"We may need to wake him up and NO ONE activate the kill switch yet. In case anyone hadn't noticed, our employers are goody two-shoes. After all, they want this idiot alive for questioning and, presumably, some kind of trial."

He waves his hand, gesturing in the general direction of Hogwarts. "That kind of person is also likely to pay us more or hire us for more work if, for example, we can find out how to reverse what he did to his victims, or at least confirm that there's no way to do so. Or, they might want to lock the victims up in whatever cave he stashed them in and try to cure the half-vampires themselves."

John walks over to Ven and the unconscious doctor and pitches his voice lower so that only people near them can hear. "And, when you save people's lives, they adore you and do things for you later."

He raises his voice and adds, "I don't care if you torture him or whatever. But we need more information from him and torture has a spotty record of accuracy."

He looks around the room to double-check who all is in here, particularly the employer go-betweens. Let's see, I stashed the vampire outside in my luggage. Did the elf follow us?

John's eyes stop on the recently-met Juicer for a moment and move on. I'll have to watch him, make sure he doesn't talk about this...
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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William Summers
Diamond Level Patron
Posts: 494
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
Contact:

Re: Refugee All Stars

Post by William Summers »

Perception: 1d100: [76] = 76 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [1] = 1 / 1d100: [95] = 95
  • SDC: 48/62
  • HP: 73/73
  • ISP: 31/31
  • Personal PPE: 196/196
  • Energy Sphere: 722/800. 31/32 days
    1. 50/50
    2. 50/50
    3. 50/50
    4. 50/50
    5. 50/50
    6. 50/50
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Eye of Odin (Patron Item, left eye)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)

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

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

Range: Self or one other by touch.
Duration: 22/192 melee rounds (5:30/48 minutes).
Saving Throw: None.
P.P.E.: 30 (divided by 2=15)
Although not quite as " invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 200 M.D.C., and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.


"Far from dead. Make sure he stays that way, Venn. He doesn't get the easy way out. Fan out and find that killswitch or we'll have a large problem on our hands. One I don't have the magic to fix. Good work, 'Necks. Bad guy down, bomb off." Will starts combing the floor looking for any sort of tech that might be the killswitch. While he does so, he keeps an eye out for anything else of interest the group can take from the good doctor. Bastard doesn't deserve the ground he walks upon.

Detect Concealment: 1d100: [33] = 33 /73% - look for any hidden items of interest/value as well as the killswitch.
Mechanical Engineer: 1d100: [90] = 90 /68% - to learn about the killswitch's function.
The Man in Black
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David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100: [18] = 18 /31%
Just in Case: 1d20: [4] = 4 ; 1d100: [76] = 76
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

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

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

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

Book Reference: p.121/150, BoM


Morrow watches the rest of the Roughnecks live up to their name, roughnecking the doctor into a useless pile of hostage. If Morrow is bothered by the way they treat him, he doesn't show it, in truth Morrow doesn't care if the deranged mad scientist lives, dies, or is tortured for his knowledge, to Morrow he's a monster and doesn't deserve the rights of sentient beings. Morrow makes a cursory glance for the missing red package before turning his gaze to the corpse of the poor woman who in a moment of, kindness... weakness... defiance, freed him from the mad doctor's gentle ministrations. Shame.

Morrow lets his plasma ejector drop on it's combat sling, the ammo nearly depleted. Morrow's right hand slips down to the Big Bore Revolver at his hip, and undoes the leather safety holding it secure in it's holster, but doesn't draw it, as it seems like the situation is under control. "So what now Summers?" Morrow asks. Morrow can feel the drugs in his bloodstream change as he starts to wind down.
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William Summers
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Posts: 494
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
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Re: Refugee All Stars

Post by William Summers »

(rolls held over)
David Morrow wrote: Tue Jan 23, 2024 7:48 pm"So what now Summers?" Morrow asks.

"We find this killswitch, we drag this creep to the folks who'll give us a pretty penny for him and then back to MercTown. I'm just about sick of vampires at this point and there's a pretty girl I'm gonna take out for pizza. Or ribs. I haven't decided yet." Morrow can see Will's face light up at the thought of said girl back home.
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John Altfeld
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Posts: 415
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

ROLLS HELD

When Will reminds them to search for the kill switch, John clutches his enormous head and gives a loud groan. "Nooo! Not now!" he shouts.

He collapses to the floor, a loose pile of gravel, some of his longer gear now poking out.

After a few seconds, the gravel starts to spread around the room, flowing under cabinets and into crannies, looking for the kill switch. It specifically engulfs Morrow to the knees after he calls Will "Summers."

Once John clears the room, or if Wolf tells him that it went downstairs, John just flows down the stairs, still looking for it.

"Ribs, Will. You get sticky."

How does Will have a date and I can't get that potion lady to go out with me?!?

(Note, John's radar works in the dark and doesn't appear to emanate from a specific part of his body as far as I can tell from the power description.)

Interpret Shapes (to find the button box): 1d100: [87] = 87 / 85% (don't know if I need this considering the successful Perception above, but here it is)

If/when John finds the kill switch, he announces it to the group, but pockets it. We've still got hours and hours of daylight before this HAS to be used.
Last edited by John Altfeld on Thu Feb 01, 2024 11:13 am, edited 1 time in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Wolf Whitaker
Diamond Level Patron
Posts: 218
Joined: Wed Jul 24, 2019 2:24 pm

Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100: [4] = 4 /65%
JIC: 1d20: [17] = 17 ; 1d100: [36] = 36

Paranoia Thought Text

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


As Wolf walks away from the doomed doctor, he pulls up his drone gauntlet. Hmm. Lets see if Shadow or Fang got any reading on the case. It's small so it might have gotten lost in the noise...who cares it sounds like you're not going to kill the doctor...I'm not. We're getting paid to bring him back...There's no guarantee of that...You're right, but currently we do need our employers to be happy. I will definitely be negotiating for a bonus...But leaving him alive, he might come after you some day...If he does, I'm sure we'll be paid well for his head then...You really want to go up against more of those crazy vamps?...absolutely not...then kill him so they can't come after you...that's not the job, so shut up about.........Are you pouting?.........I guess you are.

Wolf rewinds the scans and footage from the last few minutes. Eventually he speaks up, I think I got it. Looks like it was headed towards the hatch. I don't see it on our level so it might have fallen in." Wolf watches John flow into the hatch in his pebbles form. As long as nothing immediatly explodes Wolf will poke his head over, "You got anything down there Pebbles?"
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Venenifer
Posts: 99
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

[Rolls Held]
John wrote:"We may need to wake him up and NO ONE activate the kill switch yet. In case anyone hadn't noticed, our employers are goody two-shoes. After all, they want this idiot alive for questioning and, presumably, some kind of trial."
Ven rolls her eyes at John's suggestion, rolling her neck back and sighing. "I hate it when we need to keep evil people alive." She practically pouts but does not stop John from waking the good doctor. It's always something. They know a code. They know a weakness. A location. Blah. Blah. It would be simpler to rend the information from their mind and leave them a drooling mess for their crimes. Ven muses.
John wrote:"And, when you save people's lives, they adore you and do things for you later."

"I don't care if you torture him or whatever. But we need more information from him and torture has a spotty record of accuracy."
Ven scoffs. "I am not torturing him for information; I am torturing him because he deserves no better and it pleases me when such men suffer. But then, you've likely never been enslaved before." Ven answers plainly, displaying her dragon nature openly and a cut of her recent history. Then looking down at the unconscious doctor. "However, you've made your point, I'll leave him be. Don't expect me to heal him, though." Ven says and releases the doctor from her whip, leaving the unconscious body where it lay and a few feet away from it.

Ven makes no effort to go after the kill switch, instead standing near the doctor and watching the team and their prey with snake-like eyes and a tight, closed stare. Her arms crossed with the Whip of Pain coiled in her hand. Anyone who pays enough attention might notice Ven's eyes often glance towards the strung up sister, then down to the broken doctor with a distinct scowl. Ends always justify the means. Turn people like this in to the authorities, they rot in a cell for their life. They get out, paid for, fed, used. Better their last seconds feel like an eternity of agony before they find their places in Hel's circles. People like this doctor enslaved me in Atlantis; took me from my den, bound me. Never again will I make such mistakes. Ven silently muses, her time in Atlantis still echoing in her mind. This doctor only reminding her of the events that unfolded that brought her to the North American continent.
Venenifer, the Royal Frilled Dragon

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

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


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
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Jack Killian
Diamond Level Patron
Posts: 448
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: Refugee All Stars

Post by Jack Killian »

Perception: 72% +15 1d100: [61] = 61
JIC d20: 1d20: [17] = 17
JIC: d100 1d100: [5] = 5
INIT:+2+1 1d20: [7] = 7 =10

Conditions:
Sense the Presence of Spirits Amulet
Enhanced Perception (10 I.S.P)
Talisman Invincible 200 MD (0n)
Nurani FF 160 md on
telepathic 4 ISP

Jack is still trying to fight thru the mental screams.
Trying to see in the Dr.'s mind where the switch is located and what is needed.

Jack moves into the room, and speaks, “Did you blokes check the computer for the kill switch?” He looks at the computer in front of him. For a kill switch. He continues, “Wait till after we find the "Kill all Vampires" button, then torture. But please only one torturer at a time.”

Jack Will take the correct hand and the Middle Finger and touch the key pad once he sees it.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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Tyrannosapiens Rex
Game Master
Posts: 27
Joined: Fri Dec 29, 2023 5:31 am

Re: Refugee All Stars

Post by Tyrannosapiens Rex »

John Goes Down the Hole

Pouring himself down the escape tunnel, John halts momentarily at the bottom as a bank of lights come on, illuminating the immediate area. It's a tunnel, leading far off to…. the east? On the tunnel’s floor is an improvised tri-rail system. On the rails, almost directly below the escape ladder, is a surplus CS Sky Cycle, rigged to ride on the rails at least temporarily. There’s an edible mushroom and some cave thing that says part of this was once a natural cave*.

The red box is in clear view on the ground, both visually due to the light, and also via Detect Shapes. It landed directly next to the Sky Cycle.
Screenshot 2024-02-11 193830.png
Ven, Jack and the Doctor

The amount of pain Ven is continuing to keep the good doctor in is really impeding anyone’s ability to go any deeper than his surface thoughts. His screaming, while conscious, is mostly incomprehensible, however it's occasionally punctuated by semi-coherant statements about telling you 'whatever you wanna know' and the standard sort of drivel someone being tortured will say like ”please stop”. It least he tries, but muted as he is nothing comes out and he just kinda cradles his broken bits.

A necklace around the doctor's neck catches the psychic’s attention while the dragon is distracted playing with its meal.

Everyone Else

Nobody really tries to stop the torture session happening in their midst, besides some light words to that effect from John that even he seems to say more pro forma than for any other reason.

Wolf reviews the data from his robots and sends John down the hole toward his reward.

Ash manages to locate a possibly useful stash of chemicals and medical supplies in the cabinet.**

Morrow still has a force field projector in his hands. The thing might even work still, it seems to have come out of the wall in one piece.**

William, distracted by torture and daydreams of a better place, find nothing but dust and cobwebs, and charred bits of the undead scattered about from whatever happened before the Roughnecks arrived.

*Of all the skills John has, Geology is still absent. Odd, seeing as he turns into pebbles. So ‘cave thing’ is as good as it gets for stalagmites or stalactites. However, Identify Plants & Animals is good.

**Lemme know if you are interested in details on this possible loot.
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Wolf Whitaker
Diamond Level Patron
Posts: 218
Joined: Wed Jul 24, 2019 2:24 pm

Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100: [74] = 74 /65%
JIC: 1d20: [20] = 20 ; 1d100: [66] = 66


Paranoia Thought Text

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

Wolf nods at John's retrieval of the kill switch. He looks around in thought for a moment, Even if he found the facility it would still take a lot of money to keep this place up and running...Yes it would. What are you getting at?...Just that there maybe other things here that might be valuable beyond the doctor...We shouldn't leave him alive...I know. But that's what we are being paid for right now. We'll just have to make sure he's immobilized...You're too soft...I don't think so.

Wolf moves over to the Doctor and looks him over for a moment, "Royal. Make sure he stays put. I'm going to secure him so you can drop your abilities. Can I get someone who is good with computers to copy the drives then erase them. I don't want to just leave this shit here for someone to find." Wolf proceeds to search the doctor and remove anything that could possibly of value or used as a weapon or used for escape.

Find Contraband-- 1d100: [13] = 13 /62%

--If the doctor needs to be roused to consciousness Wolf will ask, "Well, He's out. Can anyone bring him around? Royal? I know your thoughts about him but if you can get him up and about then I'm sure you can get more entertainment from repeated sessions." You are insane...you're in my head so yes. Better to give her something to focus on...I guess.

Once Wolf has removed everything from the Doctor he will place a set of MDC handcuffs on his hands and on his ankles. "Royal. You can let him go. If he makes to much noise we can always gag him." Wolf will then find a chair and pull it over and sit the Doctor down in.
Wolf removes his helmet so the Doctor can get a good look at his cold grey eyes, "Alright doc. Here's what's going on. You're not going to die here, much to the dissatisfaction of nearly everyone present. I just have a few questions for you before we take you to meet the people you've hurt." Wolf makes sure the doctor's attention is on him, "First. Who is financing this? This operation takes money. Who is supplying it? Second. What was the objective? What did you want to accomplish here? Third. How many of these things did you create? How many of them are out there?"
Interrogation-- 1d100: [65] = 65 /75%

Wolf lets the man answer before continuing, "Ok. How much money do you have stashed away? I know you have to have something. You wouldn't have ran with nothing. So Where is your little nest egg? Just remember we know if you're lying and if you do lie to me I'll let my very beautiful friend have her way with you once more."
Interrogation-- 1d100: [58] = 58 /75%
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100: [61] = 61 /31%
Just in Case: 1d20: [20] = 20 ; 1d100: [82] = 82
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

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

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

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

Book Reference: p.121/150, BoM


Detect Concealment 1d100: [62] = 62 /40% (Look for things of interest.)

David looks at the force field projector. Might as well keep it. Might find a use for it later. David thinks as he stuffs it into his backpack. While the rest interrogate Dr. Armond, David just kind of looks around, not really doing anything truly useful as he waits for them to finish. Maybe theres some other valuables laying around. David thinks as he casually shuffles through things.
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Jack Killian
Diamond Level Patron
Posts: 448
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
Contact:

Re: Refugee All Stars

Post by Jack Killian »

Perception: 72% +15 1d100: [19] = 19
JIC d20: 1d20: [14] = 14
JIC: d100 1d100: [84] = 84
INIT:+2+1 1d20: [20] = 20

Conditions:
Sense the Presence of Spirits Amulet
Enhanced Perception (10 I.S.P)
Talisman Invincible 200 MD (0n)
Nurani FF 160 md on
telepathic 4 ISP


Jack approaches Ven and ask, “Ven, may I try to heal the Dr.’s wounds. Right now I can’t read his mind due to the amount of damage. You can keep a hold of him,”
A necklace around the doctor's neck catches the psychic’s attention while the dragon is distracted playing with its meal.
Jack sees the necklace and takes it off the Dr. and places it in his pocket. He looks at it carefully wondering what it is.

Jack then searches the Dr for anything else he might have hidden on him.

Jack goes over to the Dr. and tries to heal some of his pain. The Healing Touch
OOC Comments
is a remarkable healing ability that can instantly heal cuts, burns, bruises and similar physical wounds. The touch restores 2d4 Hit Points or 2d6 S.D.C. The Healing Touch can only be used on other living creatures, never on the psychic himself.
Suppress Fears
OOC Comments
I.S.P. : 8 This power temporarily suppresses the chemical and psychological components of fear in the recipient. As a result, the character is unable to feel fear or is barely frightened even if intellectually he realizes he is in grave danger or is facing a terrifying monster or situation. This enables the character to think rationally and take calm, calculated action, rather than respond with the typical "fight or flight" reactions of those who are scared. While this power is activated, the character automatically succeeds on any roll to resist Horror Factor, even if magically induced. This power can be used on the psychic himself or on one or two others.
Jack tries to maintain the mind contact with the Dr. to make sure there aren't going to be any surprises'
He doesn’t want to fully heal the doctor, but enough to keep the pain level down.

Jack, before they leave will try to down load or remove the hard drive to keep it from falling into others hands.
Computer Operations, 68% +10 1d100: [74] = 74
Basic Electronics, 58%+10 1d100: [38] = 38

Jack Searches for any surveillance system. footage cameras where
John is going.
Jack will take any portable computer with him.
Surveillance, 58% 1d100: [30] = 30
Last edited by Jack Killian on Fri Feb 16, 2024 6:38 am, edited 6 times in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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William Summers
Diamond Level Patron
Posts: 494
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
Contact:

Re: Refugee All Stars

Post by William Summers »

Perception: 1d100: [2] = 2 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [14] = 14 / 1d100: [5] = 5

Looking around the castle, he finds nothing but disappointment. No killswitch, no gadgets. What a piece of shit this is.
"
Image
"
, he calls out to anyone listening. Will keeps looking until he's told that the killswitch is found.
(Detect Concealment: 1d100: [71] = 71 /73% - to look for the killswitch)

Hearing Wolf start in on the good Doctor, Will smirks a bit and says "I'll leave you two to it."

Looking up at Jack picking up the necklace, Will calls out "Hey, bag it and tag it. No clue what that thing is or what it does."

He moves over to the computer terminal and attempts to access it via Telemechanics 1d100: [71] = 71 /88%, -10 ISP. He then calls Wolf's floater drone over. Using his command over computers, he downloads the data from the hard drive and uploads it to the drone. If the drone doesn't work, he'll try John's Holographic Computer, Ash's Portable Computer, then each of Wolf's combat wolf drones.
The Man in Black
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John Altfeld
Diamond Level Patron
Posts: 415
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100: [65] = 65 / 86%
JIC: 1d20: [18] = 18 / 1d100: [41] = 41

CONDITIONS: John is at +10 feet, is Pebbles, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.
HP: 468 / 598

John looks around Dr. Armond's escape route. Huh. I guess he actually had a plan, sort of. Which one is on the floor and which is on the ceiling again, stalactities? Ooh! Mushroom!

John eats the mushroom. Then he calls up to everyone else through the open hatch. "Hey, I got the kill switch and I'm putting it in my pocket! Also, there's a sky cycle down here that it looks like Almond was going to use to escape. I don't think it'll fit through that hatch, so I'll run it down this tunnel and meet you all outside."

He spits out his jumpsuit and puts it on, along with the rest of his gear, before turning back to flesh. "Don't forget to ask him if there's a way to turn his victims back and whether they can turn into mist! Also, please copy his computer in case we need it later! Okay, bye!"

"Almond, I'm taking your bike!"

John then shoves the sky cycle down the tunnel in front of him at a solid clip. If he runs into some kind of trap or explosive, he immediately turns back into pebbles and checks the tunnel before moving the bike again.

Detect Traps (I don't know what skill this is under?): 1d100: [57] = 57 / XX%
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
User avatar
Ash, the kid (Theros)
Diamond Level Patron
Posts: 82
Joined: Tue Sep 07, 2021 1:28 pm

Re: Refugee All Stars

Post by Ash, the kid (Theros) »

Perception: 31% (+15% involving vampires or undead) 1d100: [92] = 92
JIC: 1d20: [13] = 13
JIC: 1d100: [58] = 58
Initiative 1d20+1: [14]+1 = 15
Sense vampires/undead always active


Grabs the medical supplies he located and stuffs them in his bag, and returns to the group. Then starts watching wolf's interrogation of the doctor with interest, as if he is taking notes.

When Jack approaches to heal the Doc, Ash watches, not realizing Jack was a healer at all. "Turning people into the undead is the second worse thing one can do, but I can see why someone would be quick to heal another person even if they are deserving of it, I do have some supplies I found to use if need be Jack."

When John mentions a Sky cycle, Ash has a puzzled look on his face, Turns to Will "I think I heard of those, it's like a hover vehicle right?" How hard are those things to learn how to use?
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing, along with quite a number of talismans that look like dogtags around his neck.
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Venenifer
Posts: 99
Joined: Thu Feb 06, 2020 10:09 am

Re: Refugee All Stars

Post by Venenifer »

Perception: 1d100: [43] = 43 /65%
JiC: 1d100: [26] = 26 / 1d20: [1] = 1

Conditions:
MDC: 630/630 | Barding MDC: 315/315 (Barding BR: 2d6/melee) | P.P.E.: 126/136 | I.S.P.: 116/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Active, 2ISP] |[
Range: 100 ft (30.5 m) plus 50ft (15.2m) per level for prove, or 200ft (61m) plus 100ft (30.5) for two-way communication
Duration: Two minutes per level of experience.
I.S.P.: 8
Just like the lesser Sensitive power of telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send adn receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving through, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (40%+3% per level) the chracter will be able to see or hear parts of memories associated with the thoughts they are reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information for each attack per melee.
| 10 minutes]

Skills


Post
Jack wrote:“Wait till after we find the "Kill all Vampires" button, then torture. But please only one torturer at a time.”
Wolf wrote: Royal? I know your thoughts about him but if you can get him up and about then I'm sure you can get more entertainment from repeated sessions."
Ven almost spits, but instead smacks her lips in disapproval. Torture; they think what I did to him was torture. They are naïve to the very idea of true torture. Not something to be so cavalierly mentioned. Ven thinks, tapping her fingers against her crossed arms, her lips tight and her eyes narrow showing an obvious distaste for the situation. What is the greater justice, I wonder. Immediate death or Imprisonment for life. Death. Mortals cross into the realm of the wicked by allowing evil to survive just to allow evil to suffer; it makes the good no better than the evil. Easier to kill evil and erase it from existence. Ven thinks to herself, her eyes remain locked on the scientist she put to the ground. "Fine." Ven practically hisses, standing and then moving to tower over Almond.

"Consider yourself fortunate." Her words practically drips venom as she kneels next to Almond's collapsed body as he cowers in terror, writhes in pain or lays unconscious. Ven's next touch on Almond is the exact opposite the man had experienced thus far as a warm sensation [Healing Touch] flows from Ven as the scientist feels himself recover ( 2d4: [1, 1] = 2 H.P. and 2d6: [5, 1] = 6 S.D.C. (twice)) some of his wounds. She will provide two such rolls healing touches, the whip still coiled in her other hand. She then stands and crosses her arms, waiting for the Doctor to speak. She will also end her mute of him if possible.

When the Doctor regains consciousness or returns to a state sense from his delerium, Ven allows the coiled Whip of Agony to uncoil, with the tail striking the ground near Almond as Ven rotates her head, still looking down at him. "Your leash is shorter than this whip, Doctor." Ven warns. "Do not make me shorten it further. Now answer their questions." She finishes, staring down at him with an inhuman glare. [Intimidate 1d100: [20] = 20 /65%]
Venenifer, the Royal Frilled Dragon

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

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


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
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Tyrannosapiens Rex
Game Master
Posts: 27
Joined: Fri Dec 29, 2023 5:31 am

Re: Refugee All Stars

Post by Tyrannosapiens Rex »

The Interrogation

Ven and Jack provide some healing, while Ven provides additional intimidation.

“First. Who is financing this? This operation takes money. Who is supplying it?”

I’m quite certain my principal benefactor is one Desmond Bradford.

The surface thoughts confirm this- the doctor having solicited and gained funds via an El Occulta contact that traced back to Bradford, but there is a brief mental image flash of a pale male figure caressing your (Almond’s*) cheek. Ven also mentally hears the words ‘Now honey, swallow your tongue before you speak about me to anyone else’**

“Second. What was the objective?”

I intended to make the perfect vampire hunter. Fighting fire with fire, you see.

Oh Almond’s got a God complex but he’s not lying either. He wanted juicer vampires firstly to kill the rest of the vampires and rule the south. There is another brief mental flash of the pale man. Jack hears in his head ‘Clear out that pesky competition down south for me will you?’

“What did you want to accomplish here?”

Immortality. Power. To prove I could.

But Almond* couldn’t on his own. He’s not speaking on it, and something is blurring his surface thoughts, but whoever the pale man is, he was central to whatever success Almond* did have.

“Third. How many of these things did you create?”

I made 188 test subjects. There are less left, now. You killed one outside, and if you hadn’t noticed I had a bit of a containment breach prior to your arrival.

His best guess- there's 150 left according to surface thoughts.

“How many of them are out there?”

Maybe 140 still on ice. Maybe 10 escaped during my containment breach.

“How much money do you have stashed away?”

“I wasn’t really concerned about money. Only what it could get me.”

That’s the truth.

“So Where is your little nest egg?”

“Under the seat of the rocket bike.”
That’s also the truth.

The Loot
William, finding nothing on his search, starts in on the database before Jack, who is distracted by healing Almond.

Morrow notices something out of the hole in the wall he made while casually looking for valuables. That definitely looks like wiring for a shaped charge further back in that opening. And what is that thing the shaped charge is attached to?

Morrow

Strange Force Field Projector

Ash
12,700 U.C. value medical supplies (syringes, suture kits, sterile surgical tools, bandages, etc)
8,700 U.C Value precursor chemicals (powders, pastes, fluids in plastic jars)

The Cabin
John spends several minutes pushing the cycle. Just long enough to think the tunnel is never going to end before he pops into sunlight.

There's a cabin in these woods.
Map013.png


John
AFC-023 Coalition Sky Cycle


*No, I have not forgotten his name. However, the group chat referred to him as Ven’s Snack and everyone called him Almond in the chat, so I decided to apply the nickname in game.

**The purple color makes psychic sensitives queasy.
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Wolf Whitaker
Diamond Level Patron
Posts: 218
Joined: Wed Jul 24, 2019 2:24 pm

Re: Refugee All Stars

Post by Wolf Whitaker »

Perception: 1d100: [6] = 6 /65%
JIC: 1d20: [9] = 9 ; 1d100: [69] = 69


Paranoia Thought Text

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

Wolf jots down the information in a notebook while also having his floater camera record it. Wolf Saves the file to give to their employer later. Wolf turns to Will, "Well boss. I say we get the hell out of here and get our payday. I've had my fill of vampires or vampire like things for a life time. Is it just me or have we ran into these kind of things a lot lately?"

Wolf moves over to the hatch and looks down, "Pebbles...Okay...I guess you would have had a hard time getting the bike up here." Wolf keys his radio, "Pebbles. Meet us outside. I'm assuming you've already taken the escape path out. Make sure the bike is intact. We're leaving. Our job is done. Now we just need to go get paid." Wolf turns to Ven and opens his mouth, but then closes it. Wolf then moves to remove the cuffs on Almond's ankles. Wolf hauls him to his feet. Wolf then takes hold of both of Almond's thumbs with one hand and pushes him towards the exit of the building. Wolf will use the man's thumbs to control him while walking him to the outside. "Lets go Almond Joy. Time for you to reap the benefits of pissing off our employers."

You're sure they need him alive?...Yes...I don't like it. He could come back and now that he knows what we can do, he could have counter measures...If he does we'll be stronger then this time. I've been tracking down information on a subset of gunslingers out of China. seems like the next logical step for us...Indeed. More power to unalive more enemies. Less people to try and shoot us in the back. John's off on his own again I see...seems like it can't be helped. I just hope the bike is intact. I want to see what this nest egg is...Lets hope it's not a trap. It could explode on us...I don't think the doctor would place an, well no i don't even need to finish that thought. He did rig his facility to explode so, you might have a point.
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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David Morrow
Posts: 18
Joined: Wed Jun 07, 2023 5:43 pm

Re: Refugee All Stars

Post by David Morrow »

Perception: 1d100: [82] = 82 /31%
Just in Case: 1d20: [11] = 11 ; 1d100: [91] = 91
Conditions: None.
HP: 53/53
S.D.C.: 259/259
P.P.E.: 7/7
Armor
NG-A12 Anti-Ballistic Body Armor
M.D.C.: Main Body: 80/80
All standard environmental features.
Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

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

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

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

Book Reference: p.121/150, BoM


Demolitions MGP Crit/76% Crit Success (ID the explosive device.)
Demolitions Disposal MGP Crit/76% Crit Success (Disable the explosive device.)

While the rest of the group interrogates the madman, David looks into the hole in the wall. Is that what I think it is? David thinks as he considers what to do. Might as well disable it. David thinks as he reaches in with his vibro knife. "I think I found part of the explosive trap." David says as he begins to fuss with it.

When David is done, he'll stow the explosive in his bag, and follow the group out of the building.
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William Summers
Diamond Level Patron
Posts: 494
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC
Contact:

Re: Refugee All Stars

Post by William Summers »

Perception: 1d100: [16] = 16 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [12] = 12 / 1d100: [3] = 3
  • SDC: 48/62
  • HP: 73/73
  • ISP: 21/31
  • Personal PPE: 196/196
  • Energy Sphere: 722/800. 31/32 days
    1. 50/50
    2. 50/50
    3. 50/50
    4. 50/50
    5. 50/50
    6. 50/50
Mage Armor:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
Eye of Odin (Patron Item, left eye)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)

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

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

Range: Self or one other by touch.
Duration: 22/192 melee rounds (5:30/48 minutes).
Saving Throw: None.
P.P.E.: 30 (divided by 2=15)
Although not quite as " invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 200 M.D.C., and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.


"Alright, got the goods. Roughnecks, let's roll out. Venn, may I please ask you to carry the good doctor Almond, Fireman, Wolf and his wolves? Kid, you got some magic for flying? If not, I've got you. Sorrow, grab your vehicle and follow along. Pebbles, you're gonna get there faster than us anyway. Try not to crush too many forests on your way."

Will draws from his Energy Sphere and casts Cosmic Armor (-23 PPE each) on himself and Ash if needed, waits for the team to get saddled up and then heads to Fort Whatevertheshit leading the convoy.

If they get there, he lands and asks for an audience with Lord Coake.
The Man in Black
Ledger
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John Altfeld
Diamond Level Patron
Posts: 415
Joined: Wed Aug 23, 2017 4:48 am

Re: Refugee All Stars

Post by John Altfeld »

Perception: 1d100: [22] = 22 / 86%
JIC: 1d20: [2] = 2 / 1d100: [73] = 73

CONDITIONS: John is at +10 feet, is pebbles, See Invisible, Radar, Immune to Possession, can't be touched by undead, can't be mind controlled by vampires, etc.
HP: 468 / 598

John suddenly remembers how badly beaten up he was before and resumes being made of rocks, sucking his equipment back inside himself.

Then he holds his helmet up next to his head and talks into it. "Wolf, I'm out of the tunnel and at another cabin like we found before. I've got the bike and I'm checking it out. Can one of you grab my luggage and bring it over here? If not, I'll get him when I'm done."

He tries to give a general direction to the cabin.

Land Navigation: 1d100: [75] = 75 / 87%

John then sets down the bike and does a search of the cabin and its surroundings, keeping in mind that last time this happened, they found some failed experiments and a hidden bunker.

Detect Concealment: 1d100: [64] = 64 / 87%
Detect Ambush: 1d100: [71] = 71 / 62%
Carpentry: 1d100: [93] = 93 / 81%
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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