Omega Base: Plainsong

In Century Station Operation Overlord has begun, villains beware!

Moderators: AGMs, Game Masters

User avatar
Red Sable
Posts: 54
Joined: Fri May 05, 2023 4:11 pm

Re: Omega Base: Plainsong

Post by Red Sable »

Dawn Breaker wrote: Fri Jul 12, 2024 1:36 amNo, I was dragged away for paper work before I could get a good search. That is what insurance is for anyway. It was a common brand so a replacement will be found. I did call them before coming here. so I should get a new van soon.” she shrugs and looks to Red Sable “How are things with you? Last I saw your busy yourself.”.
Wow, she's so literal.

She shrugs with a smile and gestures around her. "I'm... good. Guess I wasn't the only one auditioning for this new gig without knowing it. Glad I won't be the only newbie."
Character Sheet: https://pbprpg.org/forums/viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 19
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

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

HP: 29
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 155 lbs (250 lbs)
--

HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +6 (+9 unarmed)
Parry Bonus: +9 (+14 unarmed)
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

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

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

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Omega Suit
AR: 17
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15
or

Bespoke Armored Seal Suit
S.D.C. by Location:
  • Arms: 20 each
  • Legs: 30 each
  • Main Body: 70
Features: The suit forms seals at the cuffs and collar.

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6 (Explosive = 8D6)
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

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

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

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

(rolls maintained)
Perception: 1d100: [35] = 35 / 36%
JiC d20 | d100: 1d20: [19] = 19 | 1d100: [88] = 88
I'm... good. Guess I wasn't the only one auditioning for this new gig without knowing it. Glad I won't be the only newbie.
"It is just an assignment and a job. I am not the hero type." she smirks, "If I was I would have a cave full of military hardware or be from Krypton. or a magic ring or lasso." The woman answers with shrug grin.

"Besides with your background I doubt they consider you a newbie. or at least they shouldn't." Dawn says checking a quiver, "Now I need to look up a few places to camp and find a good archery range. A girl's got to keep her skills up. I wonder if the have any language instructors here?" she pauses, "So what do you do when not robbing criminals?" she asks curious.

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Shazbut
Diamond Level Patron
Posts: 215
Joined: Thu Sep 16, 2021 6:59 pm
Location: Century Station

Re: Omega Base: Plainsong

Post by Shazbut »

((rolls carried over))
Dawn Breaker wrote: Fri Jul 12, 2024 1:36 amThank you, I prefer dark colors, toasted. And not sandwiches, wraps.” she answers looking at the skunk with a smile. She was reserved and careful about her response. Better to not get attached. I am not a hero.
Shazbut's eyebrows shoot up in mock surprise at Dawn Breaker's preference for wraps over sandwiches. "Wraps, huh?" he muses, now deep in thought. "Wraps. Fascinating. And dark colors. Interesting."
Shaz wrote:"what's your top-secret mission all about?"
Dawn Breaker wrote: Fri Jul 12, 2024 1:36 amNothing I can tell anyone. Besides, it is all very boring compared to the excitement here anyway”, she says looking from Shaz back to Red Sable.
He pauses, a dramatic edge to his vibrant voice. "Oh goody, yes yes, good, no tell me! I am keen to guess from your clues. Now, let's see… Wraps, they're versatile, adaptable. They can hold a multitude of fillings. And they conceal what lies inside! Ohh! A metaphor I think yes? Our Dawn Breaker here is the wrap. And dark colours? Ooo! Mysterious, brooding. A shroud of secrecy, yes?"

You make the fake death and infiltrate Sector 10 and they send you here to spy on us when you really spying on them! Ha! I ask you about it later when we alone.

He pauses again, imagining the dramatic tension build. "Our Dawn Breaker is hiding something… something… dark." He leans forward, his voice dropping to a conspiratorial whisper. "Or maybe she's just really into wraps."

He laughs and saunters off, leaving Red Sable and Dawn to their chat.
Shazbut
Natural Abilities
  • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
  • Impervious to radiation that is normally deadly to humans.
  • Can see ultraviolet light.
  • Radiates low levels of radiation.
User avatar
Steiblah
Posts: 146
Joined: Tue May 31, 2022 4:49 am

Re: Omega Base: Plainsong

Post by Steiblah »

-----------------------------------
Perception: d%: [91] = 91 | 81%
JIC: 1d20: [16] = 16 | d%: [63] = 63
-----------------------------------
Steiblah Character Sheet
  • Nightvision 120 ft, keen normal vision, see the invisible
  • Turn into mist at will
  • Track by smell 45% (+15% to track a blood scent)
  • Dimensional teleport 51%
  • Bio-regenerates 3d6 MDC (HP or SDC) per melee round
  • Resistant to cold (half damage); impervious to toxic gases, heat, and fire (plasma/MD/magic fire does half damage)
  • Self and up to 300 additional pounds up to five miles away at will, 73%+3%/level
  • Magically speaks and understands all languages at 98%
  • Can shape change into any living creature, intelligent or animal, as long as it is no smaller than one foot and no larger than 10 feet. Impersonation skill is 96% if the subject is in her presence, 82% if very familiar with the individual or working from photos/video, 40% if working from memory and with little personal knowledge of the subject. The Raksasha may use her shapechanging abilities to alter or improve the disguise at any time.
  • 94% if the Raksasha is very familiar with the individual, 80% if working from a good sound recording, 30% if working from memory or with little knowledge of the subject.
  • Silver weapons do equivalent MD. In SDC worlds: Weapons made of, or coated in, silver do double damage.
    • Increased Range by 50%: All the ranges of super powers, psionics, magic, senses (even mundane ones) receive the +50%
    • Increased S.D.C. by 50%
    • Increased ISP by 50%:
      plus recovers 9 per hour of meditation, 3 per hour of rest/sleep
    • Increased PPE by 50%: plus recovers 15 per hour of meditation, 8 per hour of rest
    • Increased Healing: rolled 2+1=3. x3 multiplier
    • Incredible ISP Recovery [Mega Psi Power]: recovers ISP at 6 per minute of meditation or rest, 1 per minute of activity.
    • Achilles Heel: Extremely Bound to Good Karma Needs to act according to good karma (GM discretion). Without the aid of good karma, the hero has all combat bonuses reduced in half, loses one attack, and skills are -35%.

  • PPE: 900/900
    ISP: 1050/1050
    HP: 78/78 +5 (SoM)
    SDC: 45/45
    Natural AR: 10
Saving Throw Bonuses
Coma/Death: +28% (SoM)
Toxins (15+): +10 +2(SoM)
Magic (varies): +11 +2(SoM)
Lethal Poison (14+): +10 +2(SoM)
Non-Lethal Poison (16+): +10 +2(SoM)
Insanity (12+): +7
Psionics (10+): +7
HF: +12
Possession: +2 (additional)
+4 to all other saving throws

Steiblah's preferred form is that of a diminutive, skinny, brown-tabby furred humanoid with the head of a lynx or housecat.
Conditions
    • Presents as level 2.
    • No alignment alteration.
    • Psychic ability: Show ISP level to be lower, ~50-100 total ISP.
    • Conceal amount of base PPE. Only 1-2 points.
    • Conceal the presence of magic.
    • Attributes appear to be 1/2 of what they really are.
    2hrs 20.25 min.
  • Enhanced Perception. 10.00 min. +15% Perception, +1 strike, +2 parry/dodge, +10% to any skill that relies on basic senses. +50% to all natural senses.
CHIMERA wrote: Wed Jul 10, 2024 2:37 pmThe next morning Carla calls another team meeting: "As I mentioned yesterday, Sector 10 has requested that it got to select at least one active member of the Omegas." She clears her throat uncomfortably, as if she had just the seen the ghost of a former co-worker. "So with that in mind, I'd like to introduce everyone to Dawn Breaker. She comes to us highly recommended. I'll leave everyone to get to know each other, while I take care of some admin work. Trent and Amanda will be around for anything you need. Gizmo and Dr. Lang are in their respective labs as well."
"Greetings and salutations. I am Steiblah." Steiblah says introducing himself. Good Guy Steiblah

Having never met Wi-Fi in person, her demise by demon fish manifesting itself elsewhere on the Aden mansion battlefield and moments before his arrival, the reformed Raksasha knows little to nothing about any potential relationship between Dawn Breaker and Wi-Fi. So he is left only with the opportunity to observe.
Shazbut wrote: Thu Jul 11, 2024 8:14 pmShazbut’s eyes widen as Dawn Breaker steps forward. A strangled gasp escapes his lips.
Seems Shazbut is surprised by Dawn Breaker. Then, in an effort to find out why, Steiblah instinctively activates Telepathy: Superior and skims Shazbut's surface thoughts, not realizing what a tremendous social faux pas it is to do so without asking.

But the reformed Raksasha comes to regret the decision. The alien skunk's mind is a labyrinth of chaos with flitting thoughts that are difficult to chain together. Despite the deep furrowed brow on Steiblah's face, he concludes that Shazbut identifies Dawn Breaker as some sort clone of the former Omega, Wi-Fi, that was consumed by demon fish outside Aden's Mansion.
Shazbut wrote: Fri Jul 12, 2024 9:45 pmHe laughs and saunters off, leaving Red Sable and Dawn to their chat.
"Fabulous Fedora," Steiblah compliments to Shazbut's back as the skunk makes his departure.

Unlike Shaz, the reformed Raksasha remains and watches the exchange between Red Sable and Dawn Breaker.
Red Sable wrote: Fri Jul 12, 2024 7:50 am
Dawn Breaker wrote: Fri Jul 12, 2024 1:36 amNo, I was dragged away for paper work before I could get a good search. That is what insurance is for anyway. It was a common brand so a replacement will be found. I did call them before coming here. so I should get a new van soon.” she shrugs and looks to Red Sable “How are things with you? Last I saw your busy yourself.”.
She shrugs with a smile and gestures around her. "I'm... good. Guess I wasn't the only one auditioning for this new gig without knowing it. Glad I won't be the only newbie."
"Do you two know each other from before Omegas? You seem to have a passing familiarity." Steiblah inquires with curiosity.

"I wouldn't worry too much about how your past affects your standing in the Omegas. They seem to specialize in challenged, but powerful, individuals. Are you two espionage specialists?"
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

Shaz 'Spade' wrote:He pauses, a dramatic edge to his vibrant voice. "Oh goody, yes yes, good, no tell me! I am keen to guess from your clues. Now, let's see… Wraps, they're versatile, adaptable. They can hold a multitude of fillings. And they conceal what lies inside! Ohh! A metaphor I think yes? Our Dawn Breaker here is the wrap. And dark colours? Ooo! Mysterious, brooding. A shroud of secrecy, yes?"

You make the fake death and infiltrate Sector 10 and they send you here to spy on us when you really spying on them! Ha! I ask you about it later when we alone.

He pauses again, imagining the dramatic tension build. "Our Dawn Breaker is hiding something… something… dark." He leans forward, his voice dropping to a conspiratorial whisper. "Or maybe she's just really into wraps."
"He is a bit of a strange one." she muses, "Does seem to be more curious than malicious though. and he does pull off fedora well. " Dawn says. worth keeping an eye on though. she thinks to herself as the skunk when off laughing.
Steilblah wrote:"Greetings and salutations. I am Steiblah."
"Do you two know each other from before Omegas? You seem to have a passing familiarity." Steiblah inquires with curiosity.

"I wouldn't worry too much about how your past affects your standing in the Omegas. They seem to specialize in challenged, but powerful, individuals. Are you two espionage specialists?"
"Good to meet you." she replies, "Telling by that look on your face he does that sort thing? " she asks with a shrug.

"We met in the field on mission that over lapped. As for being an espionage specialist I would not say that. I do have some experience in that, but that is not my main focus. I just do that as part of my job." she adds. Dawn never thought of herself as a spy per say. it was just a skill set that was helpful.

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Edison
Posts: 154
Joined: Thu Dec 02, 2021 10:10 am

Re: Omega Base: Plainsong

Post by Edison »

Perception: 1d100: [76] = 76 /56%
Just in Case: 1d20: [16] = 16 ; 1d100: [36] = 36
Conditions: None.

Marcus stands in shock as he sees Dawn Breaker. It can't be, I watched her die. Marcus thinks as he tries to remember how to breathe. Those aquatics tore her to shreds, there wasn't enough body to even bring back. How the hell is she standing here now... Is this a twin... a clone? God the fact there may be two of them is frightening. Marcus thinks, as he takes a deep breath.

"Morning, names Marcus, code name is Edison." Marcus says before looking to Steiblah. "Ready for another fun day of work?" Marcus asks before making his way down into the R&D lab to continue working on the armor project.

Once safely in the lab, and sitting in front of his project Marcus sighs. "That was not on my bingo card this morning." Marcus says to no one in particular.
Edison
“Why is it my job to save these people? Why do I have to be some kind of hero?” ~Dean Winchester
User avatar
Tom Cassidy
Diamond Level Patron
Posts: 210
Joined: Sat Mar 03, 2018 7:24 pm
Location: Heroes Unlimited: Century Station

Re: Omega Base: Plainsong

Post by Tom Cassidy »

Perception: 1d100<69: [72] = 0
JIC: 1d20: [6] = 6 / 1d100: [10] = 10

Tom wakes up late -- very late -- with a quartet of midgets pounding on his brain with meat tenderizers used as sledgehammers. Class 2 healing factor and I still feel like the floor of a taxi cab... he groans as he stumbles into the shower and starts his morning routine.

He's out and about in time for Carla's briefing though. "Welcome back, Carla. We're glad to have you back with us..." he manages a grin. He manages another when Red Sable is introduced. "Welcome to the Omegas, Gina. I'm Tom Cassidy, code name Barricade. Looking forward to working with you."

He grimaces when he hears about Sentinel and Spiderweb, and grimaces again when it's announced that Sector 10 will have a presence on the team(s). Guess it's to be expected with Bravo's misfortunes of late though. Maybe they'll be assigned to Bravo -- I guess that's the 'new look' Bravo as several of the team members are gone now -- since Marcus is ex-Sector himself. He shakes his head to dismiss those thoughts as the team lineups will likely be out of his hands anyway. He's friendly to everyone but spends the rest of the day in the War Room reading dossiers on the new arrivals and case histories on the Omegas' involvement with Sector 10. If anyone asks about his research he just shrugs and says "you know what they say -- forewarned is forearmed."

He does however take a quick break when nobody's looking to do some quick online shopping on hippolyta.com for a new guitar. Skunk-boy isn't going to be the only musical Omega for much longer... he thinks to himself with a grin.

--------------------------------------------------------

The next morning he's in a much better space, laughing and joking with others going into the team meeting... but that all evaporates the moment Dawn Breaker walks in the room. He doesn't even notice Edison standing up in shock alongside him. She's a dead ringer for Wi-Fi! But there was nothing in Clerica's file about having a sister, let alone a twin sister... He finally stammers out, "Uhm... Dawn, right? I'm Tom. 'Barricade' while in the field. Yeah, okay, so I'm sorry about the reaction; you just bear a strong resemblance to Agent Ellison, a former Omega. By chance, were you two related?"
User avatar
Steiblah
Posts: 146
Joined: Tue May 31, 2022 4:49 am

Re: Omega Base: Plainsong

Post by Steiblah »

((rolls carried over))
Dawn Breaker wrote: Sat Jul 13, 2024 5:10 am"Good to meet you." she replies, "Telling by that look on your face he does that sort thing? " she asks with a shrug.

"We met in the field on mission that over lapped. As for being an espionage specialist I would not say that. I do have some experience in that, but that is not my main focus. I just do that as part of my job." she adds.
"I am also recently recruited, so have only just met Shazbut, so cannot speak with confidence about his personality tendencies." Steiblah answers before pressing slightly, "A combat specialist that dabbles in other things?"
Tom Cassidy wrote: Wed Jul 17, 2024 7:34 pmHe's out and about in time for Carla's briefing though. "Welcome back, Carla. We're glad to have you back with us..." he manages a grin. He manages another when Red Sable is introduced. "Welcome to the Omegas, Gina. I'm Tom Cassidy, code name Barricade. Looking forward to working with you."

--------------------------------------------------------

He finally stammers out, "Uhm... Dawn, right? I'm Tom. 'Barricade' while in the field. Yeah, okay, so I'm sorry about the reaction; you just bear a strong resemblance to Agent Ellison, a former Omega. By chance, were you two related?"
Tom Cassidy, code name Barricade... Don't think he was part of the Omega's team at Camp Guthrie... Nor did I bump into him in the base previously. He looks quite competent. Maybe his power is creating obstacles? Or perhaps he himself is the obstacle that enemies need to overcome. Steiblah makes a mental note of the super-hero but doesn't interrupt their introductions and conversations. He has long ago learned that "look at me" energy doesn't get far in life.
Edison wrote: Mon Jul 15, 2024 9:39 am"Ready for another fun day of work?" Marcus asks before making his way down into the R&D lab to continue working on the armor project.
Steiblah nods eagerly, "Yessir. Do you suppose we will make enough progress to reach the 'calibrations' step? That is certainly quite mysterious to me." Like an energetic puppy, Steiblah follows Marcus down to the workshop and dutifully serves as his assistant.
Edison wrote: Mon Jul 15, 2024 9:39 amOnce safely in the lab, and sitting in front of his project Marcus sighs. "That was not on my bingo card this morning." Marcus says to no one in particular.
"The striking similarity between Dawn and Wi-Fi?" the reformed Raksasha inquires, intuitively constantly seeking information, "Were you two close? Intimate?"
User avatar
Maia
Posts: 127
Joined: Mon Jun 01, 2020 6:07 am

Re: Omega Base: Plainsong

Post by Maia »

JIC: 1d20: [18] = 18 , 1d100: [97] = 97
PER: 1d100: [34] = 34 vs. 76%

The discussion of factions, new recruits, PR, and Sector 10 mean nothing to Maia, and her disinterest is palpable as she floats back to her garden. Perhaps it is just as well that no-one confides their suspicions in the gestalt, as the only remedy she’d be likely to think of would be quite violent in nature. In any event, she skips over the introductions and is unlikely to be missed. Instead Maia sings softly to her garden, humming away and mulling over recent developments with the team. We hope that Brute will return soon. So many new humans here. So many artificial differences. So many barriers they place between themselves. Perhaps this is the weakness in their ‘teamwork.’ Hm. A different approach. Psychological. May be required.
SAY MY NAME, INSECTS
Passive abilities: See infrared/ultraviolet (range 450ft.), Life sense (powerful life forms including supernatural, super-powered, magic, major/master psychics, hurt/dying; 1800ft. range).
4/4 healing touches today; 930/930 SDC remaining.
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

Perception: 1d100: [22] = 22 / 39%
JiC d20 | d100: 1d20: [15] = 15 | 1d100: [78] = 78
Edison wrote:"Morning, names Marcus, code name is Edison." Marcus says before looking to Steiblah. "Ready for another fun day of work?"
"Nice to meet you" she nods. Telling by the reaction he was probably not going to a close friend. With the current reaction though it would be smarter to not take the reactions too serious.
Steilbah wrote:"I am also recently recruited, so have only just met Shazbut, so cannot speak with confidence about his personality tendencies." Steiblah answers before pressing slightly, "A combat specialist that dabbles in other things?"
"Corporate and industrial espionage mostly." she answers, that answer should be safe enough. they will find out eventually so better to build trust early. the clone thinks.
Barricade wrote:He finally stammers out, "Uhm... Dawn, right? I'm Tom. 'Barricade' while in the field. Yeah, okay, so I'm sorry about the reaction; you just bear a strong resemblance to Agent Ellison, a former Omega. By chance, were you two related?"
"Dawn works, I have had people call me worse. Nice to meet you Tom." she grins, "I know a few people with the last name Ellison that maybe related. It is that or the bald head. We follicle -challenged tend to look alike. If I could see her file I might be able to clear that up." she asks.

Ellison as in the mark 5 clone series. interesting and definitely worth calling in to the office later about any rogue clones., she determines. Rogue clones were listed in the company. If this Wi-Fi was one they would have a file. It was also a trick list them as deceased to evade being hunted so a look on the list of dead clones was in order too.

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Shazbut
Diamond Level Patron
Posts: 215
Joined: Thu Sep 16, 2021 6:59 pm
Location: Century Station

Re: Omega Base: Plainsong

Post by Shazbut »

((rolls carried))

The hero gym at Omega HQ is Shazbut's next stop.

The gym door creaks open, possibly disrupting the rhythmic clang of weights and the focused grunts of exertion... should any witnesses be working out at this time. A wave of black and white floods the room as Shazbut saunters in. And no, he isn't just walking; he performs a full-blown entrance, a one-skunk show high on caffeine and sugar. (Did I not mention he raided the pantry for power drinks and cookies earlier? No? Oh well.) Ooh now for the skunky training session!

He strikes a pose at the center of the room, and his black and white fur practically pulses with an inner rhythm. He wears one of the fruits of his recent shopping trip; a workout outfit! Yes indeedy, the skunk wears a bright fuchsia tank top, which clings to his superskunky build. Across his chest, a cartoonish Omega symbol grins back at him, and it features a tongue sticking out with a playful wink.

Black compression joggers taper slightly at his ankles, which offer support and comfort. A closer look reveals a thin, reflective stripe running down each outer leg, catching the light with a shimmer. A small, *holographic Omega symbol, almost invisible until it catches the light, adorns his left calf.

* Any feature in the clothing that cannot be bought is likely an illusion conjured to augment his already fancy new threads.

But Shazbut wouldn't be Shazbut without the fun. He sports mismatched laces - one bright purple, the other a neon green, and they dangle from his sleek black cross-training shoes.

Then, with a flourish and a cheeky wiggle of his bottom, Shazbut raises a finger to his lips. The room falls silent, and if it doesn't, Shazbut sound warps any gym attendees to silence! Ohh the anticipation building! He doesn't use the words; nay dear readers, his actions shall speak volumes. For is not a gym a place of action!?

Then it comes. A deep, rhythmic beat that resonates from his throat – it is the unmistakable intro to "Eye of the Tiger" recreated entirely with his own vocal prowess and sound warping abilities. His chest puffs out, mimicking a drum, while his fingers snap out a hi-hat rhythm.

Your friendly neighbourhood black and white hero beatboxes the anthem in the superhero gym. It is pure Shazbut - out of this world. As the beat builds in intensity, a grin sparks in his eyes.

Now with the electric guitar!

But he isn't holding an instrument, not a real one anyway. He holds... an Air Guitar! His hands pump the air, mimicking the motions of a guitarist, and sound warped power chords thrum throughout the gym.

It might not be a physical workout, but rather a workout of pure power of sound control and illusion, and it is here in full force. His split multitasking mind allows him to focus on different aspects of the performance; illusion and sound warping. He seeks to pushing the limits and defy the impossible – a soundtrack of pure motivational fire.

Vocalisation (
Can mimic most natural and common sounds. Can do bird calls, animal noises or sound effects. Create sounds that sound convincingly real (especially over a radio or cell phone). Has perfect pitch and vocal control so he can whistle a tune at a professional level of quality and sing beautifully (if he has the Sing skill).
) 92%: 1d100: [73] = 73 (SUCCESS)
Performance 72%: 1d100: [34] = 34 (SUCCESS)
Shazbut
Natural Abilities
  • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
  • Impervious to radiation that is normally deadly to humans.
  • Can see ultraviolet light.
  • Radiates low levels of radiation.
User avatar
CHIMERA
Assistant Game Master
Posts: 442
Joined: Sun Feb 01, 2015 4:00 pm
Location: GM - HU:CS (Bravo); AGM - HU:CS (Alpha)

Re: Omega Base: Plainsong

Post by CHIMERA »

Act III: 19-2000
Omega Base, 616 Grayson Street, Retropolis
Date: Thursday, April 23rd, 2043
Time: 1:30 pm
Weather: Slightly cloudy morning (58 degrees Fahrenheit)

Wrapping up her check-up on Tuesday (April 21) with Dr. Lang, Red Sable decides to get to know the staff a little bit better.
Red Sable wrote:"So you're the medbay doctor and a cybernetics expert? And I suppose you had to get a vet's license to work here, too. What can you tell me about this place?"
"Not quite. I'm just a simple country doctor," Lang says with a polite chuckle. "I just happen to have picked up a little knowledge on xenobiology, bio-mutation, and cybernetics in my travels." He leans in a little and explains, "I'm not from around here, you see. I came to your planet several years ago." Dr. Lang tells Red about the plight of the Manaar species and his search for a home where he would be accepted. He even talks about his recent adventure with Maia and Shazbut to find a home for one of his alien plants. "Even with all the chaos, this is the most welcoming home I've ever found."

He finishes the checkup by saying, "Don't fret. Today's mystery is tomorrow's adventure. Whoever put these implants in you will likely come looking for you some day. And I'm sure that CHIMERA would be very interested in detaining them and helping you find the answers to your many questions."

Dawn Breaker's introduction to the Omegas takes up the bulk of Wednesday. Many members of the team need to take a moment, as she looks uncannily like Wi-Fi.

This takes us to Thursday. The morning is uneventful, and Shazbut finds the time to hit the gym. Shortly after noon, Dawn Breaker's phone pings with a notification. She checks it and sees that the tracker on her van has been reactivated. Looking on the map, she sees that it is moving around Norwood.

An hour later, any heroes that are at the base get a text message asking them to meet in the war room for urgent business. Carla and Trent are standing at the front of the room. Behind them, the big screen is displaying the local news - a disturbance at the district jail in Willingham. Smoke billows from a large crater in the side of the building, police helicopters hover overhead.

"This is the scene five minutes ago," Carla says. "Initial reports say that someone fired an ordinance of some kind at the side of the the jailhouse. Several guards are injured, but I haven't heard of any dead. Ambulances and firetrucks are en route but they want you to help contain the escaped inmates so they can do their work. Be on the lookout for any signs of the people behind this. I suspect this was designed to get out one or two specific prisoners."

WHAT ARE YOUR INTENTIONS?
User avatar
Shazbut
Diamond Level Patron
Posts: 215
Joined: Thu Sep 16, 2021 6:59 pm
Location: Century Station

Re: Omega Base: Plainsong

Post by Shazbut »

JIC: 1d20: [19] = 19 , 1d100: [54] = 54
Perception: 70% / 1d100: [37] = 37 (SUCCESS)

  • Mimic active: no
  • Conditions: None
  • Passive Abilities
    • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
    • Impervious to radiation that is normally deadly to humans.
    • Immune to horrific nauseating scents.
    • Superior vision about five times better than normal humans, which means an 18 inch sign can be read a mile away.
    • Nightvision - 500 feet (152.4 m).
    • Can see ultraviolet light.
    • Radiates low levels of radiation.
  • H.P.: 28/28
  • S.D.C.: 268/268
  • A.R.: 17 (Omega Suit), 10 (Void Form)
  • Omega Suit S.D.C by location: Arms 90/90 each, Legs: 100 each, Main Body: 250, *Body Camera: 15


The insistent ping of his communicator gets Shazbut's attention. Ooh a text message for me! It's a summons to the war room, and his playfulness is replaced by a flash of icy focus. With a shake of his skunky booty he activates his intangibility powers, and then he zips through the walls and into his room.

Inside his room, a whirlwind of activity unfolds. His Omega suit is pulled on, and he finds himself enjoying the stretchy fabric conforming perfectly to his little muscular frame. Oohh so snug! I loves this super suit! He puts his new fedora on top and hurries to the war room.

His playful swagger is replaced by a confident stride, his gait is purposeful and focused. This is how Brute walks before a mission. I copy him, then I fit in better yes? Ha ha! Ooh be the hero!
CHIMERA wrote: Sun Jul 21, 2024 8:56 am Carla and Trent are standing at the front of the room. Behind them, the big screen is displaying the local news - a disturbance at the district jail in Willingham. Smoke billows from a large crater in the side of the building, police helicopters hover overhead.

"This is the scene five minutes ago," Carla says. "Initial reports say that someone fired an ordinance of some kind at the side of the the jailhouse. Several guards are injured, but I haven't heard of any dead. Ambulances and firetrucks are en route but they want you to help contain the escaped inmates so they can do their work. Be on the lookout for any signs of the people behind this. I suspect this was designed to get out one or two specific prisoners."
Leaning forward, Shazbut raises an eyebrow at the scene on the big screen. The sight of billowing smoke and buzzing helicopters fills him with a sense of urgency. He asks a question of Agent Trent, his voice sounding shocked.

"How many prison loonies got out? Do we know who we are looking for? Did they get out the one or two you thinks are the specific targets?" He asks, his eyes not leaving the screen, he is looking at the damage done to the wall. Not U235 again is it? Or Pollutioners?

"You have any video of who or what took the shot? Have to got close up video of the damages I can see quickly?"

He looks more closely at the damage done to the wall. Energy weapon? Bazooka? Flying death monkey? Every weapon leave a different mark. Not to easy to tell on a screen, I need to be there, but maybe I can see something.

"What was the wall made of? Regular reinforced concrete or something tougher? Was it one shot that do this, or many?" Oh I am so cool right now. Acting like Brute, a real hero, and having the super rocking fedora hat helps, and asking about this explosion. How I know so much about explosives anyhow? Maybe I don't wants to know. Maybe Alpha Prime will tell me soon anyways. Unless it's Xenomancer who just escaped?! Ooh, he better not have... ok focus focus. Get both brains thinking about this explosion and what do this thing.

Field Armorer & Munitions Expert 82%: 1d100: [3] = 3 (SUCCESS)

The alien skunk, for all his playfulness, reveals a surprising knowledge about things that go boom.
Shazbut
Natural Abilities
  • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
  • Impervious to radiation that is normally deadly to humans.
  • Can see ultraviolet light.
  • Radiates low levels of radiation.
User avatar
Red Sable
Posts: 54
Joined: Fri May 05, 2023 4:11 pm

Re: Omega Base: Plainsong

Post by Red Sable »

CHIMERA wrote: Sun Jul 21, 2024 8:56 am
Red Sable wrote:"So you're the medbay doctor and a cybernetics expert? And I suppose you had to get a vet's license to work here, too. What can you tell me about this place?"
"Not quite. I'm just a simple country doctor," Lang says with a polite chuckle. "I just happen to have picked up a little knowledge on xenobiology, bio-mutation, and cybernetics in my travels." He leans in a little and explains, "I'm not from around here, you see. I came to your planet several years ago." Dr. Lang tells Red about the plight of the Manaar species and his search for a home where he would be accepted. He even talks about his recent adventure with Maia and Shazbut to find a home for one of his alien plants. "Even with all the chaos, this is the most welcoming home I've ever found."
Suffice it to say, Gina feels even more like a fish out of water. Although she doesn't remember the specifics, she just somehow senses that her world before the accident was firmly grounded on this planet. She understood supers and aliens as an abstract concept, a general idea based on what little she could see through the wall of static in her brain. Now she finds herself surrounded by them, even relying on them. And they were all friendly, which flew in the face of Sector propaganda.

After the tests, she changes into workout attire. She considers going for a run around the grounds, but changes her mind when she considers the possibility of aerial surveillance on the base. So she heads for the gym.

Although the gymnasium was a decent size compared to, say, a high school, she was surprised by how small it was, considering who it was built for. These people do train, right?

Gina blinks as the image of the workout equipment and surrounding track suddenly takes on a dark gray hue. The once modest room looks like an Olympic training facility with an obstacle course at one end and a firing range at the other. A voice from the sparring mat calls out, "Alright, Chase. Let's see what you got."

Gina turns around to see... the empty Omega base gym.

She struggles to rein in an aggravated sigh and goes to the shed where they told her the gymnastics equipment was stored. She checks the tension on the bars hesitantly. She can only hope the space-age material of the apparatus was as resilient as they claimed on the tour, or it would be a really short workout.

Satisfied after a few tugs, she carries the uneven bars like one might move a piece of light furniture across the room and sets it down on the mat. She walks to the opposite end of the court, takes a bracing breath, and toes off her shoes. Then without further ceremony, she sprints for the bars.

She clears two-thirds the length of the gym in just under three seconds and leaps the remaining thirty feet. No sense in going full speed on my first test run.

There is the briefest flash of panic, but she lands a solid grip and the bar holds. She starts with a few simple glide swings before trying a kip. Feeling the bars and frame continue to hold steady, she amps up the routine.

After six or seven transitions, reality shatters.
The impact blasts the wind out of her lungs and catapults her through the air. She catches herself on the concrete ledge. Her fingers go numb and a jolt of pain rips through her shoulder as it damn near tears out of its socket. She falls, landing on the fire escape below, and curses as voices bark over her radio.

"It knocked Chase off the roof!"

"Dragon-5, sound off. Dragon-5."

"I'm fine,"
she wheezes. "Somebody kill that alien &*#$ already."
Gina pushes herself off the mat as her vision clears. Just like every other time, the details of whatever the hell just flashed through her memory fade like wisps of a dream.

The next day...
CHIMERA wrote: Sun Jul 21, 2024 8:56 am"This is the scene five minutes ago," Carla says. "Initial reports say that someone fired an ordinance of some kind at the side of the jailhouse. Several guards are injured, but I haven't heard of any dead. Ambulances and firetrucks are en route but they want you to help contain the escaped inmates so they can do their work. Be on the lookout for any signs of the people behind this. I suspect this was designed to get out one or two specific prisoners."
Sable doesn't like this. They haven't done any team drills yet. She isn't even sure who the field leader is. But here we are.

She does a double take as Shaz rattles off all the questions she would have asked. All she adds is, "When you have the list of detainees and their threat levels, transmit them to me." She taps her ear to punctuate the request, indicating to send the data on her encrypted channel, which she was sure to have synched with the Omega's comms.

Red Sable pulls the neck gaiter of her costume over her face and darts off to gear up and head for the transport.
Last edited by Red Sable on Tue Jul 30, 2024 7:27 am, edited 1 time in total.
Character Sheet: https://pbprpg.org/forums/viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 19
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

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

HP: 29
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 155 lbs (250 lbs)
--

HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +6 (+9 unarmed)
Parry Bonus: +9 (+14 unarmed)
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

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

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

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Omega Suit
AR: 17
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15
or

Bespoke Armored Seal Suit
S.D.C. by Location:
  • Arms: 20 each
  • Legs: 30 each
  • Main Body: 70
Features: The suit forms seals at the cuffs and collar.

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6 (Explosive = 8D6)
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

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

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

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Steiblah
Posts: 146
Joined: Tue May 31, 2022 4:49 am

Re: Omega Base: Plainsong

Post by Steiblah »

-----------------------------------
Perception: d%: [55] = 55 | 81%
JIC: 1d20: [7] = 7 | d%: [32] = 32
-----------------------------------
Steiblah Character Sheet
  • Nightvision 120 ft, keen normal vision, see the invisible
  • Turn into mist at will
  • Track by smell 45% (+15% to track a blood scent)
  • Dimensional teleport 51%
  • Bio-regenerates 3d6 MDC (HP or SDC) per melee round
  • Resistant to cold (half damage); impervious to toxic gases, heat, and fire (plasma/MD/magic fire does half damage)
  • Self and up to 300 additional pounds up to five miles away at will, 73%+3%/level
  • Magically speaks and understands all languages at 98%
  • Can shape change into any living creature, intelligent or animal, as long as it is no smaller than one foot and no larger than 10 feet. Impersonation skill is 96% if the subject is in her presence, 82% if very familiar with the individual or working from photos/video, 40% if working from memory and with little personal knowledge of the subject. The Raksasha may use her shapechanging abilities to alter or improve the disguise at any time.
  • 94% if the Raksasha is very familiar with the individual, 80% if working from a good sound recording, 30% if working from memory or with little knowledge of the subject.
  • Silver weapons do equivalent MD. In SDC worlds: Weapons made of, or coated in, silver do double damage.
    • Increased Range by 50%: All the ranges of super powers, psionics, magic, senses (even mundane ones) receive the +50%
    • Increased S.D.C. by 50%
    • Increased ISP by 50%:
      plus recovers 9 per hour of meditation, 3 per hour of rest/sleep
    • Increased PPE by 50%: plus recovers 15 per hour of meditation, 8 per hour of rest
    • Increased Healing: rolled 2+1=3. x3 multiplier
    • Incredible ISP Recovery [Mega Psi Power]: recovers ISP at 6 per minute of meditation or rest, 1 per minute of activity.
    • Achilles Heel: Extremely Bound to Good Karma Needs to act according to good karma (GM discretion). Without the aid of good karma, the hero has all combat bonuses reduced in half, loses one attack, and skills are -35%.

  • PPE: 900/900
    ISP: 1050/1050
    HP: 78/78 +5 (SoM)
    SDC: 45/45
    Natural AR: 10
Saving Throw Bonuses
Coma/Death: +28% (SoM)
Toxins (15+): +10 +2(SoM)
Magic (varies): +11 +2(SoM)
Lethal Poison (14+): +10 +2(SoM)
Non-Lethal Poison (16+): +10 +2(SoM)
Insanity (12+): +7
Psionics (10+): +7
HF: +12
Possession: +2 (additional)
+4 to all other saving throws

Steiblah's preferred form is that of a diminutive, skinny, brown-tabby furred humanoid with the head of a lynx or housecat.
Conditions
    • Presents as level 2.
    • No alignment alteration.
    • Psychic ability: Show ISP level to be lower, ~50-100 total ISP.
    • Conceal amount of base PPE. Only 1-2 points.
    • Conceal the presence of magic.
    • Attributes appear to be 1/2 of what they really are.
    2hrs 20.25 min.
  • Enhanced Perception. 10.00 min. +15% Perception, +1 strike, +2 parry/dodge, +10% to any skill that relies on basic senses. +50% to all natural senses.
CHIMERA wrote: Sun Jul 21, 2024 8:56 amAn hour later, any heroes that are at the base get a text message asking them to meet in the war room for urgent business. Carla and Trent are standing at the front of the room. Behind them, the big screen is displaying the local news - a disturbance at the district jail in Willingham. Smoke billows from a large crater in the side of the building, police helicopters hover overhead.

"This is the scene five minutes ago," Carla says. "Initial reports say that someone fired an ordinance of some kind at the side of the the jailhouse. Several guards are injured, but I haven't heard of any dead. Ambulances and firetrucks are en route but they want you to help contain the escaped inmates so they can do their work. Be on the lookout for any signs of the people behind this. I suspect this was designed to get out one or two specific prisoners."
Steiblah glances at the text on Edison's device as they are in the middle of their work. "Urgent business. Meeting in the war room," he says, passing along the information. The reformed Raksasha will help Edison with whatever needs to be done to either put their project in a steady-state, or fire it up completely for deployment (whichever Edison decides). Then, he will go with the hardware genius to the war room for the meeting.

Carla's debrief is woefully short on information beyond the big picture, but that is understandable given the developing nature of the situation. "Can I get one of those ear piece radio communicators? And also if we are supposed to help contain for the first responders, who is our contact person for that coordination?"

Steiblah is glad that Shazbut and Red Sable ask for a list of the prisoners, because he then doesn't need to.

Ultimately, we need to get on-site and take a look for ourselves. Anything Carla has right now (beyond the prisoner list) is second-hand and may be dated information.

"Ready to go." Steiblah confirms matter-of-factly.
User avatar
Tom Cassidy
Diamond Level Patron
Posts: 210
Joined: Sat Mar 03, 2018 7:24 pm
Location: Heroes Unlimited: Century Station

Re: Omega Base: Plainsong

Post by Tom Cassidy »

Perception: 1d100<69: [75] = 0
JIC: 1d20: [7] = 7 / 1d100: [27] = 27
CHIMERA wrote: Sun Jul 21, 2024 8:56 amThis takes us to Thursday. The morning is uneventful, and Shazbut finds the time to hit the gym. Shortly after noon, Dawn Breaker's phone pings with a notification. She checks it and sees that the tracker on her van has been reactivated. Looking on the map, she sees that it is moving around Norwood.

An hour later, any heroes that are at the base get a text message asking them to meet in the war room for urgent business. Carla and Trent are standing at the front of the room. Behind them, the big screen is displaying the local news - a disturbance at the district jail in Willingham. Smoke billows from a large crater in the side of the building, police helicopters hover overhead.

"This is the scene five minutes ago," Carla says. "Initial reports say that someone fired an ordinance of some kind at the side of the the jailhouse. Several guards are injured, but I haven't heard of any dead. Ambulances and firetrucks are en route but they want you to help contain the escaped inmates so they can do their work. Be on the lookout for any signs of the people behind this. I suspect this was designed to get out one or two specific prisoners."[/size]
Tom's eyebrows raise at the sight of the large crater. Can't tell from here if it was punched in, punched out, or blasted. And if it's the latter, that's got to be some heavy-duty ordnance. Guess we'll get a closer look soon enough.

"I agree, that wasn't a random jailbreak..." he nods. "They were after someone specific. Do we know who all they were holding at the time?" Hopefully not the guy we just nabbed, he adds to himself. That was a very important operation, that much was clear... and pulling the long operative we arrested would definitely hurt the chances of putting an end to it.
Shazbut wrote: Sun Jul 21, 2024 4:53 pm"How many prison loonies got out? Do we know who we are looking for? Did they get out the one or two you thinks are the specific targets?"
"You have any video of who or what took the shot? Have to got close up video of the damages I can see quickly?"
"What was the wall made of? Regular reinforced concrete or something tougher? Was it one shot that do this, or many?"
"Good questions, and I was wondering that as well," Tom replies. "It's a jail, so definitely reinforced at the very least. Someone either punched it or blasted it -- and anyone who could afford to field either one obviously has deep pockets. If they're still hanging around, expect more of what leveled the jail walls."
Red Sable wrote: Tue Jul 23, 2024 2:51 pm"When you have the list of detainees and their threat levels, transmit them to me."
"And to the rest of us as well..." Tom nods before turning to Gina. "You've been given the Omegas frequency, yes?" If she hasn't, Tom will share it with her before turning back to Carla.
Steiblah wrote: Thu Jul 25, 2024 6:50 am"Can I get one of those ear piece radio communicators? And also if we are supposed to help contain for the first responders, who is our contact person for that coordination?"
"Yeah, that too..." he adds. "In fact, I'd like someone from here on the comms full-time with both us and CSPD, please. As soon as y'all know anything, share it with us. Also, do we have any transports ready to go with someone who can pilot them?"

Assuming there's a transport option available, he then turns to everyone else assembled. "Alright folks, looks like it's hero time. Everyone get suited up ASAP -- let's get the fliers en route first; I can take a couple additional folks with me. Everyone else, hop on the transport. Edison, I want you in charge of that group please. Join us as quickly as you can."

He dashes back to his room and gets geared up as quickly as possible, running back out just as quickly as he left.
Steiblah wrote: Thu Jul 25, 2024 6:50 am"Ready to go." Steiblah confirms matter-of-factly.
"Good!" Tom grins as he pulls his cowl down over his head. "Can you fly, or do you need a ride?"
User avatar
Edison
Posts: 154
Joined: Thu Dec 02, 2021 10:10 am

Re: Omega Base: Plainsong

Post by Edison »

Perception: 1d100: [71] = 71 /56%
Just in Case: 1d20: [8] = 8 ; 1d100: [7] = 7
Conditions: None.

Marcus sits quietly in the war room, listening to the meager details of the situation. Pretty par for the course, a general problem, and a general task... now to figure out what the twist is. Marcus thinks. Marcus listens to the others ask their questions, nodding as he finds them to be good questions. When Tom speaks to Marcus, he turns his total attention to him.
Tom wrote:"Alright folks, looks like it's hero time. Everyone get suited up ASAP -- let's get the fliers en route first; I can take a couple additional folks with me. Everyone else, hop on the transport. Edison, I want you in charge of that group please. Join us as quickly as you can."
Marcus nods. "You heard him, let's get boots on the ground." Marcus says before he makes his way to the R&D lab to retrieve his project. "Was hoping to get a bit of paint on it and maybe test it before going into a situation..." Marcus says as he initiates suiting up. "Oh well, good a test a as any" Marcus says as he begins running the onboard system through it's warm up sequence and starts checking off his hastily made checklist.

"Power, audio, video, servos... check. Sentry program, loading, ammo counts are full... Sentry is loaded and ready... Where did I put Barricade junior?.." Edison say as he looks for his newly made shield. "Ah there it is!" Edison exclaims as the servo's give him a green light. Taking a few tentative steps, Edison makes a noise. "Even with the exo-skeleton it's kind of heavy... a future modification or upgrade I guess." Edison says as he grabs the shield and clamps it to his arm, while grabbing his rifle with the other. A quick trip up the stairs gets Edison into the garage towards the transport. "Who's driving?"
Edison
“Why is it my job to save these people? Why do I have to be some kind of hero?” ~Dean Winchester
User avatar
Shazbut
Diamond Level Patron
Posts: 215
Joined: Thu Sep 16, 2021 6:59 pm
Location: Century Station

Re: Omega Base: Plainsong

Post by Shazbut »

((Rolls carried))
Shazbut wrote: Sun Jul 21, 2024 4:53 pm"How many prison loonies got out? Do we know who we are looking for? Did they get out the one or two you thinks are the specific targets?"
"You have any video of who or what took the shot? Have to got close up video of the damages I can see quickly?"
"What was the wall made of? Regular reinforced concrete or something tougher? Was it one shot that do this, or many?"
Tom Cassidy wrote: Thu Jul 25, 2024 10:07 am "Good questions, and I was wondering that as well," Tom replies. "It's a jail, so definitely reinforced at the very least. Someone either punched it or blasted it -- and anyone who could afford to field either one obviously has deep pockets. If they're still hanging around, expect more of what leveled the jail walls."
Shazbut's inner world erupts into a silent celebration. A digital confetti shower explodes behind his mental eyes as he basks in the glow of his successful contribution to the conversation. He's done it. He's fitting in! The mimic, the copier of powers, songs, and everything he sees and hears.. he has managed to sound like a seasoned pro in a room full of serious, no-nonsense no-karaoke (except Barricade!) heroes.

He imagines himself taking a bow. The applause in his mind is deafening, and the crowd chants his name. A daydream follows, and a snippet of "Head Over Heels" by Tears for Fears pops into his head. The melody is as infectious as it ever was, and the lyrics are oddly fitting for his current situation.

Something happens and I'm head over heels, he thinks silently, and his lips twitch into a smile.

His other inner voice, quickly intervenes. Not now, it chides. Focus on the mission. Peoples maybe hurt over there.

Reluctantly, Shazbut pushes the song out of his head, and he listens intently as the team discusses the situation.

But deep down, a tiny part of him vows to unleash his inner diva and belt out a few lines of 'Everybody Wants to Rule the World' as soon as practicable.

Maybe, just maybe, he was becoming a more well-rounded hero?
Shazbut
Natural Abilities
  • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
  • Impervious to radiation that is normally deadly to humans.
  • Can see ultraviolet light.
  • Radiates low levels of radiation.
User avatar
Lenok
Diamond Level Patron
Posts: 191
Joined: Fri Sep 03, 2021 6:30 am
Location: USA

Re: Omega Base: Plainsong

Post by Lenok »

Perception 94%: 1d100: [5] = 5
JIC: 1d20: [8] = 8
JIC: 1d100: [81] = 81
Initiative: 1d20+6: [10]+6 = 16
APM: 11
Detect Concealment 59% 1d100: [11] = 11
Detect Ambush 65% 1d100: [90] = 90
Law 69% 1d100: [49] = 49
Invisibility power being rolled but JIC someone can see invisible here is Prowl 69% 1d100: [10] = 10 -70% modifier to items or people trying to detect see patron item boots of erasure.


human/dragon/superhero form active


Making his way to the war room, he takes a seat at the back of the room, and turns off invisibility.
Chimera wrote:An hour later, any heroes that are at the base get a text message asking them to meet in the war room for urgent business. Carla and Trent are standing at the front of the room. Behind them, the big screen is displaying the local news - a disturbance at the district jail in Willingham. Smoke billows from a large crater in the side of the building, police helicopters hover overhead.


He immediately thinks of ~The color punks we captured, the foot soldier and the so called Boris-the computer screen watcher, but would they even be worth breaking out of jail? It's jail, not prison, security measures at jails are always less than that of a prison. Not only recent arrests but holding cells and anyone being interrogated in the interview rooms.~

He nods along with Tom and Carla's assessment.

Standing up, Lenok his heading to his room to grab his sword Doragonto~ūsu right after Tom says to get going.

Changes into his Omega suit, places the sword on his back hilt, and exits the nearest exist out of the base, upon hitting the air, he lifts his sword and utters the phrase "Subete no uso o kurau ryū no kiba." Invokes invisibility and flies off at top speed to the prison, along the way he is listening to the radio frequencies specifically law enforcement, both Lock up and police. "Dragon To team leads, I am en route as instructed and in stealth mode, scanning radio frequency for faster info and directions along the way. If I arrive first, I can seal the hole for a while to help prevent more escapes"
Lenok
Description
Normal Human Description: A 27 year old Japanese/Caucasian male, approximately 5'10" appearing around 180 lbs, dark hair and eyes, wearing a black shirt, jeans, and boots. (when not in Omega suit) Appears to be in peak physical condition. Picture available on character sheet.

Dragon form Appearance: 30 ft long in 15' tall, Weight: 8,000 lbs. Violet Serpentine winged dragon, wearing some sort of Uniform (Omega suit) / Horror factor: 17, Picture available on character sheet.
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

Perception: 1d100: [100] = 100 / 39%
JiC d20 | d100: 1d20: [13] = 13 | 1d100: [56] = 56

An hour earlier:
Chimera wrote:This takes us to Thursday. The morning is uneventful, and Shazbut finds the time to hit the gym. Shortly after noon, Dawn Breaker's phone pings with a notification. She checks it and sees that the tracker on her van has been reactivated. Looking on the map, she sees that it is moving around Norwood.
"There you are!" this quickly became her main focus. Other people were less important suddenly. Even her daily schedule was not important. Her sweet ride was all that mattered at the moment. the van she loved more than many people. Was that wrong? maybe but people could be jerks and the van was never a jerk.

Well, like an old penny. she thinks looking at the map. Would be good to get that bucket of bolts back. I have plans to upgrade it. The van was not the latest or greatest but it was the van Dawn and Catalyst used back in the day. It was a place the pair spent many hours on surveillance inside of and policed up many cans and pizza boxes inside of as well. This made the van of great sentimental value to her. whoever took would be answer for it.

I'll need a picture of the van and the latest intel on Norwood and the area, and a set of gear. she grabs a her usual gear, Bow, shotgun, pistol, standard set of quivers and heads to a secure computer console. She did not expect trouble, but wanted to be ready. One of the advantages of the job was access to systems like the CSPD and Chimera.

Taking a seat at the secured terminal she does a check on Norwood and its surrounding area. The mutant does not think she is this lucky. That would be too much to ask. There was probably a reason they were there. Weapons shipment, turf war or any other activity could be going on. could even be rogue elements of a company.
skills:
OOC Comments
Intelligence 1d100: [25] = 25 /64%
Business and Finance 1d100: [100] = 100 /80%
Computer Operation 1d100: [6] = 6 /90%
Research 1d100: [58] = 58 /95%
driving around in an omega marked vehicle will draw attention I don't want. I can get it sprayed or trade it in for something more suitable at the Sector or CSPD. the paint job on the hover looks bad anyway. As sees the procured vehicle was not there.

Dawn preps to leave with any intel if any missions come she can be radioed. That sector-10 com was still implanted in her so that was a plus. speaking of radio calls..

"Carla, This is Dawn breaker, I have matter to check into I will be off base looking into some weapons and a vehicle that need recovering." Dawn taps her comm as she starts to drives out on the street.
Pilot check
OOC Comments
Pilot: Hover Craft (Ground) 1d100: [11] = 11 /75%
recovery (if needed)
Pilot: Hover Craft (Ground) 1d100: [65] = 65 /75%

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Shazbut
Diamond Level Patron
Posts: 215
Joined: Thu Sep 16, 2021 6:59 pm
Location: Century Station

Re: Omega Base: Plainsong

Post by Shazbut »

((Rolls carried))
Tom Cassidy wrote: Thu Jul 25, 2024 10:07 am Assuming there's a transport option available, he then turns to everyone else assembled. "Alright folks, looks like it's hero time. Everyone get suited up ASAP -- let's get the fliers en route first; I can take a couple additional folks with me. Everyone else, hop on the transport. Edison, I want you in charge of that group please. Join us as quickly as you can."

He dashes back to his room and gets geared up as quickly as possible, running back out just as quickly as he left.
Lenok wrote: Fri Jul 26, 2024 12:12 pm Standing up, Lenok his heading to his room to grab his sword Doragonto~ūsu right after Tom says to get going.
Shazbut's ears perks up at the word "hero time." His inner sense of skunkiness, briefly silenced by the seriousness of the situation, begins to stir once more. He grins. "Hero time, eh? Last one there does to dishes tonight!"

As the team begins to disperse, Shazbut considers his options. He sees Omegas filing into Edison's vehicle.
Edison wrote: Thu Jul 25, 2024 10:32 am "Who's driving?"
Fly or drive? The hovertruck is certainly a tempting option, a chance to show off his driving skills. I wonders if Edison would enjoy me racing around the city? Maybe some donuts along the way? Can you even do donuts in a hovertruck? Hmm.

But then there is the thrill of the chase. And the dragon was already winging it in the open air. Lenok will be first. And I am NOT doing the dishes!

A decision is made. I run! I run my skunky butt off. It is faster, and the alien skunkster bursts out of the Omega base, a blur of black and white! He is running on adrenaline and good vibes, his fuzzy form a blur as he navigates the city streets at breakneck speed. Cars, pedestrians, and even the occasional stray dog seem to melt away as he passes by them, leaving behind startled expressions and bewildered stares.

I am the skunk. The super skunk! The supersonic super skunk! The sensational sub-sonic super skunk! No no. The spectacularly sensational singularly swift speed-demon sub-sonic singing super skunk!"

If any onlookers look in astonishment, Shazbut slows briefly to wave cheerfully at them. He enjoys the sensation of the wind whipping through his fur, but he produces no sonic booms, being mindful to keep his speed to mere ludicrous level.

Invoke Trust of onlookers 96%: 1d100: [83] = 83 (SUCCESS)

Shazbut weaves through traffic with the grace of a seasoned stunt driver, dodging taxis, buses, and the occasional distracted pedestrian with ease. He even takes a moment to admire the early afternoon sun glinting off the city skyline. But soon enough, the jail is just a block or so away, and the skunk get himself a skunky idea. I in the traffic, and I should blend in and be like the traffic. Let's create the Invisible Skunkmobile! Ha ha!

With a playful grin, he activates his anti-gravity powers, propelling himself into the air while assuming the classic pose of a race car driver. His arms are outstretched, and his hands grip an imaginary steering wheel. The sound of a revving engine echoes through the streets and there's the sound of tires screeching. Shazbut's voice, a deep baritone, mimics the growl of a supercar. He 'steers' his invisible vehicle through the air, weaving between the last few buildings to his destination. Finally, with a dramatic flourish, he slows down, 'slams' on imaginary brakes, opens and closes the car door, and even produces a realistic 'beep' of a car alarm.

Mimic Sounds and Whistles 92%: 1d100: [64] = 64 (SUCCESS)

Looking about, he takes in the scene.
Shazbut
Natural Abilities
  • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
  • Impervious to radiation that is normally deadly to humans.
  • Can see ultraviolet light.
  • Radiates low levels of radiation.
User avatar
Steiblah
Posts: 146
Joined: Tue May 31, 2022 4:49 am

Re: Omega Base: Plainsong

Post by Steiblah »

((rolls carried over))
Tom Cassidy wrote: Thu Jul 25, 2024 10:07 am"Good!" Tom grins as he pulls his cowl down over his head. "Can you fly, or do you need a ride?"
Not fly, but I could teleport... Steiblah thinks for a moment, casting a glance in Edison's direction. But heading in alone, relying on my ability to shapeshift to maximize chaos is what I would have done before. Good Guy Steiblah needs to do the opposite. So ride and support the team.

"I wish to ride," he answers. "I will go see if Edison could use any help suiting up but will travel with the transport."

Steiblah hustles to join Edison and offers to be an extra set of (inexperienced) hands with his suiting up.
Edison wrote: Thu Jul 25, 2024 10:32 amA quick trip up the stairs gets Edison into the garage towards the transport. "Who's driving?"
"If it is a truck, tank, APC or jet fighter, I believe I can be of assistance." Steiblah offers. Though he is a little concerned that his lack of familiarity with hovercraft may put him at a disadvantage in their current situation.

Regardless of whether he is driving or riding, he takes his position and heads out as ordered.
User avatar
CHIMERA
Assistant Game Master
Posts: 442
Joined: Sun Feb 01, 2015 4:00 pm
Location: GM - HU:CS (Bravo); AGM - HU:CS (Alpha)

Re: Omega Base: Plainsong

Post by CHIMERA »

Act III: 19-2000
Willingham District Courthouse and Jail, 2530 S Calfinch Ave, Willingham, Century Station
Date: Thursday, April 23rd, 2043
Time: 1:35 pm
Weather: Slightly cloudy morning (58 degrees Fahrenheit)

Butcher's Bill
Lenok: -100 S.D.C. Omega suit; -11 S.D.C.


Around 12:25 pm Dawn Breaker hops into one of the Omegas' hovertrucks. The tracker on her van is active again, and she is following it on her phone. She asks Trent for the keys to a vehicle, and he is more than happy to help. "Radio in if you need backup or someone to pick up the hovertruck after you get your own wheels."

She drives west Norwood and follows the van's erratic through the neighborhood. It goes north up Piotr Road, before turning on Mik Lane, and then going back south on Ilyana Road. Dawn catches up with the van around 1:20 pm, just when it turns to head east on Pryde Street and goes from Norwood to Willingham.

She tries to pull close to the van but she is kept at a distance by two other cars. Every time she tries to pass one, the other boxes her out. After 10 minutes of following the cars, she starts to suspect that the three vehicles are driving in a formation. Suddenly she sees the top of her van burst in flames. It doesn't stop, in fact it speeds up as it crosses a three-way intersection, jumps the curb and smashes into a barb-wire lined concrete wall.

The van explodes, blasting a large hole in the wall that the other two cars drive through. Just like Dawn's van, they both catch fire an instant before smashing into the side of the building and exploding. Dawn pulls to the side of the road and radios in to relay this information.*

"Thanks for the report Dawn," Trent says from the Omega Base war room. "Hold your position; we'll have the rest of the team meet you there soon."

Dawn isn't the only hero on the scene. Gideon Merryweather is walking out of Mr. Sandwich with a bag of curly fries and an orange pop when he sees a flaming van run through the intersection and into the district jailhouse. This looks like something that Sinner-G can help rectify.

Back at the Omega Base, Shazbut has questions beyond what Dawn can report from the ground.
Shazbut wrote:"How many prison loonies got out? Do we know who we are looking for? Did they get out the one or two you thinks are the specific targets?"
"We don't know who did this or why," Carla replies. "The Willingham jail usually holds between 30 to 50 prisoners who are either on trial in the adjacent courthouse or waiting for transfer to prison; none of them have super powers."
Barricade wrote:"Good questions, and I was wondering that as well.They were after someone specific. Do we know who all they were holding at the time?**"
"Funny enough," Trent gives a knowing glance to Barricade, Edison, and Lenok, "One of the inmates is a friend of yours, Boris Geckle. Make sure he knows you're thinking about him."
Shazbut wrote:"You have any video of who or what took the shot? Have to got close up video of the damages I can see quickly?"
"We don't," Carla shakes her head. "The only footage we have is from the midday traffic choppers that were nearby. You'll be the first people on the scene."

Barricade and Edison formulate a plan to mobilize the active team members. Barricade will lead the flyers, while Edison drives the remaining members in the remaining hovertruck. Unfortunately, that planning is undone when Lenok decides to dash off on his own to scout. Sensing that the risk, Shazbut decides to follow after 'on foot'.

Before Barricade can take off, Trent stops the group. "Edison, you can keep up with Barricade if you put the hovertruck in fly mode. Be careful, the landing can be rough.^"

As Lenok gets close to the scene he can already see the carnage. Dawn's van is still on fire, and so are the two cars that flew right into the side of the jail. This might explain why only two prisoners are getting into the yard now. But before he can get a handle on the situation, a high pitched shriek bores a hole into his brain. The sound is so piercing that he cannot stay in the air. The last thing he falling to the ground is a man wearing red goggles standing on a rooftop. This man is holding a large silver cannon that he keeps trained on Lenok as he goes down.

Shaz reaches the corner of the jail just in time to see Lenok crash into the corner of a building (-11 S.D.C., lose initiative next round). Lenok bounces off the rooftop and the lands on a car with such force that it is pushed into the car in the next lane. Bricks tumble down on to the three cars stopped at the light and the punch drunk dragon (-100 S.D.C. to Omega suit). A young man gets out of the car behind Lenok (the red car on the map), but no one is moving from the two cars Lenok is crashed into.

WHAT ARE YOUR INTENTIONS?

* Shawn, you are free to write the details that Dawn reports to the Omega Base.
** I decided to remix Barricade's dialogue to keep the flow the scene brisk.
^ To land a flying hovertruck, roll your automobile skill -50%.
Jailbreak 1.jpg
Notes on map: PC's are indicated by the letters that correspond to their names ('DB' is Dawn Breaker, 'Len' is Lenok, etc.), the red circle is the man Lenok saw before falling to the ground, the two purple dots are the inmates that have exited the jail. The blue truck next to DB is the Omegas hovertruck.
User avatar
Sinner-G
Posts: 44
Joined: Sat Mar 11, 2023 3:57 pm

Re: Omega Base: Plainsong

Post by Sinner-G »

Perception (I am not sure of my robotic senses bonuses, but total at least 21%): 1d100: [79] = 79
JIC (d20/d%): 1d20: [13] = 13 / 1d100: [18] = 18

Gideon notices the collision and explosion and thinks, That had to be deliberate, and since this is a jail, it is probably a jailbreak. I think this calls for Sinner-G not Gideon.

Gideon heads around the building to the narrow alley and changes into his costume. He may need his weapons and armor is this is a fight with escapees. He knows how to put it on quickly, but he begrudges every second of the time it takes before her runs back around the building as Sinner-G.

Gideon notes, Too many moving parts here, I do not know who is who. My best bet is to put myself in that hole and plug it so no one gets out.

If he sees any people in jail gear, outside the wall, he will move to intercept them. If he does not, he will head toward the perimeter break on the jail, anyone trying to escape will head there, it is the best place to bottle them up.

Gideon probably will not be able to sort out the people in the vehicles outside, but if he happens to see the the fellow with the sonic rifle shooting the dragon...well honestly, he might not be able to figure that out either, best to stick with bottling up the hole in the wall so no one gets out.
OOC Comments
While changing and getting to the hole will probably take at least 2 rounds, it is possible he will have to fight either on his way there, or once he gets there...

Detect Ambush (45%): 1d100: [87] = 87

Initiative: 1d20+9: [16]+9 = 25 , Actions/Round 6, Strike bonus +8, Parry Bonus +13, Dodge +14, Damage Karate Kick 2d4+23, Sonic Blast 3d6
Action 1) Move to position, Dodge attacks as needed 1d20+14: [13]+14 = 27
Action 2) Attack anyone who is clearly trying to escape or who attacks him 1d20+8: [2]+8 = 10 , Damage 2d4+23: [3, 1]+23 = 27 , Parry 1d20+13: [18]+13 = 31
Action 3) Continue holding hole. Attack 1d20+8: [16]+8 = 24 , Damage 2d4+23: [1, 1]+23 = 25 Parry 1d20+13: [14]+13 = 27
Action 4) Continue blocking, Attack 1d20+8: [16]+8 = 24 , Damage 2d4+23: [2, 3]+23 = 28 . Parry 1d20+13: [5]+13 = 18
Action 5) Continue Blocking, Attack 1d20+8: [6]+8 = 14 , Damage 2d4+23: [2, 4]+23 = 29 , Parry 1d20+13: [12]+13 = 25
Action 6) Reserved for dodge 1d20+14: [15]+14 = 29
Sinner-G
HP: 44 SDC: 136 Skeleton has a Natural AR of 17 and 2000 SDC
Perception: 56% (+3%),
recognize odors 75%, recognize person by scent 45% track by smell/taste 55% Estimating the distance of the sound at 70% (+5% per level) Estimating the speed and direction of approach at 60% (+5% per level) Recognize a voice or sound through intense concentration at 50% (+5% per level) (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill), Imitate a voice at 30% (+5% per level)

Heals at a rate of 1d4 HP or SDC per minute, or 2d4*10 HP or SDC per hour for serious injury, Automatic Self-surgery 75%
Number of Attacks: 6, Initiative Bonus: +9, Strike Bonus: +8 (+5 PP bonus), Parry Bonus: +13, Dodge Bonus: +14
Disarm Bonus: --, HTH Damage Bonus: +23, Bonus to Roll w/Punch or Fall: +11, Bonus to Pull a Punch: +8


Ledger
User avatar
Edison
Posts: 154
Joined: Thu Dec 02, 2021 10:10 am

Re: Omega Base: Plainsong

Post by Edison »

Perception: 1d100: [56] = 56 /56%
Just in Case: 1d20: [12] = 12 ; 1d100: [91] = 91
Conditions: None.
Edison Mk. 2: AR: 19; S.D.C.: 350/350; Shield: 200/200
Armored Undersuit: AR: 12; S.D.C.: 40/40
AR-15 w/ Masterkey: Payload: 5.56: 20/20; 12 Gauge: 7/7
MP950 Payload 50/50
Sentry Gun: Payload: 100/100


Pilot: Hover Craft (Ground) 1d100: [49] = 49 /55% (land Hovercraft safely.)
Sensory Equipment 1d100: [24] = 24 /70% (Keeping out of other things flight path)

Edsion nods when Trent ells him of the flight mode. "On it. Come on, we have to catchup to those that rushed ahead." Edison says as he gets behind the wheel of the hovercraft. "Hold onto your buts!" Edison says as he rockets out of the garage and engages flight mode on the truck, pulling her into the air. Edison checks the vehicles radar, and tries not to hit anything low flying while in route. I can only imagine the chaos down there right now. Edison thinks as he banks the vehicle towards Willingham, upping the speed to near max.

"When we touch down, we look for the following things. Folks in danger, Prisoners running away, and anything that looks like evidence." Edison says to those in the car as he nears the site. "Damn they sure did a number on the building." Edison says as he puts the hover truck down near the other one. "Let's move people." Edison says as he dismounts.

Attacks: 4 (+1 w/Handguns/Rifles)
Initiative: 1d20+2: [9]+2 = 11 (+4 w/Handguns/Rifles)

No actions noted, as Edison has no idea of the situation at the moment.

Parries as needed: 1d20+9: [11]+9 = 20 , 1d20+9: [5]+9 = 14 , 1d20+9: [19]+9 = 28 , * 1d20+9: [8]+9 = 17 .
Dodges vs Ranged Attacks: 1d20+9: [17]+9 = 26 , 1d20+9: [6]+9 = 15 , 1d20+9: [3]+9 = 12 , * 1d20+9: [10]+9 = 19 .
Edison
“Why is it my job to save these people? Why do I have to be some kind of hero?” ~Dean Winchester
User avatar
Lenok
Diamond Level Patron
Posts: 191
Joined: Fri Sep 03, 2021 6:30 am
Location: USA

Re: Omega Base: Plainsong

Post by Lenok »

Perception 94%: 1d100: [13] = 13
JIC: 1d20: [14] = 14
JIC: 1d100: [66] = 66
Initiative: 1d20+6: [1]+6 = 7
APM: 11
Chemistry 64% 1d100: [56] = 56
Detect Concealment 59% 1d100: [26] = 26
Detect Ambush 65% 1d100: [47] = 47
Law 69% 1d100: [89] = 89
Invisibility power being rolled but JIC someone can see invisible here is Prowl 69% 1d100: [29] = 29 -70% modifier to items or people trying to detect see patron item boots of erasure.


human/dragon/superhero form active


Hovering himself up, he looks into the car to see if the passengers are alive, though with 4 tons landing on them, he is pretty sure that isn't the case.

He looks to the top of the roof across from him, with the shooter, and at max speed flies directly at him on the corner of the building, hitting him with
strike 1d20+9: [1]+9 = 10 / Damage 1d6*10+44: [1]*10+44 = 54 +60 from speed
, trying to knock him into the air like a child playing kickball. If he is still moving on the way down, he will hit him with
strike 1d20+12: [12]+12 = 24 /Damage 6d6+11: [3, 5, 1, 3, 3, 1]+11 = 27
. ~Can't play with someone who has no problem hurting and killing innocents, without risking others.~

If the Goggled enemy is still up and going after that, he will send a directed sound attack in the act of a
Strike 1d20+9: [19]+9 = 28 /damage 3d6+6: [2, 4, 2]+6 = 14 Deafens targets 46% 1d100: [5] = 5
at him, and finish up by making metal appear around his face, cutting him off from the world of senses, leaving enough gap around his neck to allow air in.

He mentally puts in a call for medics through the radio frequency ability for injured civilians at the southern east adjacent intersection of the prison, if street signs are visible he will give the cross streets, changes frequency to the police and omegas frequency and advices a shooter was on the roof, watch for snipers.

Additional rolls and notes
Initiative Bonus: +3 +6
Strike Bonus: +7 +9
Parry Bonus: +11 +14
Dodge Bonus: +11 +17
Auto Dodge Bonus: +5 +15
Armor rating:(Last-first) Invunerable :Natural 13 sdc 371/ 2nd Omega suit 17 sdc 250/ 1st ME: Metal 17 sdc 240 /Aps Light: Intangible
Weapon Proficiencies:
Paired Weapons
Sword: +2 +3= 12 to Strike, +2 +3=17 to Parry
Shield: +2 to Parry +16, +1 to Strike +10/ Mystic Shield 200 sdc
Knife: +1 to Strike when Thrown, +1 to Strike, +1 to Parry
Pistol: +7 to Strike w/Aimed shot, +3 to Strike w/Burst

Parry Rolls (1. 1d20+14: [1]+14 = 15 (2. 1d20+14: [1]+14 = 15 (3. 1d20+14: [6]+14 = 20 (4. 1d20+14: [6]+14 = 20 (5. 1d20+14: [9]+14 = 23 (6. 1d20+14: [1]+14 = 15 (7. 1d20+14: [16]+14 = 30 (8. 1d20+14: [7]+14 = 21

Dodge rolls: (1. 1d20+17: [4]+17 = 21 (2. 1d20+17: [2]+17 = 19 (3. 1d20+17: [1]+17 = 18 (4. 1d20+17: [5]+17 = 22 (5. 1d20+17: [13]+17 = 30 6. 1d20+17: [11]+17 = 28 (7. 1d20+17: [13]+17 = 30 (8. 1d20+17: [12]+17 = 29

Auto-Dodge rolls: (1. 1d20+15: [3]+15 = 18 (2. 1d20+15: [2]+15 = 17 (3. 1d20+15: [2]+15 = 17 (4. 1d20+15: [20]+15 = 35 (5. 1d20+15: [5]+15 = 20 6. 1d20+15: [9]+15 = 24 (7. 1d20+15: [2]+15 = 17 (8. 1d20+15: [11]+15 = 26

Roll w/Punch: (1. 1d20+10: [14]+10 = 24 (2.[roll=]1d20+10[/roll] (3. 1d20+10: [2]+10 = 12 (4. 1d20+10: [15]+10 = 25 (5. 1d20+10: [5]+10 = 15 (6. 1d20+10: [8]+10 = 18 (7. 1d20+10: [13]+10 = 23 (8. 1d20+10: [18]+10 = 28

Additional rolls just in case d20's: (1. 1d20: [13] = 13 (2. 1d20: [11] = 11 (3. 1d20: [4] = 4 (4. 1d20: [5] = 5 (5. [roll=]1d20[/roll] (6. 1d20: [2] = 2 (7. 1d20: [14] = 14 (8. 1d20: [19] = 19

Additional rolls just in case d100's: (1. 1d100: [67] = 67 (2. 1d100: [61] = 61 (3. 1d100: [86] = 86 (4. 1d100: [50] = 50 (5. [roll=]1d100[/roll] (6. 1d100: [41] = 41 (7. 1d100: [80] = 80 (8. 1d100: [60] = 60
Lenok
Description
Normal Human Description: A 27 year old Japanese/Caucasian male, approximately 5'10" appearing around 180 lbs, dark hair and eyes, wearing a black shirt, jeans, and boots. (when not in Omega suit) Appears to be in peak physical condition. Picture available on character sheet.

Dragon form Appearance: 30 ft long in 15' tall, Weight: 8,000 lbs. Violet Serpentine winged dragon, wearing some sort of Uniform (Omega suit) / Horror factor: 17, Picture available on character sheet.
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

Perception: 1d100: [44] = 44 / 39%
JiC d20 | d100: 1d20: [18] = 18 | 1d100: [52] = 52

"Omega HQ, this Dawn Breaker. My van went along West Norwood the neighborhood, north up Piotr Road, before turning on Mik Lane, and then going back south on Ilyana Road and head east on Pryde Street and Norwood to Willingham. It was used as a bomb to bust a hole in a prison wall. Formation driving with two other vehicles suggests it was remote controlled and may have been operated or deployed from the West Norwood area. Dawn Breaker out" she radios stepping out the hover vehicle.

"Well this day gets better. and who are you?" she says to herself spotting the person blocking the hole in the wall. The mutant pulls up the hood and face mask then approaches the hole in the wall and the hero blocking it. At least he looks like a hero telling by the act of blocking the breach and that outfit. Extending her Whip swords wraps them around her arms to keep them from getting tangled. It would save time extending if she needed to engage in hand to hand.

not a bad idea. I should join him. she walks quickly over to him and nocks a Neural-stun Arrow as speaks to him.

It would be better to not kill prisoners if she can help it. can't interrogate dead people as easy. so stun arrows it is. Dawn thinks.

"Howdy, Names Dawn Breaker. But friends call me 'Dawn'. It looks like you could use some help. Mind if join you?" she asks giving a brief look at him.I wonder if this guy works for Chimera or someone else? she thinks with a brief moment of concern He is trying to keep them in, so he's probably a good guy. as she is taking a spot beside him . Taps her comm in her neck, "HQ, Dawn Breaker here. I found some help and we are guarding the breach in the wall. Dawn breaker out"

Should a Prisoner try to run: (intimidate: 1d100: [57] = 57 / 50%)
"Stay where you are and you will not be harmed." then fires a warning shot in the form of a near hit.

Skill checks
Detect Ambush 1d100: [31] = 31 / 65%
Intelligence 1d100: [66] = 66 / 64% (does she recognize the uniform of Gideon's or the prisoners)
I.D. Undercover Agent 1d100: [12] = 12 / 62% (does she recognize the uniform of Gideon)
Find Contraband, Weapons, & Cybernetics 1d100: [16] = 16 / 58% (does she recognize the uniform of Gideon's or the prisoners)
Detect Concealment 1d100: [81] = 81 / 60%
Initiative: 1d20+2: [4]+2 = 6
APM:5 (+1 with Whip swords)
(targets prisoners or those helping them escape)
1. Explosive Arrow - (8 inch Blast radius) (warning shot) 1d20+9 , Damage: 2d6: [3, 6] = 9
2. Neural-stun Arrow 1d20+9: [18]+9 = 27 or switch to Whip swords (if immune to neural stun/in hth) 1d20+2: [8]+2 = 10
3. Neural-stun Arrow 1d20+9: [5]+9 = 14 or switch to Whip swords (if immune to neural stun/in hth) 1d20+2: [13]+2 = 15
4. Neural-stun Arrow 1d20+9: [15]+9 = 24 or switch to Whip swords (if immune to neural stun/in hth) 1d20+2: [12]+2 = 14
5. tackle/Block escaping prisoner/s: 1d20+9: [15]+9 = 24

Parry: (if needed)
1d20+8: [11]+8 = 19 , 1d20+8: [18]+8 = 26 , 1d20+8: [9]+8 = 17 , 1d20+8: [1]+8 = 9 , 1d20+8: [10]+8 = 18
Dodge: (if needed)
1d20+9: [20]+9 = 29 , 1d20+9: [8]+9 = 17 , 1d20+9: [13]+9 = 22 , 1d20+9: [18]+9 = 27 , 1d20+9: [20]+9 = 29

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Sinner-G
Posts: 44
Joined: Sat Mar 11, 2023 3:57 pm

Re: Omega Base: Plainsong

Post by Sinner-G »

(Rolls carried over)
Dawn Breaker wrote: Sun Aug 04, 2024 1:37 am "Well this day gets better. and who are you?" she says to herself spotting the person blocking the hole in the wall. The mutant pulls up the hood and face mask then approaches the hole in the wall and the hero blocking it. At least he looks like a hero telling by the act of blocking the breach and that outfit. Extending her Whip swords wraps them around her arms to keep them from getting tangled. It would save time extending if she needed to engage in hand to hand.

not a bad idea. I should join him. she walks quickly over to him and nocks a Neural-stun Arrow as speaks to him.

It would be better to not kill prisoners if she can help it. can't interrogate dead people as easy. so stun arrows it is. Dawn thinks.

"Howdy, Names Dawn Breaker. But friends call me 'Dawn'. It looks like you could use some help. Mind if join you?" she asks giving a brief look at him.I wonder if this guy works for Chimera or someone else? she thinks with a brief moment of concern He is trying to keep them in, so he's probably a good guy. as she is taking a spot beside him . Taps her comm in her neck, "HQ, Dawn Breaker here. I found some help and we are guarding the breach in the wall. Dawn breaker out"

Should a Prisoner try to run: (intimidate: 1d100: [57] = 57 / 50%)
"Stay where you are and you will not be harmed." then fires a warning shot in the form of a near hit.
Gideon's enhanced hearing lets him know someone is approaching, and thinks I hope this is not a hostile trying to flank me and prepares to act if they are hostile. Fortunately, this seems to be someone with the same idea.

Gideon will reply, "I am called Sinner-G. I do not know who did this, but I think keeping the prisoners in prison is probably the best idea"

This lady seems more convincing than he would be, so he will let her do the talking.
OOC Comments
If she has encountered the right information, Dawn may recognize the costume as that of an experimental Super Soldier called Private Prototype.
Gideon is not sure if weapons will prove a more useful deterrent than fists, but he is pretty sure those are not standard arrows she is using. He tries to get a better understanding of the situation.

Intelligence (45%): 1d100: [27] = 27
Sinner-G
HP: 44 SDC: 136 Skeleton has a Natural AR of 17 and 2000 SDC
Perception: 56% (+3%),
recognize odors 75%, recognize person by scent 45% track by smell/taste 55% Estimating the distance of the sound at 70% (+5% per level) Estimating the speed and direction of approach at 60% (+5% per level) Recognize a voice or sound through intense concentration at 50% (+5% per level) (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill), Imitate a voice at 30% (+5% per level)

Heals at a rate of 1d4 HP or SDC per minute, or 2d4*10 HP or SDC per hour for serious injury, Automatic Self-surgery 75%
Number of Attacks: 6, Initiative Bonus: +9, Strike Bonus: +8 (+5 PP bonus), Parry Bonus: +13, Dodge Bonus: +14
Disarm Bonus: --, HTH Damage Bonus: +23, Bonus to Roll w/Punch or Fall: +11, Bonus to Pull a Punch: +8


Ledger
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

Sinner-G wrote:"I am called Sinner-G. I do not know who did this, but I think keeping the prisoners in prison is probably the best idea"
"Nice to meet ya, Sinner G. a sound plan. I have reinforcements coming as we speak. You'll be fine I will vouch for ya." she answers. He seemed okay and her instincts trusted him.

"They busted a hole that means they will send someone to pick them up. Lets hope my new friends get here first." the mutant says looking over her shoulder a moment. gonna miss that van. it was a connection to an old friend. Kara, forgive me losing it. she thinks.

As prison breaks go it was not a bad plan. remote or get invulnerable types drive in explosive vehicle into a wall then send in a pick up team. This had to have some inside work Dawn could hopefully use to get a lead.

She would likely need to pull out her S-10 badge to look at the guard roster and see if there were any last minute changes or guards that had a history. they were not paid as much as they should in many cases so a bribe was good way to get favors. For now her and her new friend had a job to do.

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Sinner-G
Posts: 44
Joined: Sat Mar 11, 2023 3:57 pm

Re: Omega Base: Plainsong

Post by Sinner-G »

(Rolls carried over)
Gideon has had a couple of minutes to think, and says for the benefit of his fellow hero, "I can see three possible reasons for this attack, and they are not mutually exclusive. First, there is someone, or a group of people, they wish freed, that is the most obvious. Second, they wish to draw heroes here, into the open, for an attack. Third, they want the heroes here so they are NOT somewhere else."
Dawn Breaker wrote: Sun Aug 04, 2024 5:43 am "Nice to meet ya, Sinner G. a sound plan. I have reinforcements coming as we speak. You'll be fine I will vouch for ya." she answers. He seemed okay and her instincts trusted him.

"They busted a hole that means they will send someone to pick them up. Lets hope my new friends get here first." the mutant says looking over her shoulder a moment. gonna miss that van. it was a connection to an old friend. Kara, forgive me losing it. she thinks.
He knows she is right, if the first is true, then someone will be here to pick us the escapees...and we are likely to come under attack from those people to allow their target to escape. He reminds himself, You have enhanced senses, use them.

recognize odors (75%): 1d100: [6] = 6
recognize person by scent (45%): 1d100: [3] = 3
Estimating the distance of the sound at (70%): 1d100: [5] = 5
Estimating the speed and direction of approach at (60%): 1d100: [66] = 66
Sinner-G
HP: 44 SDC: 136 Skeleton has a Natural AR of 17 and 2000 SDC
Perception: 56% (+3%),
recognize odors 75%, recognize person by scent 45% track by smell/taste 55% Estimating the distance of the sound at 70% (+5% per level) Estimating the speed and direction of approach at 60% (+5% per level) Recognize a voice or sound through intense concentration at 50% (+5% per level) (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill), Imitate a voice at 30% (+5% per level)

Heals at a rate of 1d4 HP or SDC per minute, or 2d4*10 HP or SDC per hour for serious injury, Automatic Self-surgery 75%
Number of Attacks: 6, Initiative Bonus: +9, Strike Bonus: +8 (+5 PP bonus), Parry Bonus: +13, Dodge Bonus: +14
Disarm Bonus: --, HTH Damage Bonus: +23, Bonus to Roll w/Punch or Fall: +11, Bonus to Pull a Punch: +8


Ledger
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

Rolls maintained
Skill:
Radio: Basic 1d100: [62] = 62 / 90%

"They did use stolen vehicles to bust in. it fits the scenario." she takes in the idea and is not fond of being set up. A false event to draw in a target was a simple trap that was used by one of her CQB instructors as part of a test.

The woman remembered her and three others working that test a few times and having to use every trick they knew to beat it. It was a fun and educational experience. This one was not fun and every instinct told her to be careful. If they were busting the prisoners out to kill them it would be easier. Then all they would need to do is go back inside. I wonder who is being busted out? Dawn thinks then taps her comm.

Omega HQ can you get me a line into the prisons security? would be useful to know what is happening inside and who the prisoners being busted out are. she radios.

something is not right. I do not like this, she thinks. If she had hairs on the back of her neck they would be standing on end.

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Red Sable
Posts: 54
Joined: Fri May 05, 2023 4:11 pm

Re: Omega Base: Plainsong

Post by Red Sable »

Base -- 39%
Bionics:
  • Vision (day or night) -- 59%
  • Hearing -- 59%
  • Motion -- 44%
d100: [43] = 43
JIC: D20= 1d20: [10] = 10 ; %= 1d100: [4] = 4
===

Gina's fears seem validated when people fly off on their own, but she stays focused on the job and what semblance of a chain of command she can find. She foregoes her initial thought of the hoverbike to stick with the team and to not give the escapees a getaway vehicle.

As she climbs aboard the hover transport, it somehow feels weird to her not being the pilot. A tidbit about her brain fog to file away for later.
Edison wrote: Sat Aug 03, 2024 9:03 am "When we touch down, we look for the following things. Folks in danger, Prisoners running away, and anything that looks like evidence." Edison says to those in the car as he nears the site. "Damn they sure did a number on the building." Edison says as he puts the hover truck down near the other one. "Let's move people." Edison says as he dismounts.
Red Sable hops out to the street. With so much attention already on the crash site, she focuses on Edison's second item on the list, and sprints toward the hole blown through the prison walls.

She accelerates to the speed of a runaway car through the intersection, lengthens her stride once she clears the sidewalk, and leaps through the wrecked wall. She tucks into a forward flip and lands in the path of the fleeing prisoners ((like a
black-widow-super-hero-landing-pose.jpg
)).

"Hey, boys. What's the hurry? Got someplace to be?"

On everyone's next collective breath, Red Sable releases the electrical charge that had been building in her right hand in an attempt to taze the prisoners, since they said in the briefing that none of them had superpowers.

If that works, she performs takedown maneuvers and slaps zip ties on them before more show up (which she knows they will).

If stunning them does not work, she unsheaths her billy clubs and engages them in melee.
===

Initiative: 1d20+3: [8]+3 = 11
  • Action 1: Spectacular Entrance
  • Action 2: Ranged Electrical Discharge at prisoner 1 1d20+1: [13]+1 = 14
    -- Save vs toxins = Dazed: -10 to st/p/d for 2D4 melees.
  • Action 3: Same on prisoner 2 = 1d20+1: [8]+1 = 9
  • Action 4: If they are both dazed, Takedown and zip-tie them with remaining actions
    -- or Draw Nightsticks (Divide damage below between each prisoner)
  • Action 5: Nightsticks = 1d20+8: [17]+8 = 25 -- 1d20+8: [20]+8 = 28
    -- Damage: 1d6+13: [1]+13 = 14 -- 1d6+13: [1]+13 = 14
  • Action 6: Nightsticks = 1d20+8: [19]+8 = 27 -- 1d20+8: [18]+8 = 26
    -- Damage: 1d6+13: [3]+13 = 16 -- 1d6+13: [2]+13 = 15
  • Parries as needed: 1d20+11: [9]+11 = 20 -- 1d20+11: [18]+11 = 29 -- 1d20+11: [13]+11 = 24 -- 1d20+11: [8]+11 = 19 -- 1d20+11: [14]+11 = 25 -- 1d20+11: [2]+11 = 13
  • Reserve 2 actions for dodges instead of nightstick attacks if needed: 1d20+15: [12]+15 = 27 -- 1d20+15: [12]+15 = 27
Character Sheet: https://pbprpg.org/forums/viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 19
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

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

HP: 29
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 155 lbs (250 lbs)
--

HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +6 (+9 unarmed)
Parry Bonus: +9 (+14 unarmed)
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

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

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

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Omega Suit
AR: 17
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15
or

Bespoke Armored Seal Suit
S.D.C. by Location:
  • Arms: 20 each
  • Legs: 30 each
  • Main Body: 70
Features: The suit forms seals at the cuffs and collar.

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6 (Explosive = 8D6)
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

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

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

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Steiblah
Posts: 146
Joined: Tue May 31, 2022 4:49 am

Re: Omega Base: Plainsong

Post by Steiblah »

-----------------------------------
Perception: d%: [24] = 24 | 81%
JIC: 1d20: [16] = 16 | d%: [69] = 69
-----------------------------------
Steiblah Character Sheet
  • Nightvision 120 ft, keen normal vision, see the invisible
  • Turn into mist at will
  • Track by smell 45% (+15% to track a blood scent)
  • Dimensional teleport 51%
  • Bio-regenerates 3d6 MDC (HP or SDC) per melee round
  • Resistant to cold (half damage); impervious to toxic gases, heat, and fire (plasma/MD/magic fire does half damage)
  • Self and up to 300 additional pounds up to five miles away at will, 73%+3%/level
  • Magically speaks and understands all languages at 98%
  • Can shape change into any living creature, intelligent or animal, as long as it is no smaller than one foot and no larger than 10 feet. Impersonation skill is 96% if the subject is in her presence, 82% if very familiar with the individual or working from photos/video, 40% if working from memory and with little personal knowledge of the subject. The Raksasha may use her shapechanging abilities to alter or improve the disguise at any time.
  • 94% if the Raksasha is very familiar with the individual, 80% if working from a good sound recording, 30% if working from memory or with little knowledge of the subject.
  • Silver weapons do equivalent MD. In SDC worlds: Weapons made of, or coated in, silver do double damage.
    • Increased Range by 50%: All the ranges of super powers, psionics, magic, senses (even mundane ones) receive the +50%
    • Increased S.D.C. by 50%
    • Increased ISP by 50%:
      plus recovers 9 per hour of meditation, 3 per hour of rest/sleep
    • Increased PPE by 50%: plus recovers 15 per hour of meditation, 8 per hour of rest
    • Increased Healing: rolled 2+1=3. x3 multiplier
    • Incredible ISP Recovery [Mega Psi Power]: recovers ISP at 6 per minute of meditation or rest, 1 per minute of activity.
    • Achilles Heel: Extremely Bound to Good Karma Needs to act according to good karma (GM discretion). Without the aid of good karma, the hero has all combat bonuses reduced in half, loses one attack, and skills are -35%.

  • PPE: 900/900
    ISP: 1050/1050
    HP: 78/78 +5 (SoM)
    SDC: 45/45
    Natural AR: 10
Saving Throw Bonuses
Coma/Death: +28% (SoM)
Toxins (15+): +10 +2(SoM)
Magic (varies): +11 +2(SoM)
Lethal Poison (14+): +10 +2(SoM)
Non-Lethal Poison (16+): +10 +2(SoM)
Insanity (12+): +7
Psionics (10+): +7
HF: +12
Possession: +2 (additional)
+4 to all other saving throws

Steiblah's preferred form is that of a diminutive, skinny, brown-tabby furred humanoid with the head of a lynx or housecat.
Conditions
    • Presents as level 2.
    • No alignment alteration.
    • Psychic ability: Show ISP level to be lower, ~50-100 total ISP.
    • Conceal amount of base PPE. Only 1-2 points.
    • Conceal the presence of magic.
    • Attributes appear to be 1/2 of what they really are.
    2hrs 15.25 min.
  • Enhanced Perception. 5.00 min. +15% Perception, +1 strike, +2 parry/dodge, +10% to any skill that relies on basic senses. +50% to all natural senses.
Edison wrote: Sat Aug 03, 2024 9:03 am"When we touch down, we look for the following things. Folks in danger, Prisoners running away, and anything that looks like evidence." Edison says to those in the car as he nears the site. "Damn they sure did a number on the building." Edison says as he puts the hover truck down near the other one. "Let's move people." Edison says as he dismounts.
Folks in danger... Steiblah mentally confirms. That should be Good Guy Steiblah's first priority.

Steiblah dismounts the hover truck and dons the appearance of Steven Resch, psi-healer, before he fully exits. As everyone gains their bearings, he augments himself with
  • Enhanced Reflexes (-10 ISP) 10.00 min [+1 APM, +3 init, +1 strike, +2 parry/dodge, +2 to PP, +15% physical skills]
  • Mind's Eye (-8 ISP) 10.00 min [+3 init, +1 strike, +2 parry/dodge]
  • Strength of Mind (-10 ISP) 10.00 min [+10 PS, +5 PE, +20 SDC]
  • Summon Inner Strength (-4 ISP) 50.00 min [+10 SDC, +2 save vs poison, +5% save vs coma/death]
  • Telepathy: Superior (-8 ISP) 10.00 min
  • Empathic Charisma (-10 ISP) 25.00 min [MA +[/roll]1d4+2[/roll], PB +2, trust/intimidate/charm/impress 85% minimum]
(-50 ISP total) to prepare himself for the efforts ahead. He finds himself a little surprised that his sixth sense hasn't triggered given the amount of mayhem around them.

When someone ((presumably Shazbut based on OOC discussions)) explains that there are injured civilians to the south where Lenok crashed, Steve will hustle in that direction to lend aid. "I will go tend to the injured civilians." he will acknowledge on the team communication channel.

Once he gets there, he tries to scan the surface thoughts of the injured and tries to allay their fears ((Trust. d%: [22] = 22 | either 85% or MA 18+EC roll)), "Hold still, I'll get you out of there and all patched up in a moment."

Steiblah will put up a TK: Force Field to protect everyone while he works. He does a quick triage to see who is most injured and who he can help most expediently. But his goal is to save everyone.

((Empathic Charisma re-roll since it doesn't work within inline code. 1d4+2: [3]+2 = 5 ))
User avatar
Shazbut
Diamond Level Patron
Posts: 215
Joined: Thu Sep 16, 2021 6:59 pm
Location: Century Station

Re: Omega Base: Plainsong

Post by Shazbut »

JIC: 1d20: [3] = 3 , 1d100: [92] = 92
Perception: 70% / 1d100: [22] = 22 (SUCCESS)

  • Mimic active: no
  • Conditions: None
  • Passive Abilities
    • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
    • Impervious to radiation that is normally deadly to humans.
    • Immune to horrific nauseating scents.
    • Superior vision about five times better than normal humans, which means an 18 inch sign can be read a mile away.
    • Nightvision - 500 feet (152.4 m).
    • Can see ultraviolet light.
    • Radiates low levels of radiation.
  • H.P.: 28/28
  • S.D.C.: 268/268
  • A.R.: 17 (Omega Suit), 10 (Void Form)
  • Omega Suit S.D.C by location: Arms 90/90 each, Legs: 100 each, Main Body: 250, *Body Camera: 15


The skunk had wanted to pretend ride an invisible Skunkmobile to the jail, but the reality of the situation strikes home and abandoned the idea. So he hovers in front of the jail, his eyes scanning the scene with practiced efficiency. The gaping hole in the wall is a concern, but the crumpled car across the street sends a shiver down his spine.

This is bad! Who crushes cars?

A flicker of concern crosses his face as he looks up and what might have fallen onto it. But there's no sign of debris. He calls it in.

Keying his radio, his voice cuts through the chaos. "We got crushed cars, 3 I thinks!" he reports, his tone urgent. "Southwest side of the jail. I try to help but could use a doctor quick."
Steiblah wrote: Sun Aug 04, 2024 9:56 am When someone ((presumably Shazbut based on OOC discussions)) explains that there are injured civilians to the south where Lenok crashed, Steve will hustle in that direction to lend aid. "I will go tend to the injured civilians." he will acknowledge on the team communication channel.
Shazbut materialises next to the crushed cars with the speed of a bullet. His black and white fur ripples in the wind as he skids to a halt, and his eyes scan the wreckage for any signs of survivors. He doesn't know what raw power was unleashed upon the car, and has no idea it is an overweight invisible dragon.

With a surge of adrenaline, the skunk crouches down, his senses on high alert. He peers into each wrecked car as his heart pounds in his chest. All he can think is, I hopes there survivors.

When Steiblah arrives, Shazbut shouts and waves, "Here here! Quick!"
Steiblah wrote: Sun Aug 04, 2024 9:56 am Once he gets there, he tries to scan the surface thoughts of the injured and tries to allay their fears ((Trust. d%: [22] = 22 | either 85% or MA 18+EC roll)), "Hold still, I'll get you out of there and all patched up in a moment."

Steiblah will put up a TK: Force Field to protect everyone while he works. He does a quick triage to see who is most injured and who he can help most expediently. But his goal is to save everyone.
Shazbut with coordinate efforts with Steiblah, and he also checks the other two nearby cars in case folk are inside these also. Where needed, Shazbut braces himself and exerts careful strength on the twisted metal while avoiding harm to any within. Though he's not supernaturally strong, he can lift a fair amount.

Should any be awake, the skunk tries to calm them and assure them the weird mutant fuzzball is there to help.
Invoke Trust 96%: 1d100: [63] = 63 (SUCCESS)

"Help is here. We get you out of there." The skunk knows time is of the essence and lives might be at stake. He's determined to make a difference, and leave all the hero stuff to the others.
Shazbut
Natural Abilities
  • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
  • Impervious to radiation that is normally deadly to humans.
  • Can see ultraviolet light.
  • Radiates low levels of radiation.
User avatar
Steiblah
Posts: 146
Joined: Tue May 31, 2022 4:49 am

Re: Omega Base: Plainsong

Post by Steiblah »

((rolls carried over))
Shazbut wrote: Mon Aug 05, 2024 2:50 pm"Help is here. We get you out of there."
Steiblah's psi-healing efforts will be as follows:
  • Remove foreign objects (like car frame impaling) ((SN PS 47))
  • Stop Bleeding (-4 ISP) as frequent and generously as required
  • Wound Transfer (-12 ISP), prioritizing those that look most wounded first. Wait until the damage to Steiblah's person heals ((regens 3d6 HP/SDC per melee)) before applying another wound transfer to another individual.
  • Ask Shazbut to remove stabilize/healed individuals from accident site.
  • Repeat until all civilians are healed/safe.
User avatar
Tom Cassidy
Diamond Level Patron
Posts: 210
Joined: Sat Mar 03, 2018 7:24 pm
Location: Heroes Unlimited: Century Station

Re: Omega Base: Plainsong

Post by Tom Cassidy »

Perception: 1d100<69: [23*] = 1
JIC: 1d20: [5] = 5 / 1d100: [98] = 98
Initiative if needed: 1d20-1: [20]-1 = 19
APM: Currently 5 (normally 7; -1 for body armor and -1 for flight disc)

Conditions:
- Force Field SDC: 3,000/3,900
- Giant Force Construct Left Hand: 300/300 SDC, 75 minutes remaining
- Giant Force Construct Right Hand: 300/300 SDC, 75 minutes remaining
- Force Field Body Armor: 300/300 SDC, 48 minutes remaining
- Flying Force Disc: 390/390 SDC, 450mph max
CHIMERA wrote: Fri Aug 02, 2024 6:13 pm"Funny enough," Trent gives a knowing glance to Barricade, Edison, and Lenok, "One of the inmates is a friend of yours, Boris Geckle. Make sure he knows you're thinking about him."
Of course he is... Tom sighs. I hate it when I'm right sometimes. "Figures. Five bucks says that's the guy they're after. Call it a 'cop hunch' if you want."
CHIMERA wrote: Fri Aug 02, 2024 6:13 pmBarricade and Edison formulate a plan to mobilize the active team members. Barricade will lead the flyers, while Edison drives the remaining members in the remaining hovertruck. Unfortunately, that planning is undone when Lenok decides to dash off on his own to scout. Sensing that the risk, Shazbut decides to follow after 'on foot'.
Barricade rolls his eyes and sighs as "Dragon-Wrecking-Ball Z" barrels off on his own. That scaly-backed lunatic's gonna get himself -- or worse, someone else -- killed one of these days. "Carla, Trent, get on the horn with CSPD and let them know we're en route... and warn 'em that one's gonna likely be cloaked."
CHIMERA wrote: Fri Aug 02, 2024 6:13 pmBefore Barricade can take off, Trent stops the group. "Edison, you can keep up with Barricade if you put the hovertruck in fly mode. Be careful, the landing can be rough.^"
"Oh really..." Barricade smirks as his flight disc materializes under his feet. "We'll just have to see about that. Everybody be careful; whoever's packing that kind of firepower may be waiting to use it on reinforcements."

-----------------------------------------------

Despite his comments, Barricade is not interested on repeating (what he considers to be) Lenok's mistake in leaving the group behind and doesn't try to pull too far ahead of the hovertruck... especially if it looks like it's struggling to keep up.
Barricade's current top speed is 450mph; don't know about the hovertruck's


Along the way he manifests his giant energy fists, his energy shield, and his personal force field. I'll happily go the rest of my life without becoming an outer-space-junkyard-dog's chew toy again.
Edison wrote: Sat Aug 03, 2024 9:03 am"When we touch down, we look for the following things. Folks in danger, Prisoners running away, and anything that looks like evidence." Edison says to those in the car as he nears the site. "Damn they sure did a number on the building." Edison says as he puts the hover truck down near the other one. "Let's move people." Edison says as he dismounts.
If Barricade hears this over the comlink (OOC: he didn't specifically say 'keep comms open' but hopefully Edison did; if not ignore this bit) he nods. "Roger that, Edison, I'll see if I can put eyeballs on the perps in case they're hanging around."

If the group arrives in time to see Lenok crash, or sees Lenok attacking someone...
Barricade keys his comms. "Lenok's been hit! We got active shooters!" He crouches low on his disc and goes to max speed to close the distance as quickly as possible. "Lenok! What's your status? Where'd the attack come from?"

If Lenok gives the shooter's location -- or he sees Lenok attacking said shooter -- he'll try to swing around to the back of the building and come up behind him, hopefully taking him by surprise.


If he doesn't see Lenok crash, or doesn't see him engaging the shooter... "CSPD, this is the Omegas. We are on the scene attending to injured and working to secure the jail yard. Please advise status, over."
Dawn Breaker wrote: Sun Aug 04, 2024 1:37 am"HQ, Dawn Breaker here. I found some help and we are guarding the breach in the wall. Dawn breaker out"
"Roger that," Barricade replies, but his mind is already moving beyond the initial attack and the aftermath to what's next. Whoever's behind this had time to extract their target before we got here. Are we too late to stop the jailbreak? Or was this really more of an assassination? And if that's the case, who's the target -- someone in the jail, or someone they knew would respond?

As potential scenarios swirl in his mind -- each more unpleasant than the one before -- he starts sweeping the area from above, scanning for incoming threats while lending assistance to anyone (Omegas or civilians) who seem to need help.

Potential Combat Actions if Needed:
1.) Reserved for dodging -OR- grabbing shooter if possible. Strike: 1d20+1: [8]+1 = 9 / Dodge: 1d20+7: [19]+7 = 26 (flying)
2.) Reserved for dodging -OR- grabbing shooter if possible. Strike: 1d20+1: [14]+1 = 15 / Dodge: 1d20+7: [9]+7 = 16 (flying)
3.) Reserved for dodging -OR- grabbing shooter if possible. Strike: 1d20+1: [8]+1 = 9 / Dodge: 1d20+7: [16]+7 = 23 (flying)
4.) Reserved for dodging -OR- grabbing shooter if possible. Strike: 1d20+1: [4]+1 = 5 / Dodge: 1d20+7: [9]+7 = 16 (flying)
5.) Reserved for dodging -OR- grabbing shooter if possible. Strike: 1d20+1: [14]+1 = 15 / Dodge: 1d20+7: [8]+7 = 15 (flying)

Parrying if needed with Energy Shield: 1d20+9: [18]+9 = 27 , 1d20+9: [11]+9 = 20 , 1d20+9: [14]+9 = 23 , 1d20+9: [4]+9 = 13 , 1d20+9: [4]+9 = 13
User avatar
CHIMERA
Assistant Game Master
Posts: 442
Joined: Sun Feb 01, 2015 4:00 pm
Location: GM - HU:CS (Bravo); AGM - HU:CS (Alpha)

Re: Omega Base: Plainsong

Post by CHIMERA »

Act III: 19-2000
Willingham District Courthouse and Jail, 2530 S Calfinch Ave, Willingham, Century Station
Date: Thursday, April 23rd, 2043
Time: 1:36 pm
Weather: Slightly cloudy morning (58 degrees Fahrenheit)

Butcher's Bill
Dawn Breaker: -5 S.D.C. Omega suit
Lenok: -100 S.D.C. Omega suit; -11 S.D.C.
Sinner-G: -5 S.D.C. superhero costume


Panic on the streets of Midtown, there's panic on the streets of Willingham. Lenok has been shot down from the sky with a sonic cannon. He landed on the engine block of one car so forcefully that knocked into two other cars. Then they had several hundreds of pounds of bricks on the cars. Despite seeing several people still in their vehicles, all horrified and injured to varying degrees, Lenok dashes after his sniper. He flies feet first, kicking the side of the building as he lands on the roof; debris comes crashing on the opposite side of the street. Thankfully, pedestrians have already ran into the nearest storefront for safety. There is no sign of the shooter. The door to the stairwell slams shut, just as Lenok gains his bearings. Suspecting the door is trapped, he pauses. Sure enough, it explodes two seconds later. Lenok has temporarily lost sight of the man with the red goggles.

You might wonder to yourself, dear reader, if life could ever be sane again. An alien skunk slips down side streets. He radios the Omega Base, and notifies them that Lenok damaged three cars and then rushes to check for the people in them.
wrote:"We got crushed cars, 3 I thinks! Southwest side of the jail. I try to help but could use a doctor quick."
"Roger that, Shazbut," Trent replies. "I'll notify the paramedics, but you've got Steiblah on his way as well."

He rips open the driver door of the car in the left lane (that was hit by the car Lenok landed on), and pulls out a concussed driver. It takes a little more time to get the man in the passenger seat out, his broken leg was pinned down by the passenger door. As Shazbut is able to get him safely out Steiblah arrives on the scene and starts to provide some needed healing.

The driver of the car is concussed and has a broken nose from her airbags deploying, but otherwise she is unharmed. "What hit us? I felt the cars just get shoved to the side?"

Steiblah quickly treats her before focusing on her companion. Setting the broken leg is easy enough, and Steiblah's psionic powers allow it to mend so that by the end of this post the young can limp away. Meanwhile Shazbut moves to the car that Lenok landed on. He pulls the passenger side doors. Two young women in their mid 20's are in the back; both suffering some minor lacerations and very aggitated. The man in the driver seat is more severely injured; he is barely conscious and has a large head wound from hitting the side window.

Down the street, the jail has been blasted open, and prisoners are slowly making their way out. Both the hole in the jail wall and the one in the perimeter wall are littered with flaming debris. To make exiting the jail easier, two of the prisoners grab fire extinguishers and start to put out the flames. About a half a dozen are in the yard when Sinner-G and then Dawn Breaker arrive on the scene. The dash through the wreckage (-5 S.D.C. each) and introduce themselves to each other. Is this love at first sight, or just two masked individuals willing to trust complete strangers in this cynical world. Either way, they unite to keep the prisoners from escaping to the streets. Dawn fires an explosive arrow in the sky that stops all the prisoners in their tracks. She is close to successfully organizing a fire evacuation in a jail, but honey pie, you're not safe here.

Red Sable runs down the the street, leaps over the wall and immediately tazes the nearest prisoner. What was turning into an orderly exit from the building devolves into a full brawl. Red zaps a second prisoner who also falls to the ground, but there are now five more running at her to defend their fellow inmates.

Before you say, hang the blessed GM because of the games that I constantly play, this leaves Dawn, Red, and Sinner with the chance to decide how to subdue the prisoners. It will take two actions for the prisoners to reach Red. Dawn can fire her stun arrows; Red's stun charges were effective on the prisoners. Or she and Sinner can charge into a melee with an increasing number of unarmed individuals. Or you can find a different way to calm down the situation.

Barricade hovers above it all, surveying the chaos. The Omegas are slowly getting control of the situation. He can see Shaz and Steiblah attending to injured civilians, and the ensuing brawl in the jail yard. He also sees the rooftop Lenok is on explode (first from Lenok kicking the side of the roof, and then the bomb exploding), but he cannot spot the dragon. One other thing he does see is one of the traffic helicopters break away from the back and move closer to the jail. Unlike the others, it doesn't have the markings from a local TV station.
wrote:"CSPD, this is the Omegas. We are on the scene attending to injured and working to secure the jail yard. Please advise status, over."
"Roger that, Omegas" a new voice chimes in on the radio. "This is Captain Cole, Trent patched me into your channel. We're containing the streets around the courthouse right now. We have EMTs and firetrucks on standby from when you have the area secured. Over."

Edison is in a similar situation if not observation spot. He sees the helicopter flying towards the jail. And he also sees plumes of smoke and dust from the nearby rooftop (but he can only guess what caused them). People are already heading out of the building, including one lone figure with a long and oddly bulky trench coat.

WHAT ARE YOUR INTENTIONS?
Jailbreak 2b.jpg
Notes on map: Same as before, but the orange dots are escaped prisoners that have been subdued. Also, the red dot representing the sniper is gone as he has gone in doors for the moment. If you cannot spot your PC or anyone else on the map, feel free to IM me your questions.
User avatar
Shazbut
Diamond Level Patron
Posts: 215
Joined: Thu Sep 16, 2021 6:59 pm
Location: Century Station

Re: Omega Base: Plainsong

Post by Shazbut »

JIC: 1d20: [19] = 19 , 1d100: [65] = 65
Perception: 70% / 1d100: [44] = 44 (SUCCESS)

  • Mimic active: no
  • Conditions: None
  • Passive Abilities
    • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
    • Impervious to radiation that is normally deadly to humans.
    • Immune to horrific nauseating scents.
    • Superior vision about five times better than normal humans, which means an 18 inch sign can be read a mile away.
    • Nightvision - 500 feet (152.4 m).
    • Can see ultraviolet light.
    • Radiates low levels of radiation.
  • H.P.: 28/28
  • S.D.C.: 268/268
  • A.R.: 17 (Omega Suit), 10 (Void Form)
  • Omega Suit S.D.C by location: Arms 90/90 each, Legs: 100 each, Main Body: 250, *Body Camera: 15


Shazbut's eyes widen in astonishment as he watches Steiblah heal the hurt. He witnesses blood clotting and the skin knitting itself together. It is like witnessing a miracle, a scene straight out of a science fiction movie. Then he recovers himself and gets to work helping sort out this mess.
CHIMERA wrote: Tue Aug 13, 2024 8:42 am The driver of the car is concussed and has a broken nose from her airbags deploying, but otherwise she is unharmed. "What hit us? I felt the cars just get shoved to the side?"
Shazbut's eyes look concerned as the woman speaks. He nods, offering reassurance and a gentle smile. "You safe now," he says, his voice soft but firm. "We're going to get everyone out of here."

He hesitates for a moment, unsure of how much to reveal. Honesty important! But so is keeping peoples calm! The skunk doesn't want to start a panic. "I no know exactly what hit you," he admits, his voice filled with genuine curiosity. "But bad men are making trouble at the prison. But some good peoples are working on that."

With a reassuring pat on her shoulder, he turns his attention to the other cars. "Can you walk? You need to get away and inside. It's not safe here." He pauses, his eyes scanning the area for any potential threats. "I'll check other cars, make sure nobody else is hurt. You just focus on staying safe inside, yes?"
CHIMERA wrote: Tue Aug 13, 2024 8:42 amSteiblah quickly treats her before focusing on her companion. Setting the broken leg is easy enough, and Steiblah's psionic powers allow it to mend so that by the end of this post the young can limp away. Meanwhile Shazbut moves to the car that Lenok landed on. He pulls the passenger side doors. Two young women in their mid 20's are in the back; both suffering some minor lacerations and very agitated. The man in the driver seat is more severely injured; he is barely conscious and has a large head wound from hitting the side window.
Shazbut zips to the car that has borne the brunt of Lenok's unexpected landing. He looks at the two young women in the back seat, and the driver. His skunky heart pounds in his chest as he turns back to the women, and he offers a reassuring skunky smile. "You be okay," he says, his voice steady. "We're going to get you out of here." He reaches out to help them from the car, his movements gentle but efficient. "What is your friend's name?" he asks as he works to free the injured driver.

Shazbut repeats the name to the barely conscious man. He speaks softly, and his words are intended to calm the man. "It's okay," he repeats, and his voice is filled with empathy. "Help is here. We're going to get you out of here, and my friend is really good at fixing people up."

"Steve!" Shazbut calls out urgently, using the name Steiblah gives his current shape. His gaze returns to the injured man. "This man has a nasty head wound. He needs your healing magics."

When the skunk is not needed to pull folk from cars, he ensures they are hastening away in a safe direction.

Invoke Trust 96%: 1d100: [46] = 46 (SUCCESS)
Shazbut
Natural Abilities
  • Feel vibrations 72% accuracy. Cannot be snuck upon or caught by surprise from a nearby opponent. Range 45ft. (13.6m).
  • Impervious to radiation that is normally deadly to humans.
  • Can see ultraviolet light.
  • Radiates low levels of radiation.
User avatar
Sinner-G
Posts: 44
Joined: Sat Mar 11, 2023 3:57 pm

Re: Omega Base: Plainsong

Post by Sinner-G »

Perception (21%?): 1d100: [59] = 59
JIC(d20/d%): 1d20: [2] = 2 / 1d100: [21] = 21
CHIMERA wrote: Tue Aug 13, 2024 8:42 am Act III: 19-2000
Willingham District Courthouse and Jail, 2530 S Calfinch Ave, Willingham, Century Station
Date: Thursday, April 23rd, 2043
Time: 1:36 pm
Weather: Slightly cloudy morning (58 degrees Fahrenheit)

Down the street, the jail has been blasted open, and prisoners are slowly making their way out. Both the hole in the jail wall and the one in the perimeter wall are littered with flaming debris. To make exiting the jail easier, two of the prisoners grab fire extinguishers and start to put out the flames. About a half a dozen are in the yard when Sinner-G and then Dawn Breaker arrive on the scene. The dash through the wreckage (-5 S.D.C. each) and introduce themselves to each other. Is this love at first sight, or just two masked individuals willing to trust complete strangers in this cynical world. Either way, they unite to keep the prisoners from escaping to the streets. Dawn fires an explosive arrow in the sky that stops all the prisoners in their tracks. She is close to successfully organizing a fire evacuation in a jail, but honey pie, you're not safe here.

Red Sable runs down the the street, leaps over the wall and immediately tazes the nearest prisoner. What was turning into an orderly exit from the building devolves into a full brawl. Red zaps a second prisoner who also falls to the ground, but there are now five more running at her to defend their fellow inmates.

Before you say, hang the blessed GM because of the games that I constantly play, this leaves Dawn, Red, and Sinner with the chance to decide how to subdue the prisoners. It will take two actions for the prisoners to reach Red. Dawn can fire her stun arrows; Red's stun charges were effective on the prisoners. Or she and Sinner can charge into a melee with an increasing number of unarmed individuals. Or you can find a different way to calm down the situation.
The fires he runs through barely bother Gideon, this is one case where having a reduced sense of touch is actually useful. He is resistant to fire and he heals quickly, so he has little to worry about. While he COULD jump about like the lady in red, he is trying to hold the breach in the wall, which requires staying close to it.

Sinner G will Instruct the Prisoners, "Stay in the yard and well away from one another. If you do not try to get past us, you will live to see tomorrow. Getting out of the building because it is on fire I will not prevent, but try to escape the yard and you will become a target for Lethal Force."

Gideon is aware he is not exactly the most convincing person around, but he is being earnest and when he is in costume he adjusts his appearance into someone who looks strong and handsome as he knows people are more likely to listen to someone good looking. He has this one stored as his "Official" face when in costume, so he is not recognizable as Gideon.
OOC Comments
Temporary PB 17 - Charm/Impress 35%
Charm/Impress (35%): 1d100: [4] = 4
He watches the Prisoners, and if he sees any who are preparing an attack (or to rush the Breach in the outer wall), and are within 30', he will hit with with a sonic blast from his helmet first. It should not actually be lethal, and will prove his is serious. If any continue to press forward, he will stop them as best he can.

He will include Red Sable in the group to be defended, if she is in range. If the prisoners cooperate, he will not attack any who follow his instructions. If any try to rush him, he will use a physical attack with his Martial Arts.
OOC Comments
Combat Stats: Initiative: 1d20+9 1d20+9: [4]+9 = 13 , Actions/Round 6, Strike bonus +8, Parry Bonus +13, Dodge +14, Damage Karate Kick 2d4+23, Sonic Blast 3d6 +DC 14 save vs sonic stun

I am assuming the +8 to strike will not work for using the Blast Helmet.

Action 1: Strike (Sonic Helmet) 1d20: [3] = 3 , Damage 3d6: [4, 4, 4] = 12 (+sonic stun), Parry (If any are in range) 1d20+13: [13]+13 = 26
Action 2: Strike (Karate Kick) 1d20+8: [16]+8 = 24 , Damage 2d4+23: [4, 3]+23 = 30 , Parry 1d20+13: [14]+13 = 27
Action 3: Strike (Karate Kick) 1d20+8: [11]+8 = 19 , Damage 2d4+23: [1, 3]+23 = 27 , Parry 1d20+13: [12]+13 = 25
Action 4: Strike (Karate Kick) 1d20+8: [1]+8 = 9 , Damage 2d4+23: [4, 1]+23 = 28 , Parry 1d20+13: [17]+13 = 30
Action 5: Strike (Karate Kick) 1d20+8: [16]+8 = 24 , Damage 2d4+23: [3, 1]+23 = 27 , Parry 1d20+13: [3]+13 = 16
Action 6: Reserved for Dodge (if Needed) 1d20+14: [16]+14 = 30

Detect Ambush (45%): 1d100: [47] = 47
Intelligence (45%): 1d100: [79] = 79
Sinner-G
HP: 44 SDC: 136 Skeleton has a Natural AR of 17 and 2000 SDC
Perception: 56% (+3%),
recognize odors 75%, recognize person by scent 45% track by smell/taste 55% Estimating the distance of the sound at 70% (+5% per level) Estimating the speed and direction of approach at 60% (+5% per level) Recognize a voice or sound through intense concentration at 50% (+5% per level) (- 10% if the person is trying to disguise his voice and -20% if the person is using the ventriloquism and/or impersonation/imitate voice skill), Imitate a voice at 30% (+5% per level)

Heals at a rate of 1d4 HP or SDC per minute, or 2d4*10 HP or SDC per hour for serious injury, Automatic Self-surgery 75%
Number of Attacks: 6, Initiative Bonus: +9, Strike Bonus: +8 (+5 PP bonus), Parry Bonus: +13, Dodge Bonus: +14
Disarm Bonus: --, HTH Damage Bonus: +23, Bonus to Roll w/Punch or Fall: +11, Bonus to Pull a Punch: +8


Ledger
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

Perception: 1d100: [99] = 99 / 39%
JiC d20 | d100: 1d20: [7] = 7 | 1d100: [59] = 59
Radio skill
Radio: Basic 1d100: [49] = 49 /90%
Radio: basic 1d100: [41] = 41 /90%

Regeneration:
APS:
2d6: [2, 1] = 3 sdc

Medical bots
1d4: [3] = 3 Hit points
Sinner G wrote:Sinner G will Instruct the Prisoners, "Stay in the yard and well away from one another. If you do not try to get past us, you will live to see tomorrow. Getting out of the building because it is on fire I will not prevent, but try to escape the yard and you will become a target for Lethal Force."
A little vague and threatening sounding but to the point and something I can work with. she thinks as she steps out the area the fire was in and where she was less a target,

"my partner here is correct, There is an active shooter outside the walls. Please, stay together until we can find a safe spot and take a seat while the shooter is dealt with. " she said calmly but was careful to not fully let her guard down not get too close unless she needs to. Space would make them feel safer and keep them settled.

"and Red, ease up on the Taser." she hollered to red Sable. Red Sable did provide Sinner G and Dawn a chance to play nice cop though. Dawn is holds the bow but does not nock another explosive arrow. Better to not provide a weapon for them to use.

"Are any of you injured? and do we have additional extinguishers to help put some that fire?" she asks the prisoners. If so injuries are treated by having the prisoner go into an open space away from the other prisoners to avoid being taken hostage. unarmed or not they were still potentially dangerous. Prisoners or not they needed the same medical care civilians were receiving.

First Aid 1d100: [36] = 36 /70%

"keep these guys calm and safe while I will see about getting some prison officials and find out exactly what happened. I have a basic idea but something more in-depth is needed here. Like sudden guard shift changes and if they had any prisoners of interest. the mutant told Sinner G and Red Sable, "Oh and Sinner- G this is Red Sable. Red Sable, my new friend Sinner G. Dawn introduces them

taps her comm and calls up the prison "This Agent Dawn breaker of S-10, if you need verification I can provide that in person. Also an active Omega. I am here and providing assistance to your prisoners. What has happened and do you have any notable prisoners here?" Dawn says as she looks over the group for trouble.

if the radio does not work:
"Hmm, radio screwed up looks like the info will have to wait. The omega link has the CSPD in it so they know what is up." she shrugs.
Dice rolls
1d100: [94] = 94
1d100: [98] = 98
Last edited by Dawn Breaker on Thu Aug 22, 2024 10:11 am, edited 3 times in total.

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Steiblah
Posts: 146
Joined: Tue May 31, 2022 4:49 am

Re: Omega Base: Plainsong

Post by Steiblah »

-----------------------------------
Perception: d%: [91] = 91 | 81%
JIC: 1d20: [20] = 20 | d%: [45] = 45
-----------------------------------
Steiblah Character Sheet
  • Nightvision 120 ft, keen normal vision, see the invisible
  • Turn into mist at will
  • Track by smell 45% (+15% to track a blood scent)
  • Dimensional teleport 51%
  • Bio-regenerates 3d6 MDC (HP or SDC) per melee round
  • Resistant to cold (half damage); impervious to toxic gases, heat, and fire (plasma/MD/magic fire does half damage)
  • Self and up to 300 additional pounds up to five miles away at will, 73%+3%/level
  • Magically speaks and understands all languages at 98%
  • Can shape change into any living creature, intelligent or animal, as long as it is no smaller than one foot and no larger than 10 feet. Impersonation skill is 96% if the subject is in her presence, 82% if very familiar with the individual or working from photos/video, 40% if working from memory and with little personal knowledge of the subject. The Raksasha may use her shapechanging abilities to alter or improve the disguise at any time.
  • 94% if the Raksasha is very familiar with the individual, 80% if working from a good sound recording, 30% if working from memory or with little knowledge of the subject.
  • Silver weapons do equivalent MD. In SDC worlds: Weapons made of, or coated in, silver do double damage.
    • Increased Range by 50%: All the ranges of super powers, psionics, magic, senses (even mundane ones) receive the +50%
    • Increased S.D.C. by 50%
    • Increased ISP by 50%:
      plus recovers 9 per hour of meditation, 3 per hour of rest/sleep
    • Increased PPE by 50%: plus recovers 15 per hour of meditation, 8 per hour of rest
    • Increased Healing: rolled 2+1=3. x3 multiplier
    • Incredible ISP Recovery [Mega Psi Power]: recovers ISP at 6 per minute of meditation or rest, 1 per minute of activity.
    • Achilles Heel: Extremely Bound to Good Karma Needs to act according to good karma (GM discretion). Without the aid of good karma, the hero has all combat bonuses reduced in half, loses one attack, and skills are -35%.

  • PPE: 900/900
    ISP: 1000/1050
    HP: 78/78 +5 (SoM)
    SDC: 45/45
    Natural AR: 10
Saving Throw Bonuses
Coma/Death: +28% (SoM)
Toxins (15+): +10 +2(SoM)
Magic (varies): +11 +2(SoM)
Lethal Poison (14+): +10 +2(SoM)
Non-Lethal Poison (16+): +10 +2(SoM)
Insanity (12+): +7
Psionics (10+): +7
HF: +12
Possession: +2 (additional)
+4 to all other saving throws

Image Steven Resch, human psi-healer.

Conditions
    • Presents as level 2.
    • No alignment alteration.
    • Psychic ability: Show ISP level to be lower, ~50-100 total ISP.
    • Conceal amount of base PPE. Only 1-2 points.
    • Conceal the presence of magic.
    • Attributes appear to be 1/2 of what they really are.
    2hrs 14.25 min.
  • Enhanced Perception. 4.00 min. +15% Perception, +1 strike, +2 parry/dodge, +10% to any skill that relies on basic senses. +50% to all natural senses.
  • Enhanced Reflexes 9.00 min [+1 APM, +3 init, +1 strike, +2 parry/dodge, +2 to PP, +15% physical skills]
  • Mind's Eye 9.00 min [+3 init, +1 strike, +2 parry/dodge]
  • Strength of Mind 9.00 min [+10 PS, +5 PE, +20 SDC]
  • Summon Inner Strength 49.00 min [+10 SDC, +2 save vs poison, +5% save vs coma/death]
  • Telepathy: Superior 9.00 min
  • Empathic Charisma 24.00 min [MA +1d4+2, PB +2, trust/intimidate/charm/impress 85% minimum]
Shazbut wrote: Wed Aug 14, 2024 12:24 am"Steve!" Shazbut calls out urgently, using the name Steiblah gives his current shape. His gaze returns to the injured man. "This man has a nasty head wound. He needs your healing magics."
"On it!" Steve replies in earnest. He will try to quickly stabilize the man's head wound by applying a Stop Bleeding (-4 ISP) and then taking on as much of the injury to his own person as possible ((Wound Transfer -12 ISP. One melee round of concentration per application)). If he is able ((not sure if the 50% max damage transfer is overall or based on each Wound Transfer application)), he will apply another round of wound transfer to his person. And once the head trauma patient is stable, he will give Shazbut a thumbs up and, "You can now carefully move him to safety."

Are these the last of the injured civilians? Steiblah wonders as they gather up the injured to move them to safety.

He then figures that he might as well put the question to all of them. "Was there anyone else in any of your vehicles that you don't see right now and might be hurt somewhere?"

Should any of them answer in the affirmative, he will respond, "Can you think of them for a moment? Hold a picture of them foremost in your mind." And Steiblah will scan their mind with his active telepathy for the image. And then he will try to apply a seeking ((Psionic Seeking. -6 ISP. 4 mile range. 20.00 min. d%: [94] = 94 | 60%)) to locating them. And even as Shazbut tries to escort the injured civilians to wherever the police line and barricades have been set up, Steiblah goes looking for the leftover injured to tend to.

If all civilians are accounted for, Steiblah will move with Shaz and company, helping them along (via Telekinesis to carry them if necessary) back toward the perimeter where no doubt the EMTs will be awaiting at the CSPD-determined safe distance away.
User avatar
Red Sable
Posts: 54
Joined: Fri May 05, 2023 4:11 pm

Re: Omega Base: Plainsong

Post by Red Sable »

Base -- 39%
  • Bionics:
  • Vision (day or night) -- 59%
  • Hearing -- 59%
  • Motion -- 44%
= 1d100: [14] = 14
JIC: D20= 1d20: [4] = 4 ; %= 1d100: [78] = 78
===
CHIMERA wrote: Tue Aug 13, 2024 8:42 am Red zaps a second prisoner who also falls to the ground, but there are now five more running at her.
At first, Gina thought she suffered another brain glitch. Dawn and the new guy's behavior was completely out of phase with the scene before her. But there was none of the disorientation she would normally feel if she had lost time.
Dawn Breaker wrote: Thu Aug 15, 2024 5:08 am "and Red, ease up on the Taser." she hollered to Red Sable.
What she wanted to say was, Are you f*#&ing kidding me? The bulk of the prisoners back there had stopped only out of fear of getting blown up so you got their attention. Good job, but these two weren't following the script. They were still fleeing the scene, so they're lucky I didn't just shoot them. This is me being nice."

The sentiment was etched all over her face if anyone could see through her mask and visor. Fortunately, she didn't have time to actually say any of that given the 1,200 pounds worth of angry goons charging at her.

Red Sable instead drops a
3x Stun/Flash Grenade
Image
  • Range: 120' thrown
  • Damage: -1 APM, -1 to initiative, -8 to combat actions (w/o EBA or polarization) or -1 to initiative (w/protection) in a 20' AoE
  • Duration: 1D4 melees
in the mob's path just before doing a 20' jump backward. She readies her hand for more tazer blasts should any of them somehow get through the blast radius with their wits intact. She will attempt a
Intimidate= 1d100<=25: [60] = 0
"Don't be stupid," if needed. But unless anyone displays obviously hostile intent, she continues to backpedal casually to stay out of grenade range, and does not initiate any attacks if they stop as expected.
===
  • Action 1: Draw/arm grenade
  • Action 2-3: Drop grenade while leaping backward
  • Action 4: Ranged Electrical Discharge if needed 1d20+1: [5]+1 = 6
    -- Save vs toxins = Dazed: -10 to st/p/d for 2D4 melees.
  • Action 5: Same if needed = 1d20+1: [10]+1 = 11
    1d20+1: [4]+1 = 5 ((Goof from first draft of post. Wrote too many actions).
  • Action 6: She'd be out of charges by then, so someone's getting hurt. Punch = 1d20+9: [2]+9 = 11 / Dmg = 1d4+13: [3]+13 = 16
  • Parries if needed: 1d20+11: [9]+11 = 20 -- 1d20+11: [5]+11 = 16 -- 1d20+11: [15]+11 = 26 -- 1d20+11: [16]+11 = 27
  • Reserve 3 actions for dodges taking precedence if there is anything that she can't parry: 1d20+15: [16]+15 = 31 -- 1d20+15: [7]+15 = 22
Character Sheet: https://pbprpg.org/forums/viewtopic.php?t=18917

Red = Bionics
I.Q.: 14
M.E.: 11
M.A.: 19
P.S.: 16 (28)
P.P.: 13 (26)
P.E.: 23
P.B.: 12 (up to 24 depending on Disguise roll)
Speed: 20 (88)

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

HP: 29
SDC: 75
Age: 32
Sex: Female
Height: 5'9"
Weight: 155 lbs (250 lbs)
--

HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +6 (+9 unarmed)
Parry Bonus: +9 (+14 unarmed)
Dodge Bonus: +15
Disarm Bonus: +2
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +10
Bonus to Pull a Punch: +3

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

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

Saving Throw Bonuses
Coma/Death: 16%
Toxins (15+): +4
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+):
Psionics (varies):
--
Omega Suit
AR: 17
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15
or

Bespoke Armored Seal Suit
S.D.C. by Location:
  • Arms: 20 each
  • Legs: 30 each
  • Main Body: 70
Features: The suit forms seals at the cuffs and collar.

Glock w/ TI .50 ACE mod
  • Range: 165'
  • Damage: 6D6 (Explosive = 8D6)
  • Rate of Fire: Single shots only
  • Payload: 15 round magazine
  • Weight: 1.5 lbs.
  • Features: W.P. Handguns, 9mm Parabellum cartridge, Laser Targeting (1,200'); fits on pistols & revolvers only
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: Century Station

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

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

Pepper Gas/Spray
  • Range: 6 feet
  • Damage: No damage.
  • Penalties: -10 to Strike, Parry and Dodge for 5D4 Minutes.
  • Saving Throw: None.
  • Rate of Fire: Single shots only.
  • Payload: 35 shots.
  • Weight: 0.5 oz
User avatar
Maia
Posts: 127
Joined: Mon Jun 01, 2020 6:07 am

Re: Omega Base: Plainsong

Post by Maia »

JIC: 1d20: [3] = 3 , 1d100: [96] = 96
PER: 1d100: [46] = 46 vs. 76%

Conditions:
130/130 SDC remaining; adds natural AR of 15 and +10 to PS/PP/PE, +40 to Spd, +3 strike/parry/dodge, +4 to damage. Takes 1/3 damage from light and laser attacks.
,
150/150 SDC remaining; 12 minutes remaining. Form of the Leopard: Adds extraordinary PP, superhuman PS, energy claws, nightstalking, enhanced leaping, supervision: nightvision plus the following natural abilities (Monsters and Animals, P. 217): Climb 90%, prowl 90%, track by smell or sight 50%, exceptional hearing and eyesight. +1 APM, energy aura inflicts 2d6 plus normal punch. Cannot safely touch anyone/anything.


When she isn’t in her garden, Maia is bored and silent- especially during the getting-to-know-you sessions and the briefing. But the latter holds the promise of violence, and by the time it rolls around Maia is ready for a little of that. As the team moves out, she pulls together a body from the plants in her garden, and once the transformation is complete Maia rumbles ”PRISON. HRM. FOOLISH. WASTEFUL. CAN IMPROVE. MAKE IT BETTER.” The psychic undertone of her words is plainly violent, but she plays nicely enough with the others as they file into whatever is transporting them to the jail. Once they land, Maia scrambles to get back to solid ground as quickly as possible, and as soon as that’s done she armors up and activates her energy aura. Shifting to an oddly feline posture (for a plant), she begins looking around for something to smash. I have spent too long tending my garden. The Life has weeds.

If she spots the chaos of the battle in the prison, Maia’s initial instinct is to head that way and put the prisoners to better use (fertilizer). If Barricade or Shazbut order her to find a non-violent solution, she will stare back balefully but reluctantly agree- whereupon she grows to her maximum possible height and activates Personal Recognition:
Sees the character as some sort of fiend, demon, or monster conjured up from the victim's own fears. This will give the super being a Horror Factor of 1d6+12: [4]+12 = 16 and most victims will try to avoid the dangerous looking creature. On the other hand, heroes and the authorities may attack him.
. She then bellows at maximum possible volume:

”MEAT. GO. INSIDE!!!!!”

Alternatively, if Barricade directs her at another potentially hostile target (such as a certain helicopter), Maia will spring to attack with all possible speed (and possibly size).
SAY MY NAME, INSECTS
Passive abilities: See infrared/ultraviolet (range 450ft.), Life sense (powerful life forms including supernatural, super-powered, magic, major/master psychics, hurt/dying; 1800ft. range).
4/4 healing touches today; 930/930 SDC remaining.
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

(rolls maintained)
Hmmm a giant plant that gives me an idea. the Raider thinks. she could probably block that hole in the wall for now.
mia wrote:”MEAT. GO. INSIDE!!!!!”
Not one for subtlety are you? probably due to elemental nature. but that is something I can use to plug that hole in the wall. she thinks. many of the BBMR's security and raiders had similar dispositions. Magicain said it was from the APS forms and how they had adapted to them. it made sense Dawn was more about solutions and how to get around problems instead of break them.

"Can you plug that hole in the outer wall with plants or somtething? From the files I see you can duplicate. Get a copy to file that hole maybe? We can get the prisoners inside soon as the prison declared is safe." Dawn say looking at Mia. Safety of the prisoners was key. if the Omega's sent in to burn to death they have a lot to explain. It would good ammunition to take down the omega team. This thought had not evaded Dawn, but she could not sacrifice human lives for the mission like this. Like Blackdog said some were good guys and they deserved a chance to to good.
Last edited by Dawn Breaker on Sat Aug 24, 2024 8:16 pm, edited 1 time in total.

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Edison
Posts: 154
Joined: Thu Dec 02, 2021 10:10 am

Re: Omega Base: Plainsong

Post by Edison »

Perception: 1d100: [49] = 49 /56%
Just in Case: 1d20: [11] = 11 ; 1d100: [93] = 93
Conditions: None.
Edison Mk. 2: AR: 19; S.D.C.: 350/350; Shield: 200/200
Armored Undersuit: AR: 12; S.D.C.: 40/40
AR-15 w/ Masterkey: Payload: 5.56: 20/20; 12 Gauge: 7/7
MP950 Payload 50/50
Sentry Gun: Payload: 100/100

CHIMERA wrote:"Roger that, Omegas... This is Captain Cole, Trent patched me into your channel. We're containing the streets around the courthouse right now. We have EMTs and firetrucks on standby from when you have the area secured. Over."
"Recieved Captain." Edison says as he looks about. Flipping channels, he begins to speak. "We have a possible rogue helicopter making for the jail, and I see a suspicious man leaving the building nearby." Edison says as he considers which crisis he should try dealing with first. Unless I want to try shooting a helicopter down, should leave that to Barricade or another flyer. Trench coat it is. Edison thinks as he makes his way towards the man.

"Sir I am going to need you to head the other way!" Edison says in a loud voice, to be overheard by the man. If he follows direction, Edison will keep a brief eye on him and look to other problems. If not, well I guess we have a shoot out.

Attacks: 4 (+1 w/Handguns/Rifles)
Initiative: 1d20+2: [17]+2 = 19 (+4 w/Handguns/Rifles)

Action One - Four: No offensive actions.

Parries as needed: 1d20+9: [18]+9 = 27 , 1d20+9: [1]+9 = 10 , 1d20+9: [17]+9 = 26 , * 1d20+9: [9]+9 = 18 .
Dodges vs Ranged Attacks: 1d20+9: [10]+9 = 19 , 1d20+9: [17]+9 = 26 , 1d20+9: [19]+9 = 28 , * 1d20+9: [18]+9 = 27 .

Contingency
If man in Trench Coat turns out to be hostile, the following actions.
Action One: Fire AR-15 to disarm. (Strike: 1d20+3: [13]+3 = 16 ; Damage: 5d6: [1, 1, 4, 1, 5] = 12 ) or Fire to incapacitate if no weapon is seen. (Strike: 1d20+3: [18]+3 = 21 ; Damage: 5d6*3: [4, 4, 1, 5, 4]*3 = 54 )
Action Two: Fire AR-15 to disarm. (Strike: 1d20+3: [3]+3 = 6 ; Damage: 5d6: [1, 1, 4, 2, 4] = 12 ) or Fire to incapacitate if no weapon is seen. (Strike: 1d20+3: [6]+3 = 9 ; Damage: 5d6*3: [1, 6, 6, 3, 4]*3 = 60 )
Action Three: Fire AR-15 to disarm. (Strike: 1d20+3: [16]+3 = 19 ; Damage: 5d6: [1, 3, 3, 2, 2] = 11 ) or Fire to incapacitate if no weapon is seen. (Strike: 1d20+3: [4]+3 = 7 ; Damage: 5d6*3: [1, 3, 4, 2, 6]*3 = 48 )
Action Four: Fire AR-15 to disarm. (Strike: 1d20+3: [1]+3 = 4 Crit Fail!; Damage: 5d6: [5, 3, 5, 4, 1] = 18 ) or Fire to incapacitate if no weapon is seen. (Strike: 1d20+3: [1]+3 = 4 Crit Fail!; Damage: 5d6*3: [1, 2, 1, 2, 6]*3 = 36 )
*Action Five: Fire AR-15 to disarm. (Strike: 1d20+3: [19]+3 = 22 ; Damage: 5d6: [5, 2, 5, 1, 4] = 17 ) or Fire to incapacitate if no weapon is seen. (Strike: 1d20+3: [20]+3 = 23 Crit Success!; Damage: 5d6*3: [4, 4, 2, 3, 5]*3 = 54 (x2=108 damage)
Edison
“Why is it my job to save these people? Why do I have to be some kind of hero?” ~Dean Winchester
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

Edison wrote:"Recieved Captain." Edison says as he looks about. Flipping channels, he begins to speak. "We have a possible rogue helicopter making for the jail, and I see a suspicious man leaving the building nearby."
Just what we need. But does fit a lack of ground transport for the prisons. Better to be ready just in case. she thinks.

"Mia and Sable how good are you at anti-air? we have possible rogue chopper. it lands target the pilots and shoot to disable the helicopter if there is one." she asks, "SG, looks like you may have called part of it. now we get to see what they want." Dawn draws an medium Explosive arrow.

"Red, I will try to take out some the windows, see what you can do about stunning the pilots." she says with a though, "Mia I need you to keep it from lifting off. SG, you do your thing and try keep it non-lethal."


APM: 5
Archery: +2 initiative
Initiative: 1d20+4: [7]+4 = 11

Actions:
1 Target window to shatter it for sable stun the pilot Strike: 1d20+9: [19]+9 = 28 damage: 4d6: [2, 6, 5, 5] = 18 (1ft 4 inch Blast radius)
2 Nock a second Medium explosive arrow
3 Target window to shatter it for sable stun the pilot Strike: 1d20+9: [7]+9 = 16 damage: 4d6: [5, 6, 6, 5] = 22 (1ft 4 inch Blast radius)
4 Nock a third Medium explosive arrow
5 Target window to shatter it for sable stun the pilot Strike: 1d20+9: [3]+9 = 12 damage: 4d6: [5, 2, 3, 2] = 12 (1ft 4 inch Blast radius)

Parry:
1d20+9: [5]+9 = 14 , 1d20+9: [9]+9 = 18 , 1d20+9: [20]+9 = 29 , 1d20+9: [5]+9 = 14 , 1d20+9: [2]+9 = 11
Dodge:
1d20+9: [17]+9 = 26 , 1d20+9: [20]+9 = 29 , 1d20+9: [12]+9 = 21 , 1d20+9: [4]+9 = 13 , 1d20+9: [9]+9 = 18

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Tom Cassidy
Diamond Level Patron
Posts: 210
Joined: Sat Mar 03, 2018 7:24 pm
Location: Heroes Unlimited: Century Station

Re: Omega Base: Plainsong

Post by Tom Cassidy »

Perception: 1d100<69: [14*] = 1
JIC: 1d20: [6] = 6 / 1d100: [81] = 81
Initiative if needed: 1d20-1: [17]-1 = 16
APM: Currently 5 (normally 7; -1 for body armor and -1 for flight disc)

Conditions:
- Force Field SDC: 3,000/3,900
- Giant Force Construct Left Hand: 300/300 SDC, 74.75 minutes remaining
- Giant Force Construct Right Hand: 300/300 SDC, 74.75 minutes remaining
- Force Field Body Armor: 300/300 SDC, 47.75 minutes remaining
- Flying Force Disc: 390/390 SDC, 450mph max
CHIMERA wrote: Tue Aug 13, 2024 8:42 amBarricade hovers above it all, surveying the chaos. The Omegas are slowly getting control of the situation. He can see Shaz and Steiblah attending to injured civilians, and the ensuing brawl in the jail yard. He also sees the rooftop Lenok is on explode (first from Lenok kicking the side of the roof, and then the bomb exploding), but he cannot spot the dragon. One other thing he does see is one of the traffic helicopters break away from the back and move closer to the jail. Unlike the others, it doesn't have the markings from a local TV station.

"Roger that, Omegas" a new voice chimes in on the radio. "This is Captain Cole, Trent patched me into your channel. We're containing the streets around the courthouse right now. We have EMTs and firetrucks on standby from when you have the area secured. Over."
"Roger that, Captain..." Barricade replies. "Captain -- y'all don't happen to have a chopper in the immediate area do you? Registry number is..." he calls out the numbers that should be on the side of the tail boom. If there isn't one anywhere he adds, "Registry number is missing." No, that's not suspicious at all...

Assuming the Captain's response is in the negative, Barricade nods. "Didn't think so. Alright, didn't plan on arm wrestling a helicopter today, but here we go..."
Edison wrote: Wed Aug 21, 2024 11:25 am"Recieved Captain." Edison says as he looks about. Flipping channels, he begins to speak. "We have a possible rogue helicopter making for the jail, and I see a suspicious man leaving the building nearby."
"Rogue chopper confirmed," Barricade replies. "I'm on it. Edison, shout if you need backup with the suspect. Shaz and Steiblah, keep helping who you can until the EMTs can get in here. Everyone else, secure the prisoners in the yard -- and non-violently if you possibly can; the last thing we need is for us to make the evening news because we sent someone to the hospital... or the morgue."

He zooms over to the rogue helicopter (being careful to stay clear of the rotors) and grabs the tail boom with one giant energy hand and one of the landing skids with the other. Once he's got a good grip he starts to push/pull the copter away from the jail building (and out of the news choppers' flight paths), reaches out, and opens the door to the cockpit (assuming the door has a handle). "Good afternoon! This is a routine traffic stop -- may I please see your license and registration?"

If anyone inside the helicopter starts attacking him, or if the pilot starts trying to fly away he'll try shaking the copter hard enough to disorient/unsettle the occupants until they surrender. If that doesn't work, well... we'll have to worry about that next round...

Combat Actions:
- Note: critical strike on 19-20

1.) grab tail boom. Strike: 1d20+1: [7]+1 = 8
2.) grab landing skid (or tail boom if #1 wasn't successful). Strike: 1d20+1: [12]+1 = 13
3.) Open helicopter door (or grab landing skid/tail boom if previously unsuccessful -- Strike: 1d20+1: [11]+1 = 12 )
4.) Start attempting to pull helicopter away from jail (or repeat previous steps if unsuccessful -- Strike: 1d20+1: [13]+1 = 14 )
5.) Shake helicopter if necessary/able (or repeat previous steps if unsuccessful -- Strike: 1d20+1: [18]+1 = 19 )

Parrying if needed with Energy Shield: 1d20+9: [17]+9 = 26 , 1d20+9: [4]+9 = 13 , 1d20+9: [14]+9 = 23 , 1d20+9: [9]+9 = 18 , 1d20+9: [16]+9 = 25
User avatar
Dawn Breaker
Posts: 109
Joined: Tue Dec 06, 2022 3:13 pm

Re: Omega Base: Plainsong

Post by Dawn Breaker »

Barracade wrote:"Rogue chopper confirmed," Barricade replies. "I'm on it. Edison, shout if you need backup with the suspect. Shaz and Steiblah, keep helping who you can until the EMTs can get in here. Everyone else, secure the prisoners in the yard -- and non-violently if you possibly can; the last thing we need is for us to make the evening news because we sent someone to the hospital... or the morgue."
Radio Basic: 1d100: [86] = 86 /90%
"Dawn Breaker here, I have Mia sealing the hole in the outer wall now. Waiting for confirmation when the jail is safe. Will advise you when they are secured inside." she responds. Good to see not all Omega's are violent or psychopath's. she thinks.

Radio basic: 1d100: [59] = 59 /90%
if radio fails and she corrects it:
"I repeat Dawn Breaker here, I have Mia sealing the hole in the wall now. Waiting for confirmation when the jail is safe. Will advise you when they are secured inside."
Last edited by Dawn Breaker on Sat Aug 24, 2024 8:14 pm, edited 1 time in total.

Current Adaption
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with extreme heat and sun exposure.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

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

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

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

- Heals twice as quickly as an ordinary human

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

-Hypnotic Mental Conditioning
Impervious to possession.




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

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Steiblah
Posts: 146
Joined: Tue May 31, 2022 4:49 am

Re: Omega Base: Plainsong

Post by Steiblah »

((rolls carried over))
Tom Cassidy wrote: Wed Aug 21, 2024 7:47 pm"Rogue chopper confirmed," Barricade replies. "I'm on it. Edison, shout if you need backup with the suspect. Shaz and Steiblah, keep helping who you can until the EMTs can get in here. Everyone else, secure the prisoners in the yard -- and non-violently if you possibly can; the last thing we need is for us to make the evening news because we sent someone to the hospital... or the morgue."
Sounds like things are getting active and dangerous out there... Steiblah thinks. If he has not done so already, he establishes a TK: Force Field lean-to around his immediate work area to minimize the chances that the civilians he was working on are further injured in another bout of collateral damage.

"Confirmed. I think I have helped stabilize many of the civilians and can get them to the EMTs myself if Shaz wishes to help with other tasks." Steve confirms over the comms.

Should Shaz take him up on his offer, Steiblah will head toward the EMTs behind the defensive line carrying all of the injured civilians (up to 5 at a time) aloft using what might otherwise be an impressive feat of telekinetic might ((TK: Super. -150 ISP. 1500 lbs total weight. 10.00 min. 5 objects.)).
User avatar
CHIMERA
Assistant Game Master
Posts: 442
Joined: Sun Feb 01, 2015 4:00 pm
Location: GM - HU:CS (Bravo); AGM - HU:CS (Alpha)

Re: Omega Base: Plainsong

Post by CHIMERA »

Act III: 19-2000
Willingham District Courthouse and Jail, 2530 S Calfinch Ave, Willingham, Century Station
Date: Thursday, April 23rd, 2043
Time: 1:36 pm
Weather: Sunny afternoon (66 degrees Fahrenheit)

Butcher's Bill
Barricade: -50 S.D.C. to flying disc
Dawn Breaker: -5 S.D.C. Omega suit
Edison: - 30 S.D.C. to Mark II armor
Lenok: -100 S.D.C. Omega suit; -11 S.D.C.
Sinner-G: -5 S.D.C. superhero costume


The chaos around the Willingham Courthouse has being corralled by the Omegas. Shaz and Steve treat the people injured when Lenok was knocked out of the sky. Shazbut is the first wave, getting people out of their vehicles and reassuring them in a way that only a giant talking skunk can.
Shazbut wrote:"You safe now. We're going to get everyone out of here. I no know exactly what hit you. But bad men are making trouble at the prison. But some good peoples are working on that."
"Wow," the first driver says as Steiblah starts to heal her. "That's a lot. Are we safe here?"
Shazbut wrote:"Can you walk? You need to get away and inside. It's not safe here. I'll check other cars, make sure nobody else is hurt. You just focus on staying safe inside, yes?"
Steiblah's healing allows the woman to stand up on her own. She's still shaken, but physically able. "Yes, but I'd rather wait for you. I don't want to run into a firefight."

The first driver follows after Shazbut as he goes to the other side of the cars and gets two passengers out of the back seat of the car.
Shazbut wrote:"You be okay. We're going to get you out of here. What is your friend's name?"
"I'm Brenda and that's Debbie, can you get us out of here?"

Shaz agrees to do so and then calls Steve over to heal the other driver. The passenger from the first car follows him over and joins the others with Shazbut. Fortunately the driver's injuries are not as severe - a concussion and a head wound that is looks worse than it actually is. With everyone more or less healed, Steve does a final head count. No one else is trapped in the vehicles. Now Shaz and Steve just need to escort them out of the area. Steve can see ambulances lined up two blocks south of the courthouse.

While the civilians are being treated, Lenok chases after the man who took him down. Lenok manages to avoid one booby-trap left by the sniper and then dashes into the building to chase after him. However, Lenok gets caught in the smoke and scrum of civilians fleeing.

On the next street over, Edison sees a few people evacuate the building. But one of them catches his attention. He has clunky red goggles on top of his head, and his trench coat moves with the stiff lumpiness of a large concealed item. And instead of going west down the back alley with the others, he walks north towards the hovertrucks. Edison has a bad feeling and grips his AR-15 as he calls over to the man.
Edison wrote:"Sir I am going to need you to head the other way!"
In an instant, both men draw their weapons. The man with the trench coat raises a fist, the wrist is wrapped by a rotopistol that sprays bullets at Edison (-10 S.D.C.). (As the mysterious man does this, Edison sees a large gun under his trench coat. It does not look like a normal firearm, but some sort of energy cannon.) In return, Edison pulls his gun to his hip and fires back. As they keep shooting the two duck behind opposite hovertrucks - Edison behind the one he drove and his opponent behind Dawn's. They exchange fire, each tagging the other one more time (-20 S.D.C.).

Meanwhile, the jail yard is a comparable scene of controlled chaos. Dawn Breaker and Sinner-G make an attempt to lead a peaceful evacuation of the prison. Well, the prisoners were already leaving the jail, but they were putting a little order to the situation. Red Sable decided to lay down the law by tazing two of the prisoners on the spot. This has created what we might call a bit of a social dissonance.

Most of the prisoners file into a group next to Dawn and Sinner, this includes the prisoners who continue to evacuate the prison.

A few others take offense to seeing their friends being tazed much of a warning and charge at Red. She pulls out a flashbang and warns them not to be stupid, but that's like asking a Cybertruck to be well manufactured. She throws the flashbang at her opponents who stagger back, not actually halted by the blast but definitely disoriented. She then tazes two more of them. The remaining two glance at each other as they prepare to charge Red.

At this moment Maia makes her presence known. A glowing leopard leaps on top of the jail's perimeter wall. Seeing that the situation isn't fully contained, she immediately takes charge.
Maia wrote: Tue Aug 20, 2024 2:08 pm"MEAT. GO. INSIDE!!!!!"
The two prisoners halt their charge of Red in an instant and stare at the single most terrifying either had ever scene. Likewise, the prisoners being corralled by Dawn and Sinner fall to their knees. Only two prisoners seem immune to Maia's command, either that or they were so scared that are running away from her.

Team leader Barricade should be watching over his team with satisfaction. Unfortunately, he sees an unidentified helicopter moving in closely. He radios the team their orders as he heads towards the chopper. Suddenly it makes a sharp turn to face Barricade and strafes to the jail. As it does so, two heavy machine guns open fire on him. Barricade's energy deal absorbs most of the attack, but his flying disc takes some damage as well (-50 S.D.C.). He notices that the helicopter has a set of eight rockets in its under-carriage.

WHAT ARE YOUR INTENTIONS?

GM note: Due to the chaotic nature of this particular scene, things are not exactly happening in the same scale of time. I ask you to just please roll with it. In terms of radio communication, Edison, Barricade, and Steiblah all updated the team on what is happening. Dawn did not radio the others to say Maia was filling the wall because Maia did not fill in the wall.
Jailbreak 3.jpg
MAP NOTES:Same as before, except now the green circles are the civilians that Shaz and Steve got out of the cars. The red dot is the sniper (spoiler), now in a shootout with Edison.
Locked

Return to “Century Station: Operation Overlord Adventures”