Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

These fuckers are too stubborn to die.
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Tyrannosapiens Rex
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Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Tyrannosapiens Rex »

On returning to the compound this morning, the group finds Dave with a wheelbarrow dumping soil onto an already-growing mound. It appears he's digging inside the lounge.

The truck Wolf noticed before is still parked outside. It's just growing more dust- if anyone has so much as touched it Wolf would be surprised.

You have a prisoner in hand- where do you take him?
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Nash
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Nash »

OOC Comments
Perception: 24% (+5% involving vampires or undead, +15% involving electronics or machines) / 1d100: [77] = 77
JIC: 1d20: [7] = 7 / 1d100: [90] = 90
+4 v HF, +9 HF involving machines, +2 v Lethal/Non-lethal Toxins, +8% vs Coma/Death, +4 vs Magic, +9 vs Insanity, +6 vs Psionics (10+)
Conditions/Status
HF: 12 when ID’d as a True Atlantean
HP: 31/31
SDC: 66/66
PPE: 27/27
ISP: 136/136
Sixth Sense – Always On
As the rest of the team prepares to leave, Nash makes sure the remaining items are secured in his pouch. Still have to Read these when we get to a more secure location.

He grabs the attention of Will or Ven, arguably the least hostile and most sane of the group. ”I have to check out of my hotel and grab my gear. Where is the compound? Serrano and I can meet you there.”

He looks to include Serrano in the conversation. ”If that is ok with you. Once in my power armor I don’t have space for this” Nash indicates his current armor. ”and other stuff.”

If Serrano agrees, Nash will take him to check out of his hotel, get his PA out of storage, and meet the team at the compound.
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Serrano
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Serrano »

Perception: 1d100: [44] = 44 /24% (+15% regarding machines and/or magic)
JIC: 1d20: [17] = 17 / 1d100: [47] = 47

Sixth Sense always on


Serrano blinks his eyes a few times as he comes ot of the trance. ”What's going on now??” He looks around and sees Nash. After hearing Nash’s plans, serrano nods in agreement. ”I will gladly help. Just so you know, i only have a tarantula bike. It is a little small, but I will do what I can. “ With that done, he collects his small collection of items and puts them in a small black bag. He then attaches it to his belt and waits to follow.
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William Summers
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by William Summers »

Perception: 1d100: [97] = 97 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [18] = 18 / 1d100: [67] = 67

Will gives Nash the coordinates of the Compound and tells him to meet the crew there. Returning with the rest of the crew, Will pauses as he sees Dave wheeling out dirt from the lounge. "Hey Dave. What the hell are you doing in there?" Will rushes up to see what is going on in the lounge.
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Wolf Whitaker »

Perception: 1d100: [17] = 17 /74%
JIC: 1d20: [7] = 7 ; 1d100: [12] = 12
Chi:54/54

Paranoia Thought Text
Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.
  • +6 to all saves
  • See Invisible 200 ft
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Mini-Radar/Sonar System
    • Can track up to 12 targets
    • Range: 2 miles
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
  • +40% to all Modern Weapon Ranges
  • Toxins are only 50% effective and last for 50% of listed duration.

Wolf will secure the kid in the garage with the MDC manacles. Keep him with his back to a support pole with his hands and feet manacled together on the opposite side of the pole. Wolf will also ensure there are no tools near him. Wolf will had back to the lounge to discuss their findings with the team. Wolf notes the truck still in front of their compound. What's that still doing there? Deliveries don't hang around that long...Bomb? I've head there have been several bombings recently...Well that can't be good. Wolf stops as he see's Dave the robot working on excavations in the middle of the lounge. Wolf looks at Will as he raises the question to the robot. "That's one hell of a question. I know neither of us have told him to do this. Dave when you finish answering that question. I'd like to know how long that truck has been in front of the compound. Also I'd like to know if you saw the driver and where they went." Wolf looks to Will, "I ahve a few ideas on how to proceed but I guess we should figure out what our damn robot is doing first, huh. You know I could add him to the robot network I have going. This way we can keep tabs on the compound better while we're away."

Wolf is waiting for answers from the robot before he starts briefing the group on what they learned.
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Jack Killian »

Perception: 72% 1d100: [75] = 75
JIC d20: 1d20: [18] = 18
JIC: 1d100: [29] = 29

Conditions:
Sense the Presence of Spirits Amulet
Talisman Invincible 200 MD (OFF) waiting to be Recharged
Talisman of Mystic Invisibility
Altess Eviscerator Count Bustamante

On returning to the compound this morning, the group finds Dave with a wheelbarrow dumping soil onto an already-growing mound. It appears he's digging inside the lounge.

Jack arrives and listens to what the others have been doing, then speaks, "William What is Dave doing, digging in the Lounge?"
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

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Tyrannosapiens Rex
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Tyrannosapiens Rex »

Dave readily answers William and Wolf's inquiries.

"Greetings Mister Summers. Mister Baker requested a modification to the facility 3 days, 6 hours, and 42 minutes ago. I assisted him in moving the furnishings and appliances from the lounge to the garage and he departed to procure tools. He has not returned so I am following the final instructions to 'make do until I get back', However, I am going to need a water pump soon, due to the low water table." The last instruction is a replayed audio file with a male voice that is familiar as Baker's to William.

Yes Mister Whitaker, that truck was parked there 3 days, 9 hours and 6 minutes ago by Mister Baker. He looked around the compound, found me, gave me instructions as previously noted and departed 3 days 5 hours and 36 minutes ago, heading for the gates on foot."

"If you plan on transmitting video or audio live feed from the facility, you should know that violates Mister Baker's standing orders on signals intelligence. We have some security cameras, but they are closed-circuit and not connected to the intranet or any transmitter. I have standing orders to disable or dismantle any such transmission system. Self-disassembly is such a pain, sir."

Putting the time together, Baker showed up about 18 hours after you left on the last mission. He hasn't been back since before you found Almond's compound.

If anyone pops their head inside the lounge, all of the interior prefab walls and the prefab flooring is dismantled and propped up against the far wall, and there is a hole large enough to bury a titan in, but not quite deep enough to be proper yet. Dave appears to be digging with a spade and pickaxe given the tools in the vicinity of the hole.
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William Summers
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by William Summers »

Perception: 1d100: [10] = 10 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [14] = 14 / 1d100: [56] = 56

Fucking Baker. Couldn't send a godsdamned
Image
?

"Huh. I guess Baker's doing some upgrades? Well, if he hasn't been back in 3 days, I'm telling you to stop until we can find out where he is and what's going in here. Did he leave the keys for the truck? I want you with me to see what's in it. Maybe that'll explain why my home is being dug up." Will heads to his room across from the pool and puts some of his stuff down.

When he's less burdened, he heads back out with Dave and guides him to the truck. "Alright, what does Baker have in the truck, Dave?"
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Tyrannosapiens Rex
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Tyrannosapiens Rex »

"The request is for a 'box big enough to hide an IAR-class robot vehicle for at least six months' and to make it concealed from a casual inspection of the compound. Under the lounge was my suggestion." Dave puffs with pride at his suggestion being followed.

"I was not left with keys, Mister Summers. But I have plenty of tools at my disposal. Are we just looking inside, or should I prepare to override the safeties and bring the vehicle into the compound?"

The cab of the truck reveals about two weeks worth of eaten MREs in the passanger cab, two full cases of MREs in the sleeper cab, and an empty take-out bag that smells like it was delicious labeled with branding that says 'Cookie Cale's Chow Hall'. There's also an NE-10 behind the driver's seat and an unfamiliar energy handgun tucked underneath the CB radio bolted to the floor. The majority of the standard contents of a rucksack seem to have been dumped out on the bed in the sleeper like someone needed a bag quickly. It looks like Baker's stuff.

In the cargo cab, there's a robot vehicle dismantled in parts. Arms and Legs are strapped to the walls inside and the torso and head are shoved in together. It's not a familiar model.
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John Altfeld
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by John Altfeld »

Perception: 1d100: [31] = 31 / 86%
JIC: 1d20: [17] = 17 / 1d100: [89] = 89

CONDITIONS: John is at +1 foot, See Invisible (500'), Radar (1100'), Immune to Possession, Sixth Sense, Mindblock Autodefense, can't be touched by undead, can't be mind controlled by vampires, etc.

John comes out of nowhere, walks up and looks over Will's shoulder into the back of the truck. "Oh cool. A truck full of giant robot junk. Why is there a big ass hole in the floor of my third favorite bar?"

He holds his hand up to Dave for a high five. "Hey Dave, you keeping it real and the pool clean? You going to move your processor into a bigger, buffer bod?"

"Oh, hey Will, do you have telepathy? No reason."

Appraise Goods: Military Gear (What's up, Mr. Robot?): 1d100: [92] = 92 / 117%
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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Nash
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Nash »

OOC Comments
Perception: 24% (+5% involving vampires or undead, +15% involving electronics or machines) / 1d100: [63] = 63
JIC: 1d20: [17] = 17 / 1d100: [8] = 8
+4 v HF, +9 HF involving machines, +2 v Lethal/Non-lethal Toxins, +8% vs Coma/Death, +4 vs Magic, +9 vs Insanity, +6 vs Psionics (10+)
Conditions/Status
HF: 12 when ID’d as a True Atlantean
HP: 31/31
SDC: 66/66
PPE: 27/27
ISP: 120/136
Sixth Sense – Always On
Nash flies several dozen feet above Serrano, matching his speed through the outlands. As they approach the compound he does a couple loops around the neighborhood looking for sniper positions, lines of fire, and the like.
John wrote: John comes out of nowhere, walks up and looks over Will's shoulder into the back of the truck. "Oh cool. A truck full of giant robot junk. Why is there a big ass hole in the floor of my third favorite bar?"
Seeing Will and John by the truck Nash lands about 20 feet away and removes his helmet. No reason to surprise them by diving right in front of them.

As he approaches the duo and looks in the back of the truck he hears Serrano’s voice in his head, Oh, shiny

”Nice guys. That looks like an IAR series. I can put that together.” Hoping this shows he wants to be part of the group, Nash goes on. ”So, where do Serrano and I store our gear. By the way, I appreciate the hospitality. It helps not having to trust a hotel or storage cube while we are gone.”
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Jack Killian
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Jack Killian »

Perception: 72% 1d100: [90] = 90
JIC d20: 1d20: [6] = 6
JIC: 1d100: [27] = 27

Conditions:
Sense the Presence of Spirits Amulet
Talisman Invincible 200 MD (OFF) waiting to be Recharged
Talisman of Mystic Invisibility
Altess Eviscerator Count Bustamante

Jack heads over to the truck to check it out. He sees the wrappers and smells it trying to figure out what it was, how long ago and where was this 'Cookie Cale's Chow Hall'?
Identify Plants & Fruit 73% 1d100: [38] = 38
Wilderness: Wilderness Survival 78% 1d100: [80] = 80
Streetwise 65% 1d100: [15] = 15

Count Bustamante says, "I''ll research the 'Cookie Cale's Chow Hall'?'"
Research 98% 1d100: [93] = 93

He looks for the keys in the truck.
Find Contraband 26% 1d100: [73] = 73

He sees the weapons and says, " Can't find the keys in this garbage. Hey guys there are two weapons in the cab, the Pistol is interesting and the other is a NE-10. We shouldn’t leave these out there. I think we should hold these for Baker.” Jack will take the Pistol if no one else needs it.

He explores the Cargo bed, “The cargo bed has this disassembled robot. Yea William I think we need to move this into the compound for sure. We are just asking for some crock to take this away from Baker?”
Last edited by Jack Killian on Tue Aug 13, 2024 5:09 am, edited 1 time in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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Serrano
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Serrano »

Serrano heads out right behind Nash. as they approach his bike, serrano looks over and says ”Lead on!” He then jumps on his bike and revs it for a second. As he does, there is a huge grin on his face. ”I love this bike.” With a quick donut, he follows Nash.

When they arrive at their destination, Serrano will help tie down all the gear on the bike. ”This is gonna be an awkward ride.” He steps back and admires their work. ’Looks good. That should hold.” Another rev of the engine, and they head to the compoiund.

Stopping the bike near where Nash landed, serrano just watches for now. ”There are 3 people here now. 2 of the team and Nash. I am not needed for this.” He gives the throttle a quick rev to get Nash’s attention. ’Nash!! I am gonna continue and put this stuff by the door. You guys got this. If you need me, just yell or radio.” Serrano then slowly drives the bike, loaded with gear, into the compound. He will stop the bike near the main entrance and neatly pile all Nash’s gear there.

He will then lean on his bike and scribble in his notebook. ’I want to make a way to enhance myself so I can be more useful. Hmmm, maybe use an old juicer harness as the mechanical portion. I wonder what spells I can use?? I will ask Mr.summers or Nash for suggestions.”
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Venenifer
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Venenifer »

Perception: 1d100: [82] = 82 /63%
JiC: 1d20: [14] = 14 / 1d100: [62] = 62

Conditions:
MDC: 640/640 | Barding MDC: 640/640(Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 144/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |
Range: 100 ft (30.5 m) plus 50ft (15.2m) per level for prove, or 200ft (61m) plus 100ft (30.5) for two-way communication
Duration: Two minutes per level of experience.
I.S.P.: 8
Just like the lesser Sensitive power of telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving through, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (65% (40%+3% per level)) the character will be able to see or hear parts of memories associated with the thoughts they are reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information for each attack per melee.


Skills


Post
Nash wrote:”I have to check out of my hotel and grab my gear. Where is the compound? Serrano and I can meet you there.”
Ven will take a moment to provide directions to the compound for Nash so that he can retireve his equipment and gear form the Hotel or otherwise before heading towards the compound herself. Ven follows Wolf and tells Jason to cooperate, and remove any and all of his equipment before we chain him in nothing but his clothing. Ven's goal is for him to voluntarily give up any advantages he may have. Ven will take him to the Garage/Workshop unless otherwise specified by Wolf.
”So, where do Serrano and I store our gear. By the way, I appreciate the hospitality. It helps not having to trust a hotel or storage cube while we are gone.”
"The Garage would be the most ideal place until we can sort out which unit you'll be staying in." Ven offers, then points out the larger, Pre-fab 8. "That one is mine, those are John's, Will's, Jack's and Wolf's. Unit's 6 and 7 are open." Ven states, hopefully detracting either of the new folks from attempting to get the larger unit. She will help the two new folk find a pre-fab since Will, Wolf and the others seem to be busy with the random truck that Ven hardly paid attention too. I presume Nash and Serrano will take Unit's 6/7 or 1 from the Available Pre-Fabs
Venenifer, the Royal Frilled Dragon

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

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


Please Do Not PM This Account, PM Underguard Instead
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William Summers
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by William Summers »

Perception: 1d100: [68] = 68 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [7] = 7 / 1d100: [32] = 32
John Altfeld wrote: Sun Aug 11, 2024 12:51 amJohn comes out of nowhere, walks up and looks over Will's shoulder into the back of the truck. "Oh cool. A truck full of giant robot junk. Why is there a big ass hole in the floor of my third favorite bar?"
"Third favorite? I thought you liked my Flaming Sword of Bacchus drink." Will turns his attention back to Dave after having seen what's in the truck. "What safeties are you referring to, Dave? So this robot is supposed to go in this hole? Why? Where did this come from? And where was Baker going to get those tools from? 3 days is too long."
Venenifer wrote: Sun Aug 11, 2024 6:05 pm "The Garage would be the most ideal place until we can sort out which unit you'll be staying in." Ven offers, then points out the larger, Pre-fab 8. "That one is mine, those are John's, Will's, Jack's and Wolf's. Unit's 6 and 7 are open."
"Exactly, Ven. Nash, you can grab room 6. Serrano, you're in 7."
John Altfeld wrote: Sun Aug 11, 2024 12:51 am"Oh, hey Will, do you have telepathy? No reason."
"What? No. I learned some useful mind tricks from the Techno-Wizardry apprenticeship I did, but not that mind speaking thing. Might have to have someone show me."
Jack Killian wrote: Sun Aug 11, 2024 9:39 am" Can't find the keys in this garbage. Hey guys there are two weapons in the cab, the Pistol is interesting and the other is a NE-10. We shouldn’t leave these out there. I think we should hold these for Baker.”
"Not too worried about the guns, but go ahead and hold on to those for Baker for now."
Jack Killian wrote: Sun Aug 11, 2024 9:39 am “The cargo bed has this disassembled robot. Yea William I think we need to move this into the compound for sure. We are just asking for some crock to take this away from Baker?”
"I'm gonna see what info Dave's got for me first and then we can move it after that."
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Tyrannosapiens Rex
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Tyrannosapiens Rex »

Settling In
Ven is gracious enough to point the newcomers in the right direction to stash their gear.

Cookie Cale's Chow Hall must be the dude who used to cook for the Roughnecks back in the day.* He runs a mobile food truck these days. Its only sometimes in MercTown. Sometimes it's in Kingsdale.

Dave Does Demo

"I wasn't specifically instructed on the vehicle sir, other than to keep an eye on it. He did not mention not to touch it, and I can state with 82.6% confidence that means Mister Baker did not booby trap it. I assume its ignition safety is either manual key or biometrics given his other vehicles in the past and either way it will need to be bypassed, Mister Summers."

Dave points a finger at the robot and states the obvious. "That is not a IAR series robot. I guess it would fit the same general dimensions as an IAR-2 without that funny headlight lamp head thing. Baker is clearly obfuscating."
Truck Back.png
"Three days is by far excessive sir. I did not receive direct knowledge of who he called for equipment, but the base phone's call log shows a call to Bailey Brother's Construction. I called. They confirmed Baker arrived, and that they have a lease agreement signed for everything I requested. They refused to be specific with me, but indicated some sort of emergency came up mid-agreement and they were still awaiting a 37000 credit deposit. I don't have any current access to funds Mister Summers or I would have gone down there myself."

Dave's eyes light up and his accent and body language noticeably change. Instead of the dry mechanical dialect he was using before, he adopts an old-blood New Englander accent. He holds up a finger in the classic Eureka position and utters. "By Jehovah, maybe they'll tell you more about the 'nature of the emergency' than they would a robot if you went down there to pay. I can come along to handle the heavy lifting if Mister Altfeld doesn't want the job, sir."

*Jack joined the group the adventure immediately after Cale departed. GM ruling- theres at least one post lamenting the loss of Cale the chef in that tampico protectorate thread. So anyone who joined in that tampico adventure might be able to piece together that this is another alumni. As for his food truck, regardless of if you know of Cale, a Roadwise or Streetwise roll at -10% reveals
OOC Comments
This well known food truck is sometimes in MercTown at the Swap Meet or parked outside the JMC. Otherwise it is known to frequently be in Kingsdale and the GAW-controlled city of Guntersville. When he comes back from Guntersville he has gator on his menu until his freezer runs dry.
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Nash
Posts: 23
Joined: Thu May 02, 2024 4:36 am

Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Nash »

OOC Comments
Perception: 24% (+5% involving vampires or undead, +15% involving electronics or machines) / 1d100: [40] = 40
JIC: 1d20: [15] = 15 / 1d100: [1] = 1
+4 v HF, +9 HF involving machines, +2 v Lethal/Non-lethal Toxins, +8% vs Coma/Death, +4 vs Magic, +9 vs Insanity, +6 vs Psionics (10+)
Conditions/Status
HF: 12 when ID’d as a True Atlantean
HP: 31/31
SDC: 66/66
PPE: 27/27
ISP: 106/136
Sixth Sense – Always On
Rex wrote: Ven is gracious enough to point the newcomers in the right direction to stash their gear.
Nash thanks Ven for the hospitality and directions, then goes to check out the hut he is assigned. While part of his mind will think about things like furniture and luxuries, he is more interested in mechanics and security such as locks and alarms.

Once he is unloaded and out of his Hawk, Nash will close the door and sit down with the remaining items in private.

Pendant and chain: A six-pointed gold star emblem with a fist overlayed on it on a silver chain.
Object read -
Impressions: 56%: 1d100: [40] = 40
Images: 48%: 1d100: [26] = 26
Present: 38%: 1d100: [57] = 57
ISP: 6

Quartz: A palm-sized quartz rock with obvious gold inclusions.
Object read -
Impressions: 56%: 1d100: [54] = 54
Images: 48%: 1d100: [59] = 59
Present: 38%: 1d100: [64] = 64
ISP: 6

A white hotel keycard without markings,
Object read -
Impressions: 56%: 1d100: [13] = 13
Images: 48%: 1d100: [63] = 63
Present: 38%: 1d100: [46] = 46
ISP: 6


A black credit chip,
Object read -
Impressions: 56%: 1d100: [73] = 73
Images: 48%: 1d100: [16] = 16
Present: 38%: 1d100: [45] = 45
ISP: 6

Once he comes out of his trance, Nash writes notes about what he found in his notebook and exits his hut headed for William.

More comfortable in his surroundings, Nash is still armed with his pistols and blades, but is wearing no armor. Instead he is in jeans and a work shirt with his sleeves rolled up to mid forearm.

After giving William his report on the objects and returning all of them, Nash waits for further instructions.
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Serrano
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Serrano »

Serrano grabs his meager possessions and heads to his room. As he steps in, he slows till he is standing in the middle of the room \, holding all his crap, while turning slowly. ”This is mine?? What am i gonna put in here?’ He drops his gear and looks around again, this time as a tinkerer.

Pulling out his tape measure, Serrano starts measuring spaces. ’a good couch here, a work table here, tool chests here, here, and here, maybe a gun rack and a bookcase.’ He spends a couple hours doing that. Imagining furniture and seeing if it would fit. He does this till he has a basic concept drawn out.

After drawing out a plan he is happy with, Serrano sits and pulls out his collection of reading items. ’i should get back to work." With that thought and a nod of commitment to himself, he begins anew.


((Same rolls for object read - i believe it is still same duration))
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Nash
Posts: 23
Joined: Thu May 02, 2024 4:36 am

Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Nash »

(Rolls Carry Over)
Serrano wrote:After drawing out a plan he is happy with, Serrano sits and pulls out his collection of reading items. ’i should get back to work." With that thought and a nod of commitment to himself, he begins anew.
As 5 minutes of awkward silence turns into 15 minutes Nash looks to Serrano's bunker to see the door still shut. Okaaaaaaay. Time to stop twiddling my thumbs.

Nash looks to William as he approaches the back of the truck. "Mind if I take a closer look?"

Without waiting for an answer Nash jumps up and begins inspecting the pieces. He looks closely in an attempt to determine what make and model it is. More importantly, he is looking for the piece with the CPU and main systems. Once he finds that piece he goes to work.

Object Read:
ISP: 6
Impressions: 62%: 1d100: [10] = 10
Images: 54%: 1d100: [25] = 25
Present: 44%: 1d100: [25] = 25

Telemechanics
ISP: -0-
Duration: 32 Minutes

Nash whispers "Ok baby, tell me your secrets."
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Jack Killian
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Jack Killian »

Perception: 72% 1d100: [44] = 44
JIC d20: 1d20: [20] = 20
JIC: 1d100: [50] = 50

Conditions:
Sense the Presence of Spirits Amulet
Talisman Invincible 200 MD (OFF) waiting to be Recharged
Talisman of Mystic Invisibility
Altess Eviscerator Count Bustamante
Dave points a finger at the robot and states the obvious. "That is not a IAR series robot. I guess it would fit the same general dimensions as an IAR-2 without that funny headlight lamp head thing. Baker is clearly obfuscating."
"Three days is by far excessive sir. I did not receive direct knowledge of who he called for equipment, but the base phone's call log shows a call to Bailey Brother's Construction. I called. They confirmed Baker arrived, and that they have a lease agreement signed for everything I requested. They refused to be specific with me, but indicated some sort of emergency came up mid-agreement and they were still awaiting a 37000 credit deposit. I don't have any current access to funds Mister Summers or I would have gone down there myself."

Dave's eyes light up and his accent and body language noticeably change. Instead of the dry mechanical dialect he was using before, he adopts an old-blood New Englander accent. He holds up a finger in the classic Eureka position and utters. "By Jehovah, maybe they'll tell you more about the 'nature of the emergency' than they would a robot if you went down there to pay. I can come along to handle the heavy lifting if Mister Altfeld doesn't want the job, sir."
Jack turns to William and asks, “I can take the Romper Stomper with Dave and anyone else out to this Baily Brothers Construction? If it is large we carry it under the machine. I can cover the 37000. If we take a picture of the top of the robot we can ask him what it might be."

Image
Modifiers: +1 to dodge when running or driving, pilot skill modifiers halved on rough terrain
Crew: 1 pilot & 3 passengers
Class: All-Terrain Variable Vehicle
Dimensions: 5' tall legs retracted, 25' at full extension; 14' wide; 18' long; 15,000 lbs.
Cargo: 10 items
Modifiers: +1 to dodge when running or driving, pilot skill modifiers halved on rough terrain
Last edited by Jack Killian on Mon Aug 19, 2024 6:40 am, edited 1 time in total.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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John Altfeld
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by John Altfeld »

Perception: 1d100: [71] = 71 / 86%
JIC: 1d20: [11] = 11 / 1d100: [17] = 17

CONDITIONS: John is at +1 foot, See Invisible (500'), Radar (1100'), Immune to Possession, Sixth Sense, Mindblock Autodefense, can't be touched by undead, can't be mind controlled by vampires, etc.
Tyrannosapiens Rex wrote: Tue Aug 13, 2024 1:21 pm Dave's eyes light up and his accent and body language noticeably change. Instead of the dry mechanical dialect he was using before, he adopts an old-blood New Englander accent. He holds up a finger in the classic Eureka position and utters. "By Jehovah, maybe they'll tell you more about the 'nature of the emergency' than they would a robot if you went down there to pay. I can come along to handle the heavy lifting if Mister Altfeld doesn't want the job, sir."

*Jack joined the group the adventure immediately after Cale departed. GM ruling- theres at least one post lamenting the loss of Cale the chef in that tampico protectorate thread. So anyone who joined in that tampico adventure might be able to piece together that this is another alumni. As for his food truck, regardless of if you know of Cale, a Roadwise or Streetwise roll at -10% reveals
OOC Comments
This well known food truck is sometimes in MercTown at the Swap Meet or parked outside the JMC. Otherwise it is known to frequently be in Kingsdale and the GAW-controlled city of Guntersville. When he comes back from Guntersville he has gator on his menu until his freezer runs dry.
John's vision and mental processes briefly white out at Dave's comment. "Yes, Dave. you should come down and carry things FOR CAMOFLAUGE. Also, what just happened to your voice? You sound like you're half choking."

Is this a character we're supposed to recognize?

He adds, "Let's not put this inside the compound. Whatever's going on, it's useful to be able to point to it being whoever this Baker guy is and not us."

John glances at Jack. "AND we shouldn't be showing photos of it to random people. Including whoever 'Baker' hired to do secret construction."

As soon as someone explains about this "food truck," John just starts laughing. "That's the most obvious spy slash smuggler truck I've ever heard of. You don't drive a food truck across the wilderness to GAW. Ha ha ha! I mean, Kingsdale, sure, if you had enough money to make a Ley-line teleporting truck but to GAW?!? Ha ha ha ha!"

Once they're ready to go to Bailey Brothers, John goes with the group.

I bet I could commission a pretty sweet limo with, like, flames down the side and it could teleport between nexus points...
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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Jack Killian
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Jack Killian »

(((Rolls Carry over)))
Jack hears what John said to him and replies, “You’re right Pebbles, don’t know what I was thinking.”

Jack looks for a new guy and ask, “Hey anyone of you new blokes can get a reading off of this stuff an tell us where Baker is?”

Count Bustamante pipes up, “That is using your head. I’ll look for the design on this robot and find a serial number, that may give us a clue along with the big light.”
Research 98% 1d100: [89] = 89

Jack looks worried and turns toward John and Whispers, "Hey Pebbles, Daves acting Wierd? ya think that the thing in the robot at the Chrisom Dragon some how got into Dave?"
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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William Summers
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by William Summers »

Perception: 1d100: [20] = 20 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [7] = 7 / 1d100: [17] = 17

Annoyed and impatient, Will works on wrangling his mercenary kittens. "Serrano, workshop's over there. You'll get schmutz on your stuff if you build in your room. Nash, gimme the details and then get ready to roll in 5, you're coming with me to Bailey Brothers. John, you're right, the bot stays right here. But Baker is us, no way around that. You're staying here to make sure nothing happens when I'm gone. Jack, Dave's always been weird. He's got a lot of accents. He came from inside a demon's guys and is a damn fine pilot. Warm up the Stomper, we're going to Bailey Brothers'. I've got the loot. And we're not talking to anyone about the damn bot."

He looks around at the gathered mercs, and thinks At least Ven and Wolf know when to shut the fuck up. "Are there any more questions?"

If they've wrapped up the Q&A and various base stuffs, Will hops in Jack's Romper Stomper with Nash and Jack to head to Bailey Brother's Construction.
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Wolf Whitaker
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Wolf Whitaker »

Perception: 1d100: [94] = 94 /74%
JIC: 1d20: [9] = 9 ; 1d100: [77] = 77
Chi:54/54

Paranoia Thought Text
Active Effects:
  • HF: 12
  • (Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.
  • +6 to all saves
  • See Invisible 200 ft
  • Integrated Sensor Pod - NE Armor
    • 360° scanning capability
    • Allows user to dodge all attack, even those from behind and/or surprise
  • Mini-Radar/Sonar System
    • Can track up to 12 targets
    • Range: 2 miles
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
  • +40% to all Modern Weapon Ranges
  • Toxins are only 50% effective and last for 50% of listed duration.

Streetwise-- 1d100: [74] = 74 /64% Information on Cookie Cale's Chowhall

Wolf watches as the new guys try to find ways to be useful, and Dave is being Dave. Baker seems to be an old member. It's odd that he's back...and seems to have brought a lot of baggage with him...indeed. it's odd that he didn't reach out. Did he think we wouldn't notice the construction? What the hell is going on? The gangs seem to think Baker stole something from them...the robot...or something in the robot. Either way I'm not liking it. Still need to take out the the gang members who are here. Should be able to use the phone as a second to lure them into a trap, but it will only work if it's activated soon. Hmm what to do. Still have Ignatios' job to do as well. Seems like that might go by the way side at this point...We should focus on the active threat right now...indeed.

Wolf waves to Ven. The motion indicates he wants her to follow him back to the garage. Wolf then leaves the Robot and construction to the others and heads back into the garage where the kid is being held. Wolf will whistle an unsettling tune while going about locating several tarps. Wolf goes about laying them around the kid, their purpose is obvious. It's to keep the clean up of a corpse manageable.

Wolf finally looks down at the kid as the tune comes to an end. No emotion is found in his gaze. Not anger or irritation or happiness. Just cold nothing, "So. Where do your loyalties lie? You're not part of the Horsemen yet, and given what you've told us you likely don't have a long future with them. Not that they will have a long future either." Wolf draws his .44 Auto-Mag and, in a bit of show, checks the chamber. Wolf admires the bass casing of the round he can see in the chamber and let's the slide click back into place. "You only have two options right now. You can be the door man for the rest of the Horsemen, aka I kill you here and now. Or...you pledge yourself to serve Ven forever more." Wolf let's that hang in the air.

Contingency:
--If the kid choses death, Wolf will shrug indifferently to allow time for Ven's transformation, before granting his wish for nothingness with the .44 Auto-mag to the head.
Wolf Whitaker

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Venenifer
Posts: 129
Joined: Thu Feb 06, 2020 10:09 am

Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Venenifer »

Perception: 1d100: [54] = 54 /63%
JiC: 1d20: [7] = 7 / 1d100: [83] = 83

Conditions:
MDC: 640/640 | Barding MDC: 640/640(Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 144/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |

Skills
Charm: 1d100: [47] = 47 /107% [Swear fealty to Ven.]

Post

Once the new folks are settled and their temporary guest is secured, Ven explores her own larger pre-fab for some time. Walking the space with a curious gaze. "Mm, a raised perch there, like a stage lined with the most comfortable fabric, yes. Going to need to get a jacuzzi installed, doubtful I could find one of proper size but I suppose a human sized one is fine." Ven considers to herself as she walks the space. Ven will take a moment in the privacy of that large pre-fab to resume her natural form. The dragoness's body enveloped as her wings and tail manifest and soon, the true dragon form stands in the center of the room. Hmm, still a little tight in here but at least there is privacy. The dragon thinks for a moment, walking around the prefab in a small (large) circle before returning to her human guise. After taking the time to examine it she leaves and checks in with Will and the others.

Ven is only mildly interested in the truck that everyone is fawning over, and almost pays it no mind. Curious, these people. Fawning over a random truck, you'd think they thought it to be a bomb or something. Hmm, maybe it is! No, probably not. Hmm. Ven thinks to herself as she skirts the truck while everyone else looks over the truck like moths circling a flame. Ven is mildly amused by the number of questions being flung Will's way by the newcomers, and John and Jack.
Wolf wrote:"So. Where do your loyalties lie? You're not part of the Horsemen yet, and given what you've told us you likely don't have a long future with them. Not that they will have a long future either." ... "You only have two options right now. You can be the door man for the rest of the Horsemen, aka I kill you here and now. Or...you pledge yourself to serve Ven forever more."
When Wolf waves down Ven, her curiosity is drawn from the truck to whatever Wolf is looking at and follows the gunslinger to the garage. Ven will stand behind Wolf as he speaks, towering over him as she looks down on the kid, though showing more emotion than Wolf. Her gaze could be viewed like a cat staring at a bug, just waiting to pounce, her eyes flashing as a smile coils on her lips as Wolf finishes his offer.

"You either have a future..." Ven pauses and glances towards Wolf. "Or you don't. The Horsemen's time is up, that doesn't mean yours has to be." Ven finishes, her voice a mixture of threatening and soothing.

Contingency: If the kid refuses and there is room within the garage, Ven will let the last thing he sees be her true dragon form [HF 13] before Wolf puts a bullet in his skull.
Venenifer, the Royal Frilled Dragon

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

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


Please Do Not PM This Account, PM Underguard Instead
╭∩╮(=^ェ^=)╭∩╮
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Nash
Posts: 23
Joined: Thu May 02, 2024 4:36 am

Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Nash »

(Rolls Carry Over)
Will wrote: Will hops in Jack's Romper Stomper with Nash and Jack to head to Bailey Brother's Construction.
Finished with the robot Nash hops down and relays all information, on both the ganger's personal effects and the robot to Will. Getting the orders about the construction run Nash begins to turn away from Will, then turns back. "Give me 5 minutes to get some stuff in order. Also, can we see if they have or make a short stop for empty NG-202 ammo drums? I hear you have plenty of anti-vampire ammo, but I need drums to load."

With that he heads back to his bunker to put on his armor and grab his wallet. I should have just left this stuff on.

Once back out in the compound he jumps onto the back of the Stomper yelling, "I got gunners seat."
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Jack Killian
Diamond Level Patron
Posts: 485
Joined: Sat Jan 03, 2015 7:14 pm
Location: Rifts: Australia
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Jack Killian »

(((Rolls Carry Over)))
William
"Jack, Dave's always been weird. He's got a lot of accents. He came from inside a demon's guys and is a damn fine pilot. Warm up the Stomper, we're going to Bailey Brothers'. I've got the loot. And we're not talking to anyone about the damn bot."
Jack looks at William and speaks, "Sorry Boss, just a bit unnerved with the other robot Pebbles Danced with at the Chrisom Dragon. Sorry Dave your a good Toaster, Bloke."

Jack climbs up in the Stompers drives it around and raises it up, then back down turns the wheels so it crab walks left the right, to make sure everything is working. Dang I forgot how much fun it is drive this thing he parks it so everyone can get in and choose a sea he speaks, "Dave you got pilot duty." I hope he knows I'm putting my faith into him.

He looks at William and replies, "He is the Designated Driver. I kind of like him to know how to use the sweet ride. you know we can always radio him to help us."

Once everyone is in seated and buckled in. He turns to Dave and says "Heads to Baily Brothers." Jack is a little nervous as Dave takes a short drive.

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

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

Weapon Carried:

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

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

MP-3 MageFire Bolt Pistol

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

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

CN-1 Net

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

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



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

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