Special Abilities 1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity. 2. Increased Strength: Falls under "Augmented" category. 3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop). 4. Heightened Reflexes and Agility: Exceptional Balance and Grace. 5. Enhanced Senses: Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight. Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do. Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old. Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with. Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc. 6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments. 7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.
At Minerva's offer to accompany him, Jack let's out a sigh "Finally"
He shows very little interest in the meeting overall, and impatiently waits patiently as the group discusses the possible new mission.
When the meeting is over and Minerva gathers herself, Jack stands waiting near the door tapping his toe. When they get outside, he lights up a cigarette and after a long drag he tells her "Lead the way...."
Calamity John wrote: ↑Wed Aug 07, 2024 7:47 pm"Fenrick deals in secondhand merch and he doesn't much care where it comes from. Most of it 'fell off the back of a truck' in the Coalition States, and at least some of it makes its way west. In my caravans, in the hands of smugglers, what have you. I'll nail down what 'best deals on preem merch' means with him exactly. But he knows a deal is a deal when it comes to me. And I don't cotton to people who can't keep a bargain, so if he has problems paying when his time comes I will deal with that." John's voice gets dead cold and somewhat effeminate sounding at the end of that statement. John also provided air quotes around 'fell off the back of a truck'
John shares with the whole group the tip from Fenrick, his nebulous offer of a discount, and that John will sweeten the pot with a share of the profits from his caravan run if Fenrick's tip doesn't pan out.
Amber gives her two bits of support for the mission. “I’m happy to get our names out here. I’m not exactly happy to be dealing directly with someone of dubious morals, but I am also a realist and know that there is a place for people like him, too. I vote, yes.”
Phinneas_Graves wrote: ↑Fri Aug 09, 2024 3:53 pm
When asked about his opinion of the possible new mission, Jack replies slightly agitated "I really don't have much of an opinion, except for wanting another arm."
"Now, I'll ask politely. I have no friggin clue about this sort of thing. Would anyone like to help, or should I go roll the dice?"
Minerva wrote: ↑Fri Aug 09, 2024 4:03 pm
Phinneas' tone takes Minerva out of the meeting zone as she looks at him confused. He definitely never spoke to me like that before. But I guess having recently lost your arm will do that to you. If your friend needs help, you help.
"I'll come with you after this meeting, Phin. Give me a moment to get ready."
When the meeting concludes, Minerva grabs her cloak and heads out with Phin to get his new arm.
Amber nods approvingly when Minerva says she will accompany Phinneas. Man, he is acting testy lately. Maybe, post injury mental issues? Or Crazy issues. I don’t know. Hopefully seeing a Cyber-Doc will sort him out a bit. But we should keep an eye on him either way. I'm sure Susan will know more about the psychological effects of losing a limb.
Susan shrugs. "It sounds like a standard mercenary job, although perhaps a bit closer to directly working with the Black Market than might be ideal. There isn't a lot in it that is particularly attractive, but I suppose we also do not have a large number of options currently and getting out of MercTown where we might not be a constant reminder to our previous employer has its own value."
She looks at Phinneas after his strange outburst. "Phinneas, I just offered to help you. We need to sit down and determine what we are going to go purchase before we leave. This is not going to be like going to a restaurant where you'll pick off of an illustrated combo menu."
Susan pauses. "Actually, I have seen some chop shops where that is exactly the ordering method. However we should try to find a better quality of place."
After some discussion about the proposed job, the crew has various things they need to take care of before setting out. Amber and the rest appear to resonate with Minerva's suggestion of The Horizon Group, and Amber needs to make those changes official. John wants to finish his adventure through the markets, attempting to land some good scores for the team before departing. Arvid attempts to pray to his granfather, Odin, the All-Father. His immediate prayer appears to go unanswered though if ever Arvid thought he was being observed from his pantheon, he felt it now.
Phinneas is rededicated to fixing his one-arm situation with Susan and Minerva offering to help. Both women notice that the crazy is notably impatient, if not acting different entirely, though they can't place why. Susan's investigation into the Liquid 8 reveals it to be some kind of self-replicating nanites that are currently dormant. Apparently being severed from the host processor on Eight was enough to send the nanites into some form of stand-by though Susan can't tell what triggers it yet. She is confident however it might be capable of replacing Phinneas' arm, though she can't tell without some other organic trials.
"It's alright, Phinneas," Susan says. He is clearly suffering from PTSD. How much worse must it be for someone already mentally unstable by... well, design is not accurate. By side effect. Yes.
The doctor goes silent for an uncomfortably long time, clearly struggling with something mentally. "There is... one other... possible solution. I do not recommend it, however."
She clears her throat. "I have done initial studies on what I have dubbed Liquid 8 and discovered that it is a kind of self-replicating nanite hive, rather than a true liquid metal shell. Since being separated from The Enemy, it has become mostly inert, though it shows minor responses to direct radio signal, as though it were 'hearing' but not 'listening.'"
"I hypothesize that introducing a new direct processor to lead it may result in it becoming active and... benign? I do not know how it would react to having a brain as its new processor, or MoM implants. In theory, the right processor will allow it to be controlled completely, but it would require further testing."
She stops, then adds, "Also, it probably needs to be fed hypertensile scrap metals to gain mass, lest it consume flesh. It appears to have no interest in hypertensile glass/ceramic compounds."
"Again, I do not recommend this as a solution. It needs to be tested on nonhuman subjects and even basic radios equipment before this kind of use."
Jack's eyes widen at Susan's suggestion of using the liquid nanites salvaged from Eight.
Imagine the power.......
"Be honest Doc.....if you wouldnt recommend it, you wouldnt have suggested it. You're just as curious as i am now"
Jack's brow furrows as he contemplates the nanites. He has seen what Eight was capable of, and the thought of harnessing even a small bit of that power is utterly intoxicating.
I would be unstoppable......
"How soon? Could this be done, I mean?" Jack inquires excitedly. "What if.....I were to go and get a miminal replacement? No sense spending too much. And then......we introduce the nanites to the bionic as the metal they need for replication?"
Jack's eyes glimmer with an impatient excitement as he ponders the possibilities of the power waiting to be harnessed. Before Susan really has a chance to answer he tells her "Let's do it. I volunteer. Figure out any safeguards you can and let's do it. For science......"
Susan reaches out, trying to take Phinneas's hands in hers. "Phinneas, I need to stress that this is not safe. I only mentioned it because it is taking up a large portion of my mind space currently and I am distracted. Think of how many 'crazies' were killed in the early stages of researching the technology. We have not even tested radios or literal guinea pigs."
And what we could accomplish if we leapfrog the research queue...
"At the very least, let's do a few tests before we introduce it to your system."
But you're right. You're always right. And your name can be in scientific papers across a thousand universes.
Jack gives Susan's hand a squeeze. He is almost shaking trying to contain his excitement. "Whatever makes you feel better Doc."
One, two, Jack is coming for you.....
"The only thing i ask......" Jack gives her a look as if he is reading her thoughts ".....is that you're honest with me. Dont play the protective mother role when all you really want to do is let the mad scientist out."
Phinneas_Graves wrote: ↑Sat Aug 17, 2024 3:43 am"What's our next move?"
Susan ignores Phinneas's attempt to assassinate her character. "I would suggest we get a handful of basic, miniature radio transmitters, something no bigger than what goes into a headjack, for example, and, say, a six-pack of laboratory mice."
She shrugs. "I imagine we'll have some initial information fairly quickly with those."
"Oh, and the hypertensile scrap material I mentioned. Let's get five to ten pounds to start. And a bigger tank for Liquid 8 to live in."
OOC: Nate, can we get the results of separating the Liquid 8 in half and feeding one half of it a teeny radio transmitter to see if I can connect to it and either communicate or control it? Also, if it eats metal. And, finally, what happens if I hand one part of it a mouse.
Perception: 75% =
1d100: [8] = 8 (+5% on Perception Rolls regarding vampires and the undead)
JiC:
1d20: [20] = 20 |
1d100: [69] = 69
Constant/Active Conditions
Sixth Sense: Range 180’ Mind Block Auto-Defence Sense Supernatural Evil & Sense Magic Energy: Range: 600' (100’/level) when being is not using powers or abilities; 1600’ (1000’ +100’/level) if using abilities or powers. Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 92% =
1d100: [48] = 48
o Track by Psychic Scent: 100% =
1d100: [81] = 81 (100% if supernatural being is also using magic) Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius Recognize Vampires Recognize Vampires by Appearance (special): 110% =
1d100: [32] = 32 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires). Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. See the Invisible: 200’ Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size] Sustain lasts 3 days remaining.[/size] Critical Strike on an unmodified roll of 18, 19 or 20.
While Amber has everyone in the same area, she goes over a few items of importance. “Okay, it is good that everyone is getting resupplied and fixed up before we start the next operation. We leave once Phinneas is fixed up and ready.”
She looks at Phinneas and Susan. “I have some reservations about what you are attempting to do. I would really prefer if you did some experimenting before you attached it to Phinneas.”Or not at all.“But I trust you both to do the right thing.”
She clears her throat as she continues. “A few other things. Thanks to Minerva’s suggestion we are no longer called the GIRLS. We are now known as the Horizon Group.”About damn time too. That name was demeaning to women.
“Additionally. We have been a little lax in some of our operational security for the last couple of ops we have been on. I would like to maintain some anonymity while on operations to maintain our edge and keep our foes off balance. So, I would like institute a system of codenames for all radio communications. We need to keep our strategies undercover, and calling each other by our real names is a rookie move.” She thinks back to Jerrick in particular. That kid broadcast everything in the open for everyone to hear.
She has a little twinkle in her eyes. “I'm thinking mine will be 'Vixen'. Swift, sly, and decisive, just like me.” She says with a smile. “Plus it goes with my ink.” As she shows her Fox tattoo on her left shoulder. “Feel free to come up with your own or ask around for suggestions.”
Before she leaves them to what they are doing to prepare for the upcoming mission she says. “Let’s hustle up our prep. There are people out there that are in danger and we need to move soon.”
Amber goes up to her room and finds a comfortable spot to mediate. Let's see if we can get a glimpse about what we are facing. She lets her mind wander and reach out towards the area they are heading into. She uses her Precognition ability to see if she can determine anything about what is going on in the area they are heading towards.
(OOC: She will attempt 5 times a day until they are ready to leave. If you want more rolls, just ask!)
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Arvid is listening to the others at the Hanger, “This call sign thing is new to me, and secure communications? Bolt is what my father called me, but Eagle is also good. I usually spend my time on the Turbo Board flying top cover. Grandfather called me Lord of Lightning, but that is a bit cumbersome and LOL means something different I understand. Maybe Just Double L? If we switch callsigns occasionally It might provide better security. I will go with what the team decides.”
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
The rush to grab Phinneas a replacement limb is halted when Susan introduces her experimental idea to the hangar. Minerva waits for that to play out and listens to Amber's points. When the idea of codenames arises, she thinks for a short while. After both Amber and Arvid speak up, she goes. "Like the symbol of my namesake, you can call me 'Raptor' in the field."
If she can make herself helpful during Susan's experiments (if anything gets out of control, holding it in place with telekinesis), she will make herself available.
Phinneas and Susan discuss the prospect of using the L8 in an attempt to replace Phinneas' arm. PhinneasJack comes up with an idea to go in line with Susan's suggestion. With a plan in mind for some testing, Susan, Minerva and PhinneasJack set off to acquire the materials. Susan finds there are several smaller radio transmitters in the hangar that can be used while Minerva runs over to the bestiary to find a small collection of field mic (20cr for a group of six live field mice) that the clerk assumes is either for feeding or testing; these aren't pet rodents.
With all the materials in hand, barring a cheap robotic arm, Susan begins her test. She first tries to separate the L8 into two different containers and finds the L8 to be a lot like a sludge with a remarkable tensile strength holding it together between the two containers. However Minerva is able to delicately cut it with her psi-sword to avoid any material coming in contact with it yet and both pieces drop into their respective containers. Then, Susan then configures one of the small radio transmitters and connects to it, then places it gingerly inside the container inside the L8 blob. Susan and Co observes the L8 seem to react to the material and they watch it appear to dissolve as the L8 grows in mass and starts to move in some sort of capillary rise. Susan's connection with the transmitter is cut off and she doesn't seem to be able to communicate to it.
When she adds one of the mice too it, something else happens that is nothing short of extraordinary. The L8 covers part of the mouse as it squeaks in surprise though it doesn't dissolve the mouse, instead it seems to take shape around the mouse. The mouse continues to squeak as it tries to first get away from the L8 then it seems to calm down as the L8 settles around the mouse's legs, tail and underbelly, encasing them in a silver-like material. The mouse then starts to move around a bit awkwardly, akin to a canine when it wears shoes, but no longer squeaking. By all accounts, it appears that the L8 bonded to the mouse. What that actually means for an intelligent person is another story and the mouse was certainly expressing discomfort.
[Amber's Foresight]
Amber herself expresses some reservations about the application of L8 but trusts Susan and Phinneas enough to let them try. Hoping she doesn't come to regret that decision later. Moving from that, Amber finalizes the change to Horizon Group and then starts talking operational security and callsigns. Minerva and Arvid are all too keen to jump onto the idea of callsigns as the three of the determine suitable callsigns. Susan seems to dismiss the idea in lieu of her experiment. Amber also lays down her directive to hustle up prep as best as possible to go investigate what is happening in the western world.
While the others move to begin Susan's test, Amber moves to her room and falls into a deep mediation to attempt to garner some understanding of the threat they will be facing. Several of her attempts show her nothing, though a few of them show her glimpses of the possible future.
Precognition can only be attempted twice a day
Remember these are possible glimpses of the future.
Amber sees a relatively small village somewhere in the west under the cover of darkness. A saloon with barricaded windows and a front door. The sounds of hushed voices heard within as a series of shadows move in the darkness. A loud crash is heard, followed by a monstrous screech several screams and then silence. Amber tries to focus her vision on the shadow but it is shrouded in darkness.
Amber's next successful attempt provides a much crisper vision, and she sees herself and her team with her as they stand. She is talking to someone with a star on her shirt, a sheriff? The town has taken in survivors from a neighboring village with a number around 400 people. A robot steed is seen patiently waiting behind the sheriff as a deafening screech is heard in the distance; it is daylight. Another one is heard from the other side, and another. Amber feels the sensation of being circled, surrounded.
Amber sees a dark room, someone is laying on a table. Susan? Minerva? Herself? It's hard to say but there is someone else in the room with them. Suddenly a blinding light is turned on behind the figure, leaving them as nothing more than a dark silhouette with several appendages coming out of it's back as it approaches the table. Amber sees Minerva on the table, strapped down and restrained as she hears chilling words echo in the chamber. "Shhh, don't cry." And before the vision fades, Amber sees what she can only guess is a form of knife being held up by the silhouette.
A flash back to the village shows a clearer image of the shadow, it is a tall lenky looking creature that Amber can't identify. It has a tail and appears largely predator but doesn't seem to be related to vampires. It almost reminds Amber of the stories of dinosaurs only different. Maybe closer to what Amber and company met down in South Africa. The creature is tussling hand in hand with Arvid, who despite his strength finds himself almost even with the beast. Arvid unleashes an electrical surge that seems to case it to retreat into the darkness.
Amber and company are inside the saloon, drinking. Everyone appears joyful, the windows aren't boarded up and they are the center of attention. Even Phinneas is there with what appears to be a sleek mechanical arm of sort, bionics? Was Susan's experiment a success? The sheriff approaches them with a somber face as the root of their problem still exists. Passing a piece of Information that the vision can't see, Amber's flash to them driving away, northwest-ward from the settlement.
Special Abilities 1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity. 2. Increased Strength: Falls under "Augmented" category. 3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop). 4. Heightened Reflexes and Agility: Exceptional Balance and Grace. 5. Enhanced Senses: Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight. Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do. Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old. Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with. Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc. 6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments. 7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.
Jack watches with anticipation as Susan begins her testing. He watches with amusement as the L8 absorbs the small radio equipment and grows in size, just as she predicted.
His eyebrow raises as the mouse is introduced to the L8.
Should be amusing either way.....
As the L8 takes hold of the mouse and assumes it's final form on the seemingly unharmed rodent, Jack looks to Susan and asks "That's good right?"
Perception: 75% =
1d100: [16] = 16 (+5% on Perception Rolls regarding vampires and the undead)
JiC:
1d20: [8] = 8 |
1d100: [92] = 92
Constant/Active Conditions
Sixth Sense: Range 180’ Mind Block Auto-Defence Sense Supernatural Evil & Sense Magic Energy: Range: 600' (100’/level) when being is not using powers or abilities; 1600’ (1000’ +100’/level) if using abilities or powers. Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 92% =
1d100: [33] = 33
o Track by Psychic Scent: 100% =
1d100: [44] = 44 (100% if supernatural being is also using magic) Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius Recognize Vampires Recognize Vampires by Appearance (special): 110% =
1d100: [82] = 82 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires). Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. See the Invisible: 200’ Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size] Sustain lasts 3 days remaining.[/size] Critical Strike on an unmodified roll of 18, 19 or 20.
[Post Vision]
As she closed her eyes to meditate, the world around her faded, giving way to the psychic realm where time bled into possibility. Images swirled, but the truth remained cloaked in shadows, eluding her grasp. Her heart racing despite her training, Amber finds herself desperate for answers. With each attempt, the visions grow more vivid and more disturbing.
Even as her final vision paints a positive scene, with her friends and her seeming to be safe inside the saloon, an undercurrent of dread still lurked.
As Amber returned from the depths of her visions, her heart pounded, a mixture of warning and hope. She gathered her bearings, longing for clarity but haunted by uncertainty. She didn't want to alarm her team, but the potential threats they faced felt all too real. By the Gods, those were some creepy visions. But, I need to tell them of what I saw.
When she joined her comrades, they were engrossed in the excitement of preparing for their venture. Callsigns reverberated off the walls, a moment of levity amidst the gravity of their mission. Minerva and Arvid enthusiastically debated their new handles, while Susan remained absorbed in the experimentation with the Liquid 8.
“Listen,” Amber began, her voice steady but laced with urgency. “I had some visions, horrific glimpses into the future. They’re troubling, and I believe we need to consider every possible threat to our mission.”
She describes her visions as best she can to everyone present. “Whatever the shadows from the village are, they aren’t mere phantoms. They’re hunting us,” she says, feeling the weight of responsibility settle on her shoulders. “We’ll face something formidable. Something that could obliterate our team. I saw a creature, and I can’t shake the feeling that it's evil. Whatever is out there, it won’t just let us waltz into their territory unchallenged. We need to be prepared and we need to go very soon.”
Amber couldn’t shake the feeling of dread that clawed at her thoughts. Her visions flickered like the stars over the barren town outside. She hoped the flashes she had witnessed would not manifest into reality, but deep in her heart, she knew she could not ignore their warnings. If danger awaited them in the shadows, they would stand together against it, united in courage, no matter the cost.
[Mission Preparation]
Amber wiped the sweat from her brow as she turns to her preparations and loading up her new hover jeep. As she crouches by her new hover jeep, which she has affectionately named Amélie, she checks the mini-missiles loaded into the launcher mounted on its sleek frame. Each missile gleamed under the muted light, a promise of protection in a chaotic world.
She goes through an internal list of what she would like to take with them. Man, we could really use some kind of e-clip charger if we’re heading into the mess it looks like we’re getting into. She says to herself, as she double-checked the missile launcher's readiness. We need to take as much food as we can too. Four hundred refugees will need to eat. I'm pretty sure John has been stocking up food to sell, but it may be needed to help out. She sighs. I'm not used to thinking of the larger logistics of things like that. Hopefully John with his business knowledge can help out there.
She loads up her extra weaponry and ammo into the small storage space. Hope we don’t need all this stuff, but never can be too prepared. She looks up in the direction of the lab room where the experiments are going on upstairs and thinks. C’mon Susan. Get this done quickly or get Phinneas a temporary arm. We need to get moving soon. Lives are at stake. She thinks some more. If they are going to be a while, I could pop out and get some maps of the area. Badgerbold's may have some if we are lucky.
She heads upstairs to check on Susan's progress. She tries to be careful to not to disturb Susan, but waits for an opportunity to present herself to ask, "How are things going, Susan? Are we close to making this work or what?"
(Shopping in Merctown]
Amber needs a few more items in Merctown to round out her supplies. She goes from store to store acquiring the items she is looking for.
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Arvid is thinking of ways he could help his team mates on his first true adventure with the new Group. I wonder if getting the help of a Major Elemental beside us would help at the beginning, I could go to the College at the Nexus that would give me the best chance it should only take me a few minutes. I should go to Amber and discuss this with her.
He sees her enter the room and is about to talk to her when she speaks up.
“Listen,” Amber began, her voice steady but laced with urgency. “I had some visions, horrific glimpses into the future. They’re troubling, and I believe we need to consider every possible threat to our mission.”
She describes her visions as best she can to everyone present. “Whatever the shadows from the village are, they aren’t mere phantoms. They’re hunting us,” she says, feeling the weight of responsibility settle on her shoulders. “We’ll face something formidable. Something that could obliterate our team. I saw a creature, and I can’t shake the feeling that it's evil. Whatever is out there, it won’t just let us waltz into their territory unchallenged. We need to be prepared, and we need to go very soon.”
Arvid speaks, “Lady Amber, I am wondering if I should try to summon a powerful Air Elemental. I have about 50 percent chance of getting one if at the nexus. I’m just not sure how the others would react. I got the feeling that some in this group would rather not see or know of magic around them. I do not know if, and when, we might be near another Nexus. Eventually I would like to get with a Wizard and try to build a airship, Fly boat or maybe go and get one, as a group Transport. I know I am new here and will do whatever you decide is best for us.”
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
Susan is initially disappointed that she isn't able to communicate with the Liquid Metal after giving it the transmitter, then watches what happens to the mouse with very real dismay. Has it integrated with the host or did I just create a mouse-shaped Eight?
Perception: 75% =
1d100: [64] = 64 (+5% on Perception Rolls regarding vampires and the undead)
JiC:
1d20: [3] = 3 |
1d100: [7] = 7
Constant/Active Conditions
Sixth Sense: Range 180’ Mind Block Auto-Defence Sense Supernatural Evil & Sense Magic Energy: Range: 600' (100’/level) when being is not using powers or abilities; 1600’ (1000’ +100’/level) if using abilities or powers. Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 92% =
1d100: [51] = 51
o Track by Psychic Scent: 100% =
1d100: [68] = 68 (100% if supernatural being is also using magic) Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius Recognize Vampires Recognize Vampires by Appearance (special): 110% =
1d100: [47] = 47 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires). Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. See the Invisible: 200’ Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size] Critical Strike on an unmodified roll of 18, 19 or 20.
Arvid Hammerson wrote: ↑Sun Sep 08, 2024 7:13 pm
Arvid speaks, “Lady Amber, I am wondering if I should try to summon a powerful Air Elemental. I have about 50 percent chance of getting one if at the nexus. I’m just not sure how the others would react. I got the feeling that some in this group would rather not see or know of magic around them. I do not know if, and when, we might be near another Nexus. Eventually I would like to get with a Wizard and try to build an airship, Fly boat or maybe go and get one, as a group Transport. I know I am new here and will do whatever you decide is best for us.”
Amber is a little perplexed as to why Arvid wants to summon an Air Elemental. I hope I don’t offend him, but I’m at a bit of a loss here as to why we need one at this moment.“Thanks for the offer, Arvid. I think it may be a bit premature to summon one of your brothers at this time. I have no issues with magic but it might be good to be a little low-key for the time-being with it. Phinneas seems a tiny bit… off since losing his arm, and with good reason I might add. He has expressed some trepidation about magic before, so I would prefer to have him deal with his loss and the replacement of his arm before we add something potentially disturbing to him at this time. You understand, right?”
She nods thoughtfully. “That sounds like an ambitious and expensive project building an airship. John seems to be good at finding things, so maybe he can help you find something. I wish you good luck in finding one.”
Before she goes about her business, she asks Arvid a question. “I do have a question for you. Would your brothers, like the ones you summoned to assist us in Lazlo, be able to carry something like a small camera for us to scout out the towns when we get there? It would be advantageous to get a look at the towns stealthily before we enter.”
(((Rolls Carry Over)))
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Amber is a little perplexed as to why Arvid wants to summon an Air Elemental. I hope I don’t offend him, but I’m at a bit of a loss here as to why we need one at this moment. “Thanks for the offer, Arvid. I think it may be a bit premature to summon one of your brothers at this time. I have no issues with magic but it might be good to be a little low-key for the time-being with it. Phinneas seems a tiny bit… off since losing his arm, and with good reason I might add. He has expressed some trepidation about magic before, so I would prefer to have him deal with his loss and the replacement of his arm before we add something potentially disturbing to him at this time. You understand, right?”
Arvid listens carefully to what Amber has to say. He thought as much at the very beginning, about the others apprehension about magic and Warlocks. He realizes she doesn’t know about summoning the different types of Air Elementals, so he decides he can explain a bit more, “There are different types of the ones I used to help are summoned by spells, easy to do but they are essence fragment of larger elementals, these are short term but are their abilities differ."
"The simple one can stay around for an hour, Speed 35 mph, can carry 1000 lbs. and will stay within 1000 feet of me. "
"The next can do better, it’s more of a Scout. Hour and a half, Speed 45 mph, can carry up to 1100 pound but it can travel unlimited and can cast low level spells. Again, this one is very useful."
"The third is a mount, horse like can stay around for an hour, Speed 45 mph, can carry 1000 lbs. and will stays within 40 feet
The first two are invisible, the mount is simi transparent and only I can control them all."
“The ones I was talking about calling forth is a Minor Air Elemental. They are usually greater power, At this time have a 50% chance of calling this one at a Nexus. The time it can hang around for days but after a week It more than likely become bored, and I should release it. It has spell ability and can understands languages. Now, Natural telepath, range is 300 feet (91.5 m). Fly and hover in energy form, maximum speed of 340 mph, fast. Oh, and they can possess a body.”
Before she goes about her business, she asks Arvid a question. “I do have a question for you. Would your brothers, like the ones you summoned to assist us in Lazlo, be able to carry something like a small camera for us to scout out the towns when we get there? It would be advantageous to get a look at the towns stealthily before we enter.”
Arvid thinks and then decides, “Either the spell version Phantom, or the Minor one I was trying going to call forth. The second one could do a lot more. Listen to conversations and move out Quickly! How Far away is this place two to three hours away? It could carry me there and back in a day.”
“But as I said I only have a 50% chance of getting one every day at a Nexus.”
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit