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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Joined: Thu Feb 06, 2020 10:09 am

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: 26
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: 26
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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 guts 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: 133
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


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Nash
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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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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'

Image
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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 »

Before the Away Mission

After some light cat-herding from Will, everyone finds their place.

Object Read results on all of the items don’t really show anything new, with the exception of the actual name of the old Greenskins flophouse- it’s called the Ogre’s Den Tavern & Flop House.

The results on the robot in the back of the vehicle are somewhat more revealing.

The owner of this robot has an aberrant alignment. He’s a nondescript looking dude with brown hair and brown eyes that would blend into any crowd with ease. His name is Baker Heinsfeld.

Past Images
OOC Comments
This thing came off an assembly line 301 years ago. It was deployed immediately to the field upon fabrication. The images indicate this occurrence was likely the Coming of the Rifts. A great city, the likes of which isn’t seen on Earth today is burning.

The robot is in a scrap yard. It gets service. It’s been there a while. There are several images. There is great variation on the rest of the contents of the scrap yard, but there’s always hoverbikes. Eventually it's put into parts to fit in the corner so they can use the concrete bunker it’s in as a garage for the hoverbikes.

Baker leads a team including a blonde male about the same age and with a similar nondescript appearance into the scrap yard. Loads up the robot, kills about a dozen guys in patches that read ‘Horsemen’ ‘Bama Originals’ and one that reads ‘Horsemen’ ‘Sweet Home Alabama’, leaving the rest of the scrapyard ablaze.
Present
OOC Comments
The current owner of the robot is alive. He is presently in a rather plain room overlooking some part of MercTown. Piles of take-out litter the table- looks like he’s been camped out here a while. He’s watching two groups of bikers having a meeting through the scope of a Naruni anti-robot rifle. Only one side seems to be wearing any gang patches- ‘Horsemen’ ‘MercTown’. The other appears to be a motley assortment- including what Nash immediately pegs as a BLIND WARRIOR WOMAN sitting on the back of a bike.

They don’t look friendly, with each side standing at opposite sides of an Allan Foods parking lot eyeballing each other. Some elf in Horsemen colors and a human with a Death’s Head faceplate and the numbers ‘110’ wearing a leather vest that reads ‘Prospect’. It looks like the elf is telling the CS war vet off and blowing smoke in his face. The CS war vet looks about ready to wring the elf’s neck, and anyone reading the parking lot can tell that will lead to a firefight.
Telemechanics reveals its
OOC Comments
a ‘USA-NEMA Super Mastiff Model 3A’ Serial Number: ‘2098-ECC-000322’ With an initial kernel activation date of December 25th, 2098.
https://pbprpg.org/forums/viewtopic.php ... 3#p1390953




On The Road Again
(Nash, William, Jack)
Dave takes the helm of the very funky vehicle the away team has selected for the road trip to Bailey Brothers Construction.

The trip there is uneventful, but does involve passage through the gates.

Once you arrive, a woman wearing business casual and a headset with a puzzled expression on her face greets you. ”Welcome to Bailey Brothers. You don’t look like our normal suits or contractors. What can I do for you?”

Workshop
(Serrano)
Oh man. The garage and workshop is even better stocked than Serrano could have hoped for. All the tools to maintain robots, tanks, hover vehicles, and more.

The Techno-Wizard never even notices everyone else leaving or the mysterious contents of the truck in the street.

He’s a little busy planning and daydreaming and moving in.


Grounds
(John)
It really doesn’t seem like anyone is watching the truck or the base. The new rat guy is puttering around in the garage and measuring out his unit. Ven and Wolf took the prisoner into the Lounge with a bunch of tarps and visqueen.

This guard shit is boring.

Bow Down Before the One You Serve

(Ven, Wolf)
The guy pooped his pants. Of course he’s taking the deal. Before Wolf is even done with the ultimatum, the guy is on his hands and knees crawling towards Ven begging for servitude and protection and offering the soul of his firstborn.

He smells like poo and pee. Congratulations, Vennifer, like most females, has inherited a giant infant masquerading as an adult.
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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: [66] = 66 /63%
JiC: 1d20: [18] = 18 / 1d100: [93] = 93

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


Post

Ven looks down at the kid as she wrinkles her nose and shakes her head. "No follower of mine should smell this way." She says simply and waves her hand over him as she casts the Cleanse spell on him, cleaning up his accidental and terrified response to hers and Wolf's demand. She then motions the man to stand. "Now, rise. While we deal with your former masters, you will remain here. The cleanliness and protection of this compound will be your number one priority until we return. Is that understood?" She asks, leaning closer to him with a predatory gaze. "I expect you to be here when we return. It will go a long way towards proving your trustworthiness and loyalty. If you are not... well..." She pauses and looks towards Wolf. "There will not be a second chance." She vaguely warns with a smile. "I expect we will all be leaving soon." She finishes before sauntering off. Mm, this is a good test for him. If he falters, he will die. If he succeeds, he has earned his freedom from the Horsemen and our protection. Ven considers to herself as she leaves the garage and looks for the others.
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


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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: [79] = 79 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [7] = 7 / 1d100: [80] = 80

Will rides in the back of the Romper Stomper, allowing Jack to ride shotgun in his own vehicle while Dave the robot pilot drives. "I see why you like this crazy stilt roller thing. Plenty spacious too. You're running it on nuclear?" Will looks around on the drive there, taking in the sights and sounds of his city.

When they arrive, Will takes point and heads to the receptionist's desk. "Afternoon, Ma'am. I'm here to settle up for one Baker Hensfield to the tune of thirty-seven thousand credits. Am I in the right place to take care of that?" I got the creds, let's get this handled before Baker gets his ass in trouble. More trouble.
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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: [26] = 26 /74%
JIC: 1d20: [14] = 14 ; 1d100: [18] = 18
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 lets a slight smirk cross his face, That didn't take long...He'll stab you in the back eventually...Not a chance. The knife would never get close enough...Not literally...I know...We have other problems to deal with. I think it's time I called in that favor with the defenders...that's not a good idea...Yes it is. O'Mally's a straight shooter, she'll want to know what's going on...She might be in on it...Not a chance. She almost rang us up for getting blown up on her watch remember. She'll be plenty pissed that she ahs a colleague who's been bought.

Wolf watches Ven do her magic on the kid and nods in approval, "Nice spell. I've only seen them used in combat. Didn't know they had those kind of utilitarian uses too. Impressive." Wolf looks back to the kid once more before departing.

Wolf secures the phone the kid was using and brings up his own communications. He reaches out to Lieutenant O'Mally,
"Lieutenant O'Mally, It's Wolf. It's been a while. I have some critical information you might find interesting. We need to meet up. It's not something I can to discuss over an open line. Are you able to meet me at the JMC? Oh, don't come in uniform, please."
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Venenifer
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Venenifer »

[Rolls Held]
Wolf wrote:"Nice spell. I've only seen them used in combat. Didn't know they had those kind of utilitarian uses too. Impressive."
Ven looks towards Wolf with a rather amused, almost sweet looking smile. Oh, the mundane can be so naive it is almost cute. Ven thinks to herself before waving Wolf's comment off. "My dear, Wolf. Thank you. Magic has a great many uses beyond combat. One need only too... open their mind to the possibilities." Ven says with a smile, tapping her finger to her chin as she then looks back towards her new
I've forgotten his name but I know it's been posted somewhere.
. "Remember what I said. We'll be back." Ven says softly to the kid, not feeling the need to intimidate or scare him anymore as she then follows Wolf out.

After Wolf makes his phone call, Ven turns to the gunslinger. "Don't we have a rat man still in his room? What say we bring him along for this while the others are out? Might be a good way to see how he behaves in certain circumstances, no?" Ven suggests brining Serrano along with her and Wolf to meet with this Defender, knowing full well Wolf will likely be opposed. Might be a good chance to see how Wolf behaves, too. She quietly considers, the amused smile never leaving her face.
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


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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 »

**Rolls Held Over**
Venenifer wrote: Wed Oct 23, 2024 10:42 pm
After Wolf makes his phone call, Ven turns to the gunslinger. "Don't we have a rat man still in his room? What say we bring him along for this while the others are out? Might be a good way to see how he behaves in certain circumstances, no?" Ven suggests brining Serrano along with her and Wolf to meet with this Defender, knowing full well Wolf will likely be opposed. Might be a good chance to see how Wolf behaves, too. She quietly considers, the amused smile never leaving her face.
Wolf nods his head to Ven, "It does seem like a good idea. I'll be glad to have the extra hands. Not sure where these idiots might be next." You're not taking the rat are you?...yes. Will and the others are out. He's not threat with Ven here...She's a threat too! Why are you giving her followers?...Something for her to do besides try to make followers out of us...Huh. That's actually a good one....I know. Now shut up.

Wolf rolls voer to Serrano's room and raps his knuckles on the door twice, very loudly. "Hey serrano. Get ready we're heading to a meeting. You're coming with. Lets go." Wolf will wait for a few minutes for Serrano to emerge. Before taking him and Ven to the JMC to meet his contact in the Defenders.
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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: [74] = 74
JIC: 1d20: [2] = 2 / 1d100: [99] = 99
+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 way there Nash enjoys the openness of the gunner seat. Not quite flying, but I will take it. Having taken some time to think through and write down what he learned about the robot he fills in the rest of the team.

”So, Sir, I learned a bit about the robot. It is something called a Super Mastiff from around the time of the cataclysm. Far as I can tell it is in good shape. Takes three to operate, Serrano and I might be able to get that down to two if you feel that would help, and has the programming for lasers, missile launchers, and mini missiles. Though I’m not sure if they are mechanically operational.”

Nash pauses a moment. I bet he is not as interested in the schematics. Get to the important part.

”Looks like whoever owns it is still in MercTown, near an Allan Foods.. He is scoping out two biker groups. One has patches for ‘Horsement’ and ‘Merctown’. Can’t tell much about the other except they include a Blind Warrior Woman. No other indication of Splugorth involvement though. I don’t think the two gangs are happy with each other. Might be a fight.”

Having passed what Nash feels is the immediate important information on he will answer questions, but also get out his ‘Hitchhikers Guide to MercTown’ to note any of the sites he sees on the way.

Once at the office Nash stands back trying to watch everything both for danger and information. God Nash, its not like you aren’t from a big city. In the back of his mind Nash knows it is less about the size and the number of people and more about the type of people being different in Lazlo than MercTown.
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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: [91] = 91 /24% (+15% regarding machines and/or magic)
JIC: 1d20: [15] = 15 / 1d100: [23] = 23

Sixth Sense always on
Serrano sits straight from his hunched position. Clearing his head from the daydreams of working in that shop. ”what was that?” He listens for a second and hears the knocking. ”One minute.” He stands and after adjusting his clothes, he opens the door. ”Just give me a second to get my stuff.” He smiles and, leaving the door open, he gathers his meager belongings and joins Wolf.

As they walk, Serrano asks Wolf. ”Ummm sir?? Is this gear enough for where we are going??” He shows his shotgun and cattle prod. ”I have some magic as well. If needed.” He then looks at the ground and grabs some wood chips from his pouch and sheepishly chews as he walks. ”Wtf serrano. Why would you do that?? You were taught better. Smarten up. You are not a rookie, stop acting like one.”

After a few steps, he straightens his shoulders and puts on a brave face. He looks at Wolf with a playful glint in his eye. ”We got this!!”

As they walk, Serrano gives Wolf a quick look over. ”Man, That is some nice gear.’ Taking a couple breaths to calm himself, Serrano asks Wolf ”Ummm… Hate to be that guy, but is there any gear laying around i can borrow till i earn a paycheck?? My stuff aint great, dependable not great.” He adds a small smile.
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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 »

On the Road Again
Perception: 1d100: [35] = 35
JIC d20: 1d20: [17] = 17
JIC: 1d100: [18] = 18

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

Jack enjoys his ride in the old Romper Stomper, there were great memories of his times in Aussie Land and his time with the Roughnecks in Mexico. The people, Murdoc, Hand of Five. The gods he met ,the beautiful Bast

He is snap back to reality when William says
"I see why you like this crazy stilt roller thing. Plenty spacious too. You're running it on nuclear?"
He turns to William and says, “Yes this was my home in Aussieland, spacious has a water cooler it is nuke powered need to get some other equipment for it.. And nice walls to keep out the pest.” Pest, the normal things that will kill ya Spiders Snakes not to mention the Salts, dingos, and the monster D-Bs."

“Yea I’m glad I landed in Ole Mexico with the Roughnecks. Don’t think you ever expected an entrance like that follow by the gods sending the Romper next. I was scared Shitless! Standing in the crater. With your group all pointing rifles at me. The times we had down there. I think I meet three Gods, one was the Aussiland‘s Rainbow Serpent He was the one who sent me to Mexico to help out, then the Volcano God, and the Egyptian Cat goddess, Bastet.They were the nice ones.” Gods I thank you for all the blessings you gave me I hope I am worthy of how I lead my life I did help in controlling Vampires and stopping Nexla. I wonder if I can say I am a father to a son or daughter, maybe I’m a uncle at best.

When they arrive
The Romper Stomper arrives at Baily Brothers and if the gate is open Dave is told to go into the place. Dave finds a spot near the building and parks the machine. Jack looks at William and the other says, “OK, were here let’s go see a man about what we get for those credits, plus anything else we can do?”

“Hey, William I need this necklace thing from the Vamp Doc identified. Nash do you do the identity thing? “ as he opens the pouch that he has in the his belt. wasn't trying to hide it I just snached it of his neck and we got busy with the Get out Hell of there.
William
Will takes point and heads to the receptionist's desk. "Afternoon, Ma'am. I'm here to settle up for one Baker Hensfield to the tune of thirty-seven thousand credits. Am I in the right place to take care of that?" I got the creds, let's get this handled before Baker gets his ass in trouble. More trouble.
"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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Posts: 462
Joined: Wed Aug 23, 2017 4:48 am

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

Post by John Altfeld »

Perception: 1d100: [23] = 23 / 86%
JIC: 1d20: 1d20: [16] = 16 / 1d100: [69] = 69

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 stands on top of whichever hut has the best view of the truck and over the compound wall. He tracks the romper stomper as it drives around the corner and out of sight, heading for the gap in the warehouses that shows where the scrap yard is about a quarter mile away.

Why didn't they just walk?

He throws pebbles at the truck. Not parts of himself, just normal pebbles. I hope they get back soon. I can't believe Will took Jack instead of me.

Then he pulls out his phone and starts checking the price of giant robots being advertised on local sales boards.

When Serrano, Ven and Wolf come out, he shouts down at them. "Shiny! You just left the buildings with the spare gear! It's in lockup! Where are you going? Did Will call?"

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
Posts: 26
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)
Jack wrote:“Hey, William I need this necklace thing from the Vamp Doc identified. Nash do you do the identity thing? “ as he opens the pouch that he has in the his belt. wasn't trying to hide it I just snached it of his neck and we got busy with the Get out Hell of there.
Nash turns his attention from taking in the sights (and watching for ambushes - I need a life away from soldiering) to Jack. "Yeah, I'd be happy to, but not here. I'm not able to sense or react to outside things when in the trance, so I'd prefer to do it back at the compound." Nash begins to reach for the necklace, then pauses. "You want me to hold onto it, or you can remind me when we get back?"
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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)))


Conditions:
Sense the Presence of Spirits Amulet
Talisman Invincible 200 MD (OFF) waiting to be Recharged
Talisman of Mystic Invisibility
Talisman of Time Slip
Altess Eviscerator Count Bustamante
Nash
"Yeah, I'd be happy to, but not here. I'm not able to sense or react to outside things when in the trance, so I'd prefer to do it back at the compound." Nash begins to reach for the necklace, then pauses. "You want me to hold onto it, or you can remind me when we get back?"
Jack smiles and says, "Understand you hold it, I'll ask you once business is over here. And we are back at the compound." Jack then hands the device over to Nash.
"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
Posts: 27
Joined: Wed Jun 05, 2024 6:18 pm

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

Post by Serrano »

(rolls carried)
John wrote: When Serrano, Ven and Wolf come out, he shouts down at them. "Shiny! You just left the buildings with the spare gear! It's in lockup! Where are you going? Did Will call?"
Serrano looks up at the voice. Seeing John, ”Thanks.” With a quick nod to those with him, Serrano ducks back towards the lockup. ”I wish Nash was here. I have no idea what is good or not. I don't want to grab stuff worse than mine.”
Taking a deep breathe, and straightening his shoulders, Serrano enters the building holding the spare gear. As he enters, he tries to not be a fan boy. ”Wow!! I have never seen stuff like this before. Well, not this close. This is amazing.” He then lets his old military training out and uses his skills and knowledge to assess and decide what to use.

Walking around the room, he finally decides on some gear. [i”Tthis should do it, i think.”[/i] He collects the following items.
NE-BA-50 “Raider” Heavy Body Armor
CP-40 Pulse Laser Rifle with 6 LE-Clips
Wilk's Remi 136 "Big Man" with 6 LE-Clips
Vibro-Knife
Laser Wrist Blaster

As he takes one final look around the room, he sees something of interest. ’Hmmm, what are you?” Serrano walks over to examine the item. Upon closer inspection, his eyes light up. ”No way!! Is it really an Atlantean blaster?? I have only heard of these.” He picks it up carefully. After turning it this way and that, he activates his telemechanics ability and learns the insides and use of the item. Letting the information sink in, Serrano places the item on his wrist and exits while grinning like a kid in a candy store.

As his foot crosses the threshold, he snaps his fingers and looks back quickly. ’forgot my gear.” With a small chuckle at himself, he heads back and gathers his new gear. ’Mental note. Payback team asap for gear, or upgrade once paid.” once agan , he heads out. Looking around, he tries to find the others.
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Wolf Whitaker
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Posts: 258
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Re: Roughnecks Compound- With a Prisoner and a Pre-Dug Hole

Post by Wolf Whitaker »

**Rolls Held Over**

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 nods at the rat as he askes about gear, "Sure kid. There's some extra stuff stored in here." Wolf leads him to the extra gear. "Take what you need. We all have our own stuff." Wolf leaves the rat to look through the gear. Wolf lets himself have a little smile as a through pops into his head, I guess this gives a new meaning to the term ratfucked...That was terrible, and why are you letting him have the extra gear?...make him more of a target...Like you're not already a target, hell just end up using it against you...You really think he would get more then one shot off? Even with the gear he has taken he wouldn't live very long if he tried to use the gear against us...I suppose your right. I still don't like it...You never do

Wolf looks over as John calls out to him, "I haven't heard from Will yet. We're headin' to meet a contact. Have to get the Defenders to clean their house a little bit. So I'm meeting with someone who can I'm sure will be able to make that happen. I'm hoping it will be a short meeting, in and out."
Wolf Whitaker

Do not PM this Account. Please direct all PMs to Sum of All Fears
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Tyrannosapiens Rex
Game Master
Posts: 165
Joined: Fri Dec 29, 2023 5:31 am

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

Post by Tyrannosapiens Rex »

Location: MercTown and it’s Outskirts
Date/Time: March 7, Noon-2pm

Compound Crew


The frightened Jason (thats poopy-pant’s name btw) grabs a broom and begins cleaning up Dave’s construction mess. Firstly, by meticulously folding up the tarps and sheets meant to collect his own vacated brains and blood and stacking them neatly in a corner.

”Wolf” wrote:"Lieutenant O'Mally, It's Wolf. It's been a while. I have some critical information you might find interesting. We need to meet up. It's not something I can discuss over an open line. Are you able to meet me at the JMC? Oh, don't come in uniform, please."
“Well, you’ve got my attention, but it’s gonna have to wait until after my duty shift. Or we can meet in my dress blues. I’m on office duty so I wouldn’t mind a mid-day excuse to get out but changing to my civvies for lunch is a non-starter.”

Eventually, a meeting is arranged at Embassy Gourmet, the restaurant inside Ambassador suites at 2pm- the closest point inside the city gates the Roughnecks can get to without passing through Old Town. It's still a couple hours from the call and it's only a 10 minute trip, but 2 is the earliest O’Mally can get out of the office.

It’s pretty clear to John he’s gonna be stuck here with a truck and mister poopy-pants if Ven and Wolf have any say in the matter. Taking the rookie. Watch is rookie stuff.


Bailey Bros Construction

William wrote:"Afternoon, Ma'am. I'm here to settle up for one Baker Hensfield to the tune of thirty-seven thousand credits. Am I in the right place to take care of that?"
“Yep, this would be the spot. We accept all major currencies at normal exchange rates*. Lemme get the boys in the loading bay to get the stuff out for you……” Click Clack on the keyboard and the girl taps her headset. ”Hey get that container you’ve been complaining about for days ready for pickup the payment is here. Yes. Yes.” The receptionist touches the headset again and looks to William. ”Looks like a bunch of construction equipment on rental, and cement mix, gravel, and rebar as well as a bunch of finishing stuff. Oh, and a high grade filtration system and some heavy duty hydraulics and steel plates. Looks like… armored doors or a vehicle elevator, maybe?”

It’s a conex container on a flatbed. Probably would fit under Jack’s oddball rig, but odds are Baker was planning on using the same rig that hauled the robot.


*If you spent UC its 37k. BMC it would be 74k
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Serrano
Posts: 27
Joined: Wed Jun 05, 2024 6:18 pm

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

Post by Serrano »

Perception: 1d100: [11] = 11 /24% (+15% regarding machines and/or magic)
JIC: 1d20: [15] = 15 / 1d100: [85] = 85

Sixth Sense always on
Wolf wrote: Wolf nods at the rat as he asks about gear, "Sure kid. There's some extra stuff stored in here." Wolf leads him to the extra gear. "Take what you need. We all have our own stuff." Wolf leaves the rat to look through the gear.

Serrano catches up with the others a few minutes later. ”So what do you think?? Good choice?” He does a couple of action poses, like a kid at halloween. ”Much better.” He holds up a finger and says ”One minute, I will just go and grab my bike.” He dashes off the collect and return with his motorbike.
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William Summers
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Location: Roughnecks - PC
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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: [12] = 12 / 1d100: [40] = 40

Streetwise: 1d100: [42] = 42 1d100: [11] = 11 1d100: [84] = 84 /43% - to figure out the location of the specific Allen Foods in Nash's vision.

On the way over, Will listens to Nash's rundown of what the big robot is all about.

"Super Mastiff? Alright, here's your next homework. Find me a selling price for a Big Dog, Mega Mutt, whatever the shit you want to call that thing. I don't know why he left it all sketchy in front of my damn house but I'm getting rid of it and he'll be lucky to see a slice of the pie." Will's stoic face doesn't match with his incredibly irritated tone, exuding annoyance at Baker Henfield for whatever is going on. I've got a job to do and now I'm paying his fucking bills and babysitting his fucking robots?

When Nash gets to the part about the biker gangs, Will perks up. "Were you able to see which Allen Foods? Any street signs or landmarks? I might be able to swing by and sort this nonsense out."

At Bailey Brothers, upon confirming the location for payment, he listens to the rundown of materials, cataloging each one in his mind. Well I wonder what that could be for... Baker, you butthead. "Welp, here's the creds, ma'am. It's gonna be a hell of a pool once it's finished." With a polite smile on his face, Will hands her 37k on an NGMI card (equivalent to UC). Godsdamned waste of hard earned godsdamned creds...

"Jack, get that hooked up under the Romper and let's hightail it back to HQ. I've got a quick convo needs having with Baker and then we should get ready to head out. Job's not gonna complete itself."

Once it's loaded up, Will hops in the Romper Stomper as it heads back to HQ.
The Man in Black
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Venenifer
Posts: 133
Joined: Thu Feb 06, 2020 10:09 am

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

Post by Venenifer »

Perception: 1d100: [75] = 75 /63%
JiC: 1d20: [14] = 14 / 1d100: [29] = 29

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


Post
Serrano wrote:”So what do you think?? Good choice?”
Ven watches with amusement as Wolf helps Serrano sort out some temporary gear and watches the rat-man come back in some of the spare armor. "Certainly better than what we found you in. I'm sure if you stick around long enough you'll be able to afford something even better than that." Ven comments, still noticeably amused as Serrano dashes off to get his bike. She turns to Wolf while Serrano is gone. "Quite excitable that one is. Somewhat refreshing, you could lighten up yourself sometime." Ven comments.

Ven will meet briefly with John regarding their new friend, Jason. "If you are staying here, please keep an eye on him. Unless Wolf wants to take him with us. He is cleaned up and eager to prove his worth. Ah, don't be too mean." Ven comments before returning to Wolf and making ready to leave for the meeting.

"So, shall we go and meet this... Lieutenant O'Mally? What do they look like anyways? Oh, I wonder if we should take Jason, provide a first hand account from a former member." Ven questions Wolf, caring little about the actual purpose of the meeting though understanding why Wolf does. Maybe the Defenders can actually prompt change considering how we were so rudely harassed Ven considers and will head to the meeting point with Wolf and Serrano at the prescribed time.
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: 26
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: [33] = 33
JIC: 1d20: [19] = 19 / 1d100: [31] = 31
+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+)

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

William wrote: "Super Mastiff? Alright, here's your next homework. Find me a selling price for a Big Dog, Mega Mutt, whatever the shit you want to call that thing. I don't know why he left it all sketchy in front of my damn house but I'm getting rid of it and he'll be lucky to see a slice of the pie."
Nash is a bit proud that the team leader trusts him with this responsibility so soon. Crap, need to check my guide for second hand robot stores.
William wrote: "Were you able to see which Allen Foods? Any street signs or landmarks? I might be able to swing by and sort this nonsense out."
Nash looks through his notes and attempts to remember. ”Nothing other than the fact it is large enough for a parking lot. Wait, the owner of the robot is across the street from the Allen Foods looking down. It is not much, but that means there is a building at least 3 stories with rooms available and windows facing the Allen Foods.”
Jack wrote: "Understand you hold it, I'll ask you once business is over here. And we are back at the compound." Jack then hands the device over to Nash.
Nash takes the device and secures it in one of his inner pockets. No good losing this or letting it get stolen. That might not go well.
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Jack Killian
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Posts: 488
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 »

Perception: 72% 1d100: [20] = 20
JIC d20: 1d20: [19] = 19
JIC D100: 1d100: [23] = 23

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

Jack sets up the Romper to carry the load. Dave maneuvers the Romper over the load and lowers the chains to lift the load. Once connected Jack attaches the stabilizers to secure the load sand stop the load from shifting.
Truck 85% 1d100: [98] = 98
As it start lifting, jack sees that something isn't right, He signals Dave to stop and checks and adjus ethe cables and Chains again, "Dave Stop, put the load down and let's adjust the cables."

Jack Tries a second time
Truck 85% 1d100: [6] = 6
"OK start lifting now." as Dave hoist the loads things look a lot better, "Better Dave, now secure the Cables. Boss we are ready to roll."
"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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Serrano
Posts: 27
Joined: Wed Jun 05, 2024 6:18 pm

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

Post by Serrano »

Perception: 1d100: [78] = 78 /24% (+15% regarding machines and/or magic)
JIC: 1d20: [9] = 9 / 1d100: [53] = 53

Sixth Sense always on
Serrano jogs back towards his bike in a giddy almost childlike sense of joy. ’OMG!!!!! I cant believe I connected with this group. Not only am I the new guy, but I am allowed to join this mission. Just need to focus and impress. I got this…… i think.” With a happy grin, he gets his bike and heads back to meet up with the others.
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John Altfeld
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Posts: 462
Joined: Wed Aug 23, 2017 4:48 am

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

Post by John Altfeld »

Perception: 1d100: [35] = 35 / 86%
JIC: 1d20: [19] = 19 / 1d100: [38] = 38

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 watches Serrano do poses in the spare armor. What the hell is going on today...?!?

He hops down from the top of the shack, landing in a t-pose.

I don't have to guard the truck here. Just guard the truck.

"Hey Shiny, can you get in the front seat of the truck and put it in neutral and then steer it where I tell you? It'll be more fun to do guard duty at a bar."


"Technically it's not moving the truck if I don't turn it on,"
he adds.

Once Serrano is in place, John pushes the robot truck to the Dragon's Head Brewery, still in the docks.
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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