Shadows of Perfection

Look to the Horizon, spread your wings and fly.
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Susan Lee
Diamond Level Patron
Posts: 358
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [53] = 53 / 38%
JiC: 1d20: [9] = 9 / 1d100: [8] = 8

CONDITIONS: See Invisible
David Swift wrote: Wed Oct 23, 2024 4:49 pm [Rolls Held]
He gives CJ a chance to reply. David then turns his mike back on, "Susan, I think we have a communication crosswire. I was talking about mapping ley lines for extra PPE if needed. I'm not sure what you thought I said. But I did like the story about the Cat and the Mouse."

David smiles a moment to himself. This is certainly different than the last team I was with. But they were a bit more driven.
Susan looks at the vehicle(?) in which David is sitting for a few beats too long. "You said you were looking to map lays. I apologize for the misunderstanding. I have been around Phinneas too long."

She pauses again. "Am I right Phinneas? This guy gets it!" she adds in the most monotone way possible. Then she turns on recording for whatever Phinneas replies.
Phinneas_Graves wrote: Sun Oct 27, 2024 7:16 pm As the group stops and discovers the motion sensor, Jack stares at it intently from his Warbird. With enough of a view of the device and his skills in Electronic Countermeasures, he radios to the group "The device looks simple enough to disarm by scrambling its transmitter. Im not 100% sure, but i would imagine that it will show up as offline to the rest of the system and probably have someone coming to check it out"

Jack pauses for a second "We COULD, however, also trigger it intentionally and track the transmission to the receiver and just speed up the inevitable, but it would be us initiating instead. We dont know how many of these are out here or how long it would take to find a route around them"
Susan double-checks Phinneas's work. Electronic Countermeasures: 1d100: [28] = 28 /50%

She looks at the sensor and listens to the situation report.

"I would recommend that we trigger the sensor, sending a well-protected bait into the trap, while most of our forces circle into the woods, taking them from behind."

She pauses, "No, David, not like that."

"I could, for example, put the babies on the roof of CJ's truck under some kind of cover, but if we could pilot the vehicle through a radio link rather than a person, that would be ideal. Otherwise, we should defend the driver and vehicle with as many layers as possible."

Susan looks into the woods, trying to recognize the genetic diversity contained in this beautiful landscape and realizing she needs to live for another 500 years apparently.

"I understand that this is a best case scenario, but I believe it is useful as a starting point for discussion."
Minerva wrote: Wed Nov 06, 2024 8:52 pm "We need to take these raiders out before they do this to more traders minding their own business. Before it happens to Calamity or someone he knows."
Technically, CJ knows Phinneas...
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Phinneas_Graves
Posts: 179
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Susan Lee wrote: Sun Nov 10, 2024 5:56 pmShe pauses again. "Am I right Phinneas? This guy gets it!" she adds in the most monotone way possible. Then she turns on recording for whatever Phinneas replies.
"Ive already had to tell him no touchy, so i wouldnt be surprised either way"
Susan Lee wrote: Sun Nov 10, 2024 5:56 pm"I would recommend that we trigger the sensor, sending a well-protected bait into the trap, while most of our forces circle into the woods, taking them from behind."

She pauses, "No, David, not like that."
Jack lets out a loud laugh. He looks to David and says "I think she likes you rookie" followed by another laugh
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
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Arvid Hammerson
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Posts: 153
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [6] = 6 +25% For Electrical 1d100 1d100: [72] = 72 Passed

JIC d20: 1d20 1d20: [11] = 11
JIC: 1d100 1d100: [96] = 96

Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Sustain
Invisibility on 36 min will be updated by Phantom
Phantom on 1 ½ hours

Current Marching Order: <Arvid on Wingboard> top cover, staying low

After the 2nd Break
With the vehicles currently idling or off, the path they are on has the almost unnatural stillness and quiet you see after snowfall. Arvid's ability to sense the weather gives him the inclination that a new snowfall is coming soon but likely won't be much heavier than is already on the ground
Arvid speaks to all the members over the radio, “Eagle here, Weather is a changing, Expect snow about the same as the last one in this area. I suggest we get a move on. Eagle out.”

Arvid takes to the air, Summons Phantom and turns Invisible. He calls up a Phantom to help him search the areas He starts heading the way that Amber went, making sure the others are following her down the road.

He Zig Zag ahead to get a better sense off to the sides. Still trying to sense Electricity. I wonder if we can save some of those who were captured, Odin help us find these people.

Phantom Duration:1 ½ hours, invisible
Scout ahead, spy, locate secret compartments/doors (89%) 1d100: [90] = 90 Fail
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
OOC Comments
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand
NG-B40 Big Bangstick BigBore Anti-Vampire Weapon

Worn on Person
NG-RA15 Cannonball Ride Armor
Air Elemental Symbol (Large Sapphire)


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
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David Swift
Posts: 13
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

(Rolls held)

Conditions/Stats:

Sense Rifts- Automatically senses rifts. Range is 150 miles. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
Sustain 72/72 hours
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes
  • Armor of Ithan: 50/50
  • Breathe Without Air
  • Chameleon
  • Escape
  • Float in Air (leaves no footprints, spd reduced by half)
  • Invisibility: Superior
  • Levitation
  • See the Invisible
  • Shadow Meld

PPE: 72/72 + 300/300 Energy Sphere
ISP: 26/26
HP: 21/21
SDC: 26/26

"I would recommend that we trigger the sensor, sending a well-protected bait into the trap, while most of our forces circle into the woods, taking them from behind."

Susan pauses, "No, David, not like that."
Jack lets out a loud laugh. He looks to David and says "I think she likes you rookie" followed by another laugh
Ah, hazing. Well, I can play that game also. "Doc, I don't know about your interests, but I don't know you well enough to discuss that over the radio. Would you care to have dinner sometime?" David puts a playful but obviously jokey tone into his voice.

"I agree the raiders have to be close because there's no way they have a QRF just waiting for a victim to pass through the area. They'll be charging in to catch the target so an ambush should be reasonably possible. And then we have to hit their camp immediately after, so we'll need to be ready to move. Let me know where you want me. I can ride with Calamity to provide support or with one of the others for the same reason.

Eagle is also right. A bad plan now is better than the perfect plan too late."


David spends a moment checking over his gear to make sure everything is where it should be. Everything is in place. Ready to Rock and Roll.
David Swift

Gear:

Carried/In Hand:
TW Storm Rifle

Worn on Person:
Traveling clothes
Sunglasses
Wraith Suit
Armored Clothes (28/28)
Secured card in inner pocket of vest.
NGMI card: 3200

Utility Belt:
LP2 Laser pistol
E-clip
Canteen
Binoculars
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Amber Dach
Silver Level Patron
Posts: 313
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

(Rolls held over)
Phinneas_Graves wrote: Sun Nov 10, 2024 5:56 pm "The question is, is the wreckage actually a decoy or is it just left there because it's destroyed. If it was me, I would block the road with it if I was trying to use it as any kind of distraction"

Looking to Amber, "I can do whatever you want boss lady. But if you want my opinion, we set up a defensive position that looks like it might have some kind of problem and trip the sensor. At least then we kind of have the upper hand"
Amber listens to the suggestions rolling in from the team. She let’s the banter go on knowing it is a way of relieving tension from the upcoming operation. Some good suggestions. “Alright. I agree a defensive position would be good to establish, but not knowing where they are coming from makes that difficult to accomplish in the time we have available to get it done.”
Susan Lee wrote: Sun Nov 10, 2024 5:56 pm "I would recommend that we trigger the sensor, sending a well-protected bait into the trap, while most of our forces circle into the woods, taking them from behind."

"I could, for example, put the babies on the roof of CJ's truck under some kind of cover, but if we could pilot the vehicle through a radio link rather than a person, that would be ideal. Otherwise, we should defend the driver and vehicle with as many layers as possible."
Another good suggestion, but… “I like the idea of the babies being under cover on the truck. Correct me if wrong Calamity, but I don’t think the truck can be piloted remotely. It isn't that heavily armoured either, unless there is some hidden protection I don't know about.” She looks in David's direction. "You got any spells to help protect the truck?"
David Swift wrote: Tue Nov 12, 2024 6:11 am "I agree the raiders have to be close because there's no way they have a QRF just waiting for a victim to pass through the area. They'll be charging in to catch the target so an ambush should be reasonably possible. And then we have to hit their camp immediately after, so we'll need to be ready to move. Let me know where you want me. I can ride with Calamity to provide support or with one of the others for the same reason.

Eagle is also right. A bad plan now is better than the perfect plan too late."
Amber listens to David’s reasoning and agrees. “I will use my ECM to track and triangulate the location of the base if they use their radio and I will also jam their comms to keep them from getting reinforcements."

As the plan began to take shape, Amber felt the familiar rush of adrenaline course through her veins. This is what it meant to be a Cyber-Knight, the weight of responsibility meshed with the thrill of the hunt.

She takes a calming breath in as she explains her plan. “Okay. What I’m thinking is Calamity with Side-step go in with Raptor and me as an escort and trip the sensor in order to suck them in. The rest of you hang back out of sight and are the response force that hits them once they engage us. You can use your speed and mobility to hit them once we get their attention. Any questions? Comments?”

As they broke into teams, Amber knew that each step would have to be executed flawlessly, that their lives depended on their ability to adapt quickly. “Stay sharp and hit ‘em hard!” she called as they spread out into the dimming light.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
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Calamity John
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Posts: 77
Joined: Tue Sep 18, 2018 8:59 am

Re: Shadows of Perfection

Post by Calamity John »

Perception 25% (+5% about a good deal): 1d100: [92] = 92
JIC d20: 1d20: [1] = 1
JIC d100: 1d100: [5] = 5

Appraise Goods 124%: 1d100: [54] = 54

John assesses his Cargonaut’s durability. ”It’s ‘armored’ with durable polymer windows. They’re only rated to stop light rifle fire. Like an L-20, I reckon. The main body has a little more durability, but maybe if everything this trip turns out well, I might want to spring for a force field. They shouldn’t want to blow up the goods at first. You escorts will be the targets, or they’ll try to draw you off so we’re undefended.”

”Anything to minimize the repair bill would be much appreciated. But maybe we need to worry more about the obvious escorts.”

John checks his rifle and his cargo before starting down the road to trigger the trap at Amber’s order.

Brother, you’re volunteering to be bait. What has gotten into you?

Come on sister, this is the Calamity John Show. The only thing that can hurt me is bad ratings. Let’s not be boring.
Do not PM this account. PM Tyrannosapiens Rex instead.

The oddest Merchant you've never met.
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Underguard
Dimension Master
Posts: 1273
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Shadows of Perfection

Post by Underguard »

Conditions wrote:Location: West of Kingsdale
Weather: Cloudy (-4* Celsius/29* Fahrenheit)
Date/Time: Early December, 3:45pm, Friday.
There is some considered discussion about the best way to handle these raiders with Amber ultimately agreeing to trigger the trap to stop their activities here and now. With a plan formed, the crew set off to put it into action. Calamity John, David, Amber and Minerva mount up to trip the sensor and attract the raiders attention. Susan, Arvid and Phinneas circling around and attacking from behind to ambush the ambushers.

CJ and David, escorted by Amber and Minerva, power up their respective vehicles and deliberately pass by the trap. Phinneas and Susan see if they can track where the signal is being sent and can only see it is being sent to the south, but not get an exact location. Susan, Phinneas, and Arvid then mount up and prepare to circle behind whoever comes investigating the trip.

Phinneas' deduction proves to be accurate, as it doesn't take any time at all for movement. Almost 3 miles out from the sensor, Amber and Arvid are the first two to see anything, from two different angles. Arvid sees three highly modified hovercraft soaring in from the south, with one of the hovercraft seeming to drop two ground movers into the forest below. Amber sees the hovercraft, and is the first to see an impressive and intimidating, heavily modified 20ft long robotic dinosaur with a mounted D-Bee riding it [Roll Lore, D-Bees to I.D. the rider] and a NG-Jouster block their path as a trio of hover-craft circle above them. The one on the Jouster is wearing armor akin to a Psi-Stalker's or other similar type and keeps their face hidden.

The one of the raptor holds out his hand ordering them to stop. "STOP!" It bellows in an impressively loud voice, even allowing those circling to hear it's echo; possibly enhanced. If they four stop, without opening fire, the D-Bee continues. "STATE YOUR PURPOSE." It commands. Any among CJ, Minerva, Amber or David that pass their perception check can notice several things about their armors and vehicles. There are several designs with the coalition skull etched away by tally marks, as if marking Coalition States kills. They wear no flags or colors, but operate in a clearly organized fashion, and no one else has descended from the hovercraft above.



What are your intentions

Combat Contingencies would be a good idea, but there is no combat yet.

Current Marching Order <John, David in Cargonaut> <Amber, Minerva in Jeep>

Circling: <Susan on Warbird, Right side> <Phinneas on Warbird, Left side> <Arvid on Wingboard, Lead>


Forest Map THG.png



Amber:
Susan:
Phinneas:
Arvid:
Minerva:
Calamity John:
David Swift:
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Amber Dach
Silver Level Patron
Posts: 313
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [75] = 75 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [12] = 12 | 1d100: [75] = 75


Skills Rolls
Charm/Impress: 55% = 1d100: [3] = 3
Invoke Trust/Intimidate: 84% = 1d100: [60] = 60
Lore: D-Bee 35% = 1d100: [16] = 16 (to ID dino rider's race)
Computer Operation 70% = 1d100: [1] = 1 (to use combat computer to ID targets and vulnerabilities)
Radio: Basic 70% = 1d100: [8] = 8 (to activate jamming system if attacked, excluding our frequencies from the jamming)

Constant/Active Conditions
Sixth Sense: Range 180’
Mind Block Auto-Defence
Sense Supernatural Evil & Sense Magic Energy: Range: 700' (100’/level) when being is not using powers or abilities; 1700’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 94% = 1d100: [91] = 91
o Track by Psychic Scent: 105% = 1d100: [72] = 72 (103% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 120% = 1d100: [93] = 93 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days
Underguard wrote: Sun Nov 17, 2024 7:25 pm The one of the raptor holds out his hand ordering them to stop. "STOP!" It bellows in an impressively loud voice, even allowing those circling to hear it's echo; possibly enhanced. If they four stop, without opening fire, the D-Bee continues. "STATE YOUR PURPOSE." It commands. Any among CJ, Minerva, Amber or David that pass their perception check can notice several things about their armours and vehicles. There are several designs with the coalition skull etched away by tally marks, as if marking Coalition States kills. They wear no flags or colours, but operate in a clearly organized fashion, and no one else has descended from the hovercraft above.
Amber swallowed hard. We seem to be outgunned or at least outnumbered, as per usual, she thinks. Something instinctual inside her warned her against deception, and as the leader of the squad, she chose honesty. “We are travelers heading to Perfection Valley,” she said, holding the gaze of the D-Bee leader. “We mean you no harm. Some of us have friends there and we have been having some difficulty getting in contact with them. We are heading there to see if they are okay.” The words felt both freeing and dangerous, an acknowledgement of her moral code amidst an unforgiving wasteland.

Her heart raced. Are we going to be met with violence for their honesty, or will the D-Bee see the truth of her words. She keeps her hands on the controls in case they are threatened and she has to engage. Time to put Amélie's brain into action. She activates the combat computer and awaits any information available to come up on her HUD.

Combat Rolls - if needed
Initiative: 1d20+7: [13]+7 = 20
(+3 from Cyber-Knight Zen Combat vs Jouster (Big Dino targeted next after Jouster dealt with) +4 from Martial Arts +1 from vehicle = + 8)


Non-Combat Action: Activate Jamming System
Action 1: Communicates via secure comms with rest of team to engage while engaging engine to move forward
Action 2: Fire volley of 4 plasma mini-missiles at Jouster: 1d20+4: [15]+4 = 19 ; Damage: 4d6*10: [2, 4, 1, 6]*10 = 130 MD
Action 3: Fire forward lasers at Jouster: 1d20+4: [2]+4 = 6 ; Damage: 4d6: [3, 3, 3, 3] = 12 MD
Action 4: Fire forward lasers at Jouster: 1d20+4: [16]+4 = 20 ; Damage: 4d6: [2, 4, 6, 4] = 16 MD
Action 5: Fire forward lasers at Jouster: 1d20+4: [19]+4 = 23 ; Damage: 4d6: [5, 1, 4, 5] = 15 MD
Action 6: Fire forward lasers at Jouster: 1d20+4: [6]+4 = 10 ; Damage: 4d6: [1, 6, 5, 1] = 13 MD
Action 7: Fire forward lasers at Jouster: 1d20+4: [3]+4 = 7 ; Damage: 4d6: [3, 1, 2, 3] = 9 MD
Action 8: Fire forward lasers at Jouster: 1d20+4: [18]+4 = 22 ; Damage: 4d6: [6, 3, 5, 4] = 18 MD

(Fires at Jouster until it is destroyed, then engage large Dino and rider)
Last edited by Amber Dach on Sat Nov 23, 2024 5:49 am, edited 1 time in total.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
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Minerva
Diamond Level Patron
Posts: 293
Joined: Sat Jun 03, 2017 11:55 pm
Contact:

Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [49] = 49 /59%
JIC: 1d20: [14] = 14 / 1d100: [79] = 79

  • SDC: 207/207
  • HP: 130/130
  • ISP: 411/426

  • Helmet: 45/45
  • L Arm: 40/40
  • R Arm: 40/40
  • L Leg: 45/45
  • R Leg: 45/45
  • Main Body: 100/100
  • N-F50A Superheavy Force Field: 160/160 [ON]
    • Complete environmental battle armor suitable for use in all hostile environments, including underwater and outer space.
    • Computer controlled life support system.
    • Internal cooling and temperature control.
    • Artificial air circulation systems, gas filtration, and humidifier.
    • Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
    • Insulated , high temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
    • Radiation shielded.
    • Built-in loudspeaker; 80 decibels.
    • Directional, short range radio built into the helmet. Range is 5 miles (8 km).
    • The armor is also designed for quick and easy attachment of a jet pack, or other backpacks, directly to the suit.
    • Ammo and supply waist belt. Officers get a shoulder belt, holster and sidearm. Grenades and additional pouches can be attached to both the waist and shoulder belts.
    • Suit-up time: A trained soldier or mercenary can suit-up in environmental armor in one minute! The untrained will take 1D4+1 minutes.
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking
  • Built-In N-F50A Force Field
Bonuses:
  • +5% to prowl
  • +6 to
    37 total
    • Carry: 740 lbs.
    • Lift: 1480 lbs.
    • HtH Damage Bonus: +26

    • Carry: 1850 lbs.
    • Lift: 3700 lbs
      • Restrained Punch: 6D6 SDC.
      • Full Strength Punch: 5D6 MD.
      • Power Punch (2 APM): 1D6x10 MD.
  • +4 to
    28 total.
    +2 to strike, parry, and dodge.
  • +1 APM
  • +3 to initiative
  • +1 to parry and dodge
  • +3 to disarm
  • +6 to roll w/impact
  • -10% to electronic perception

  • Speed: 100 mph
  • Cost: 15 I.S.P.
  • Duration: 3/18 minutes



From her place in the passenger seat, Minerva watches the road as the jeep makes its way down the forested road.
No traps yet
.
Keeping the burnt out husk of the vehicle in her mind's eye, she doesn't let herself relax. Knowing an ambush is waiting, she scans the environment, left to right, up to down, rinse and repeat. She checks on the Cargonaut specifically several times, just in case something subtle happens.

What happens isn't subtle and just before 3 miles in, the first sign of danger that Minerva notices is a gigantic robot dinosaur blocking the road along with several more conventional vehicles. Someone's riding atop and she thinks about who it could be (Lore: D-Bee – 1d100: [63] = 63 /66% - PASS).

As she tries to figure out who it is, the unknown issues a command for them to stop. Spoken loud, firmly, authoritatively. She turns to Amber in the driver's seat and says "A warning. Unexpected." Minerva then sits and watches as Amber attempts to verbally convince the gathered forces that they are not a threat.

If successful in that endeavor, Minerva keeps quiet in order to keep the peace for as long as that is required.

If they are unsuccessful in using words to convince the opposing force that they are not to be bothered, then she'll convince them in the other way.

  • Base: 5
  • Freerunner: 3
: 1d20+8: [20]+8 = 28
  • Base: 7
  • Freerunner: 1
: 8

Actions 1-8: Activate Psi-Sword w/ Amaki Psi-Blade.
Grace Minerva
Ledger
  • I.S.P.: 426
  • H.P.: 130
  • S.D.C.: 207
  • M.D.C.: 322 (during Supernatural Transformation)
User avatar
David Swift
Posts: 13
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 21% 1d100: [29] = 29
JIC d20: 1d20: [10] = 10
JIC 1d100: 1d100: [69] = 69

Conditions/Stats:

Sense Rifts- Automatically senses rifts. Range is 150 miles. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
Sustain 65/72 hours
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes
  • Armor of Ithan: 50/50
  • Breathe Without Air
  • Chameleon
  • Escape
  • Float in Air (leaves no footprints, spd reduced by half)
  • Invisibility: Superior
  • Levitation
  • See the Invisible
  • Shadow Meld

PPE: 72/72 + 300/300 Energy Sphere
ISP: 26/26
HP: 21/21
SDC: 26/26

The one of the raptor holds out his hand ordering them to stop. "STOP!" It bellows in an impressively loud voice, even allowing those circling to hear it's echo; possibly enhanced. If they four stop, without opening fire, the D-Bee continues. "STATE YOUR PURPOSE." It commands.
"Not just an attack? That's surprising. I'll try and keep an open mind, but let's see what happens. So are they anti-CS but still raiding? Or are they just using it as an excuse to take what they want? I hate the wreckage all this leaves behind."

David stays off the radio so he doesn't distract the others. He's working to suppress his internal issues between the CS and other atrocities committed on all sides. This isn't the territories he knows. He's ready to follow the team leader.

Contingent Combat Rolls


Initiative: 1d20: 1d20: [8] = 8

Action 1: Activate Wraith armor -30 PPE.
  • Armor of Ithan: 50/50
  • Breathe Without Air
  • Chameleon
  • Escape
  • Float in Air (leaves no footprints, spd reduced by half)
  • Invisibility: Superior
  • Levitation
  • See the Invisible
  • Shadow Meld

Action 2: Shoot the Storm Rifle at Amber's Target: 1d20+1: 1d20+1: [1]+1 = 2 ; Damage 5d6: 5d6: [6, 4, 3, 2, 4] = 19 MD
Action 3: Shoot the Storm Rifle at Amber's Target: 1d20+1: 1d20+1: [10]+1 = 11 ; Damage 5d6: 5d6: [3, 5, 4, 2, 6] = 20 MD
Action 4: Shoot the Storm Rifle at Amber's Target: 1d20+1: 1d20+1: [19]+1 = 20 ; Damage 5d6: 5d6: [4, 2, 4, 1, 5] = 16 MD
Last edited by David Swift on Sat Nov 23, 2024 5:35 pm, edited 1 time in total.
David Swift

Gear:

Carried/In Hand:
TW Storm Rifle

Worn on Person:
Traveling clothes
Sunglasses
Wraith Suit
Armored Clothes (28/28)
Secured card in inner pocket of vest.
NGMI card: 3200

Utility Belt:
LP2 Laser pistol
E-clip
Canteen
Binoculars
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 153
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [77] = 77 +25% For Electrical 1d100: [28] = 28 1d100
JIC d20: 1d20 1d20: [19] = 19
JIC: 1d100 1d100: [84] = 84
Conditions:
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Sustain
Invisibility on 36 min will be updated by Phantom
Phantom on 1 ½ hours
Contact!

Arvid is anxious to pounce on one of these who have popped up and changed those in the group. He knows he can take on someone in the air but that leaves the metal dino and rider which is closer to those on the ground. And he knows Amber doesn’t want a loose cannon. She is the boss and no words are coming from her, for a few seconds. When she does speak Arvid is impressed with her.
“We are travelers heading to Perfection Valley,” she said, holding the gaze of the D-Bee leader. “We mean you no harm. Some of us have friends there and we have been having some difficulty getting in contact with them. We are heading there to see if they are okay.” The words felt both freeing and dangerous, an acknowledgement of her moral code amidst an unforgiving wasteland.
Arvid directs the Phantom get close to the Dino Rider and Get ready to cast darkness on him if an attack begins.

Arvid thinks, That is good, delay them and find out their intentions. I’ll creep closer to the hovers. Ready to distract them. Need to make sure there is no Mage hiding anywhere ( See Invisible).

Combat Contingency
Mesmerism (7) on one of the flyers
Then close on another for HtH Hand with Hammer
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Natural Abilities
OOC Comments
Perception: 31%
Charm/Impress: 40%
Invoke Trust/Intimidate: 25%
OOC Comments
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand
NG-B40 Big Bangstick BigBore Anti-Vampire Weapon

Worn on Person
NG-RA15 Cannonball Ride Armor
Air Elemental Symbol (Large Sapphire)


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
User avatar
Phinneas_Graves
Posts: 179
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [59] = 59
JIC: 1d20: [14] = 14 | 1d100: [35] = 35

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [33] = 33
Detect Ambush 65% | 1d100: [69] = 69
Land Navigation 66% | 1d100: [95] = 95
Electronic Countermeasures 65% | 1d100: [64] = 64

Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.

Upon hearing the stop command from the dino rider, Jack comes to a halt and turns toward the voice. He activates the radar on the Warbird and begins tracking any movement near Horizon's ground vehicles (10 mile radius), and looks for any sign of incoming support.

Curious. They didn't attack yet.....

With the momentary pause in aggression, Jack readies for combat and positions himself to take on the nearest hovercraft.

Along the group's secure comms, he radios to Amber "Hey Boss, I'm in position on hovercraft. Radar is actively tracking. Waiting on command"




Combat rolls

Initiative: 1d20+6: [16]+6 = 22


Warbird combat:
Action 1: Fire Plasma missile at nearest hovercraft: 1d20+4: [14]+4 = 18 | Damage 1: 2d6*10: [1, 6]*10 = 70
Action 2: Fire Plasma missile at nearest hovercraft: 1d20+4: [3]+4 = 7 | Damage 2: 2d6*10: [5, 6]*10 = 110
Action 3: Fire Plasma missile at nearest hovercraft: 1d20+4: [10]+4 = 14 | Damage 3: 2d6*10: [2, 2]*10 = 40
Action 4: Fire Plasma missile at nearest hovercraft: 1d20+4: [19]+4 = 23 | Damage 4: 2d6*10: [3, 6]*10 = 90
Action 5: Fire Plasma missile at nearest hovercraft: 1d20+4: [3]+4 = 7 | Damage 5: 2d6*10: [3, 6]*10 = 90

Auto Dodges: 1d20+6: [13]+6 = 19 1d20+6: [11]+6 = 17 1d20+6: [13]+6 = 19 1d20+6: [11]+6 = 17 1d20+6: [16]+6 = 22
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
User avatar
Susan Lee
Diamond Level Patron
Posts: 358
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [1] = 1 / 38%
JiC: 1d20: [5] = 5 / 1d100: [41] = 41

CONDITIONS: See Invisible, Warbird FF active

Susan gets ready to tab some boing-go, waiting for the outbreak of violence, then waits some more. Why is there no shooting yet? They should have jumped us by now.

Commander, have you all died?

She sends the eye-spies up higher to try to get a better perspective on what's going on.
Combat Rolls
Initiative: 1d20+4: [17]+4 = 21
Action 1: Fly to within range of the hovercraft Phinneas is attacking Pilot: Hovercycle: 1d100: [68] = 68 / 88%
Action 2: Strike with railgun: 1d20+2: [6]+2 = 8 Damage: 2d6*10: [3, 1]*10 = 40
Action 3: Strike with railgun: 1d20+2: [8]+2 = 10 Damage: 2d6*10: [2, 5]*10 = 70
Action 4: Strike with railgun: 1d20+2: [1]+2 = 3 Damage: 2d6*10: [6, 4]*10 = 100
Action 5: Strike with railgun: 1d20+2: [5]+2 = 7 Damage: 2d6*10: [3, 5]*10 = 80
Action 6: Strike with railgun: 1d20+2: [10]+2 = 12 Damage: 2d6*10: [1, 2]*10 = 30
Action 7: Strike with railgun: 1d20+2: [16]+2 = 18 Damage: 2d6*10: [4, 5]*10 = 90
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
Image
User avatar
Underguard
Dimension Master
Posts: 1273
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Shadows of Perfection

Post by Underguard »

Conditions wrote:Location: West of Kingsdale
Weather: Cloudy (-4* Celsius/29* Fahrenheit)
Date/Time: Early December, 3:55pm, Friday.
Amber studies the situation they have been thrust in by purposefully triggering the sensor and makes her plea. As those encircled study the D-Bee on the robotic raptor, Amber and Minerva indentify it as a
Pg 115, D-bees of N.America
Lanataur Hunters are known to be cunning, fearsome and relentless hunters that usually hunt alone or in small packs. The are known for being adept in psionics and magic as well as having a notorious in physical combat. Most of all Lanataur are hunters who love a good challenge and enjoy the hunt of worthy foes. They will often leave the average joe alone in favor of attacking more powerful enemies. Amber and Minvera recognize that even one Lanataur, with the support it currently has, is a dangerous foe to engage.
and everyone who sees him feels goosebumps on their skin as he removes his hat and reveals his face more fully. [Save v HF 12]. The Lanataur seems to be leading the raiding party and studies Amber as she speaks then looks to the other, armored and much smaller humanoid.

"You are their leader. You are too small game and don't have the death-head stink on you." The Lanataur states to Amber, then looking at David and Calamity, then Minerva. The hunter appears to smell the air and looks at Amber as though it believes her. "I've heard rumors of the shadow that plagues Perfection. You may pass, but mind your surroundings. The road is quite dangerous." The Lanataur says in what Amber isn't sure is a threat or a warning, though the word dangerous lingers on the Hunter's lips. Amber is able to I.D. the three circling hovercraft are Triax or Naruni, and heavily modified. Both the Lanataur on his Raptor and the armored humanoid back off the main route giving Amber, Minerva, David and Calamity room to drive past them.

Those circling approach the area with Arvid scouting close, maybe too close too one of the hovercrafts but doesn't notice anyone in specific other than the two on the ground. Phinneas also scouts closely with his hovercycle and can tell there is some radio traffic between the three hovercraft but can't crack what they are saying yet.

What are your intentions

Combat, for now, has been avoided based on Amber's words/rolls to the Hunter but there is still tension.

Current Marching Order <John, David in Cargonaut> <Amber, Minerva in Jeep>

Circling: <Susan on Warbird, Right side> <Phinneas on Warbird, Left side> <Arvid on Wingboard, Lead>



Amber:
Susan:
Phinneas:
Arvid:
Minerva:
Calamity John:
David Swift:
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

User avatar
Amber Dach
Silver Level Patron
Posts: 313
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [33] = 33 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [11] = 11 | 1d100: [49] = 49

Save vs HF: 1d20+11: [7]+11 = 18

Skills Rolls
Charm/Impress: 55% = 1d100: [5] = 5
Invoke Trust/Intimidate: 84% = 1d100: [10] = 10
Computer Operation 70% = 1d100: [82] = 82 (to use combat computer to ID targets and vulnerabilities)
Radio: Basic 70% = 1d100: [9] = 9 (to activate jamming system if attacked, excluding our frequencies from the jamming)
Constant/Active Conditions
Sixth Sense: Range 180’
Mind Block Auto-Defence
Sense Supernatural Evil & Sense Magic Energy: Range: 700' (100’/level) when being is not using powers or abilities; 1700’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 94% = 1d100: [83] = 83
o Track by Psychic Scent: 105% = 1d100: [72] = 72 (103% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 120% = 1d100: [23] = 23 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days

Amber kept her gaze focussed toward the imposing figure atop a robotic raptor, the Lanataur Hunter, whose very presence seemed to warp the air with an unspoken threat. There was something primal about him, a raw edge that clawed at the instincts of every being nearby. He removed his hat with a deliberate slowness, revealing a face that sent shivers down the spines of those gathered. Damn. Not who or what I was expecting. Tread carefully girl.
Underguard wrote: Tue Nov 26, 2024 5:50 pm "You are their leader. You are too small game and don't have the death-head stink on you." The Lanataur states to Amber, then looking at David and Calamity, then Minerva. The hunter appears to smell the air and looks at Amber as though it believes her. "I've heard rumours of the shadow that plagues Perfection. You may pass, but mind your surroundings. The road is quite dangerous."

Amber swallowed hard, contemplating her response. She had heard stories of Lanataur Hunters: cunning, relentless, and supremely skilled in combat, both physical and psionic. They would hunt worthy foes, leaving the mundane unscathed, at least, until an opportunity presented itself to challenge something greater. This was no mere stumble into danger; they were staring into the unblinking eye of a hungry predator. I hope no one tips him on my identity. It might change the direction of our encounter.

The warning carried a weight that set Amber on edge. Was it a mere caution or a subtle promise of violence if they strayed too close to the hunter’s domain? The way he pronounced “dangerous” lingered in the air, thickening the tension like smoke.

“We understand,” she replied coolly, her heart racing but her voice steady, commanding. “Thank you for the warning and allowing us to pass,” she replied, maintaining eye contact. “We will tread carefully.”

Amber was acutely aware that this reprieve could be temporary. They were still very much in the midst of foes who thrived on the thrill of the hunt, and showing weakness would only amplify the danger.

As the Lanataur on his Raptor and the armored humanoid back off the main route giving them room to drive past, she sends a message via her secure comm link. “Abort plan. Avoid area. Proceed down the road and await our arrival. Calamity. Once the road is clear, move it out nice and easy. Drive casual.”

As Amber gestured for the group to move forward, she couldn’t shake the feeling of being hunted, watching eyes linger on their backs. The Lanataur might have allowed them passage, but nothing else was guaranteed.

"Stay ready, Raptor. We aren't out of here yet." She says softly to Minerva as she slowly follows John down the roadway.

Amber Dach wrote: Fri Nov 22, 2024 7:01 pm
Combat Rolls - if needed
Initiative: 1d20+7: [13]+7 = 20
(+3 from Cyber-Knight Zen Combat vs Lanataur (Jouster targeted next after Lanataur dealt with) +4 from Martial Arts +1 from vehicle = + 8)


Non-Combat Action: Activate Jamming System (excluding our comm frequencies)
Action 1: Communicates via secure comms with rest of team to engage while engaging engine to move forward
Action 2: Fire volley of 4 plasma mini-missiles at Lanataur : 1d20+4: [15]+4 = 19 ; Damage: 4d6*10: [2, 4, 1, 6]*10 = 130 MD
Action 3: Fire forward lasers at Lanataur : 1d20+4: [2]+4 = 6 ; Damage: 4d6: [3, 3, 3, 3] = 12 MD
Action 4: Fire forward lasers at Lanataur : 1d20+4: [16]+4 = 20 ; Damage: 4d6: [2, 4, 6, 4] = 16 MD
Action 5: Fire forward lasers at Lanataur : 1d20+4: [19]+4 = 23 ; Damage: 4d6: [5, 1, 4, 5] = 15 MD
Action 6: Fire forward lasers at Lanataur : 1d20+4: [6]+4 = 10 ; Damage: 4d6: [1, 6, 5, 1] = 13 MD
Action 7: Fire forward lasers at Lanataur : 1d20+4: [3]+4 = 7 ; Damage: 4d6: [3, 1, 2, 3] = 9 MD
Action 8: Fire forward lasers at Lanataur : 1d20+4: [18]+4 = 22 ; Damage: 4d6: [6, 3, 5, 4] = 18 MD

(Fires at Lanataur until it is destroyed, then engage Jouster)
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
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