Conveyex Heist

Out of the Frying Pan: The Spook Squad get in trouble yet again.
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Crow
Posts: 17
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

Perception: 1d100: [14] = 14 /21%
JIC: 1d20: [14] = 14 / 1d100: [45] = 45

Conditions: Sixth Sense (2)

ISP:14/24
PPE:48/70
AoI 30/30
Skills:
Military Etiqutte: 1d100: [75] = 75 /65% [Identify NCOs or Officers]

Unsheathing Otimac, Crow rises with the others and makes his way towards the latrine. Not suspicious. The barks of railguns and lasers above fills the passenger cabin with the stench of anxiety and fear. Crow grimaces under his mask. How long till I'm used to that aroma?

Five feet from the latrine he feels that familiar panic rising up in the back of his mind. That primal itch to turn back from the face of mortal danger. Rivaling that fear was a rising excitement for conflict. To test his skills with his own life on the line. Now's not the time for that. Stay cautious until this is over. Crow begins a breathing exercise to center his mind. Slowing his heart and breath to a steady rhythm Crow enters meditative state. (intuitive combat -10ISP)(+3 initiative, +1 strike, +1 Parry, +4 dodge) He feels those two warring emotions melt into the background, replaced by a growing awareness of his place in the present. Giving his steps and swagger more grace.

He sees Lahz direct the group with the practiced ease of a veteran. A look of concentration on the man's face. That's why they follow him. Rushing in after all the rest have entered he beelines towards Mierin. Crow allows his training to take over. looking for the subtle indicators in body language and positioning of the enemy to determine their leaders. Rolling his shoulders he will begin to swing his flamberge in arcs aimed at the arms and head of the closest foe.
Wayne Northblade wrote:”Last one to the prize buys the drinks.”
"You're on"

Combat:

APM: 6
Initiative: 1d20+6: [9]+6 = 15
Parries: 1d20+8: [12]+8 = 20 | 1d20+8: [15]+8 = 23 | 1d20+8: [13]+8 = 21 | 1d20+8: [20]+8 = 28 | 1d20+8: [1]+8 = 9

Action 1: Military Etiquette. Skill
Action 2: Attacking the arms to disarm. Strike: 1d20+6: [8]+6 = 14 | Damage: 6d6+1d6: [5, 3, 2, 4, 2, 6]+[6] = 28
Action 3: Swing at the heads. Strike: 1d20+6: [13]+6 = 19 | Damage: 6d6+1d6: [3, 5, 2, 5, 4, 5]+[1] = 25
Action 4: Attacking the arms to disarm. Strike: 1d20+6: [5]+6 = 11 | Damage: 6d6+1d6: [1, 3, 3, 1, 2, 1]+[4] = 15
Action 5: Attacking the arms to disarm. Strike: 1d20+6: [19]+6 = 25 | Damage: 6d6+1d6: [4, 2, 3, 1, 5, 1]+[3] = 19
Action 6: Swing at the heads. Strike: 1d20+6: [14]+6 = 20 | Damage: 6d6+1d6: [1, 5, 1, 3, 1, 2]+[5] = 18
Last edited by Crow on Wed Oct 23, 2024 4:25 pm, edited 3 times in total.
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Wayne Northblade
Posts: 131
Joined: Wed May 20, 2020 9:07 am

Re: Conveyex Heist

Post by Wayne Northblade »

Perception: 1d100: [21] = 21 /49%
JIC: 1d20: [5] = 5 / 1d100: [78] = 78


  • Primary Opponent ONLY
  • Negates any bonuses provided by a Machine or Weapon
  • Against Tech Opponents: +3 Initiative (+6 v AI's), & +3 Strike/Parry, +4 to Auto Dodge vs 1 tech opponent (+1 opponent at Levels 9 and 13)
  • Tech Opponent Penalties: -2 Attacks, & -3 to Dodge

N-F20A Medium Force Field: 75/75 MDC (ACTIVE)
Trench Coat: 36/36 MDC
Business Coat: 8/8 MDC
Combat Pants: 8/8 MDC
Stalker Suit:
  • L Arm: 5/5 MDC
  • R Arm: 5/5 MDC
  • L Leg: 7/7 MDC
  • R Leg: 7/7 MDC
  • Main Body: 12/12 MDC

SDC: 59/59
HP: 40/40

ISP: 49/49
PPE: 70/70



Forcefield on, Sword of Winter activated, I’m ready to slay. Preparations complete, Sir Northblade sidles up to the portal created by Vheld. Before Ronan heads through Wayne says, ”Last one to the prize buys the drinks.” Popping into the selected cargo car, Wayne begins taking down whatever guards are between him and the next cargo car.

When he sees Crow come through, he’ll do his best to observe the newcomer’s capabilities while maintaining focus on his own combat.

Initiative: 1d20+4: [7]+4 = 11
APM: 7

Action 1: Slash Opponent with Ice Blade. Strike: 1d20+8: [10]+8 = 18 Damage: 4d6: [6, 2, 4, 4] = 16 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 2: Slash Opponent with Ice Blade. Strike: 1d20+8: [2]+8 = 10 Damage: 4d6: [2, 1, 1, 2] = 6 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 3: Slash Opponent with Ice Blade. Strike: 1d20+8: [11]+8 = 19 Damage: 4d6: [2, 2, 2, 6] = 12 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 4: Slash Opponent with Ice Blade. Strike: 1d20+8: [13]+8 = 21 Damage: 4d6: [6, 3, 2, 3] = 14 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 5: Slash Opponent with Ice Blade. Strike: 1d20+8: [12]+8 = 20 Damage: 4d6: [4, 3, 5, 4] = 16 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 6-7: Reserved for Dodge

Parries: 1d20+12: [1]+12 = 13 (CRITFAIL) 1d20+12: [5]+12 = 17 1d20+12: [9]+12 = 21 1d20+12: [8]+12 = 20 1d20+12: [8]+12 = 20 1d20+12: [8]+12 = 20 1d20+12: [10]+12 = 22 1d20+12: [14]+12 = 26
Dodges: 1d20+8: [1]+8 = 9 (CRITFAIL) 1d20+8: [6]+8 = 14
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Lithium Meg
Posts: 26
Joined: Sun Mar 31, 2024 10:06 pm

Re: Conveyex Heist

Post by Lithium Meg »

Perception 1d100 /24%: [67] = 67
JiC 1d20: [20] = 20
JiC 1d100: [94] = 94


Meg is suited up and ready to go. The fight outside is exciting, and she is glad to be inside the train, seeing all the missiles flying around. She can only wear so much armor before messing with her magic and psionics. Once she gets the call to move out and what to look out for, she is the third through the portal, sword at the ready to start doing some damage to those poor, unlucky bastards on the other side. So, she focuses her mind and uses her extensive mental powers to be on the ready. (Intuitive combat activated; Sixth Sense for the ongoing danger.]

Meg's eyes glow as she passes through the portal. Since it's the CS, there is no reason to hold back, and considering the package they're carrying, there is no reason to take chances that one of the guards will set it off and nuke the control, so to speak. She moves to engage one trooper who is not being engaged by the other two teammates.

Initiative: 1d20+10: [5]+10 = 15
APM: 5
Action 1: Attack the guard with the sword. Strike 1d20+3: [5]+3 = 8 ; Damage 5d6: [3, 6, 4, 5, 5] = 23
Action 2: Attack the guard with the sword. Strike 1d20+3: [1]+3 = 4 ; Damage 5d6: [2, 3, 4, 3, 5] = 17
Action 3: Attack the guard with the sword. Strike 1d20+3: [1]+3 = 4 ; Damage 5d6: [1, 2, 6, 6, 5] = 20
Action 4 and 5: Reserved for Dodging

Parries: 1d20+11: [19]+11 = 30 1d20+11: [4]+11 = 15 1d20+11: [17]+11 = 28 1d20+11: [15]+11 = 26 1d20+11: [1]+11 = 12
Dodges: 1d20+13: [18]+13 = 31 , Dodge 1d20+13: [15]+13 = 28
Lithium Meg

Stats:
P.P.E: 108/108
I.S.P.: 37/59
M.D.C.: 54/54

Constant Effects:
Sixth Sense
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Orrucks
Posts: 18
Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

Perception: 1d100: [42] = 42 60/% +20% on Perception rolls to determine if an explosive device or ordnance is “live” or a “dud”
JIC: 1d20: [5] = 5 / 1d100: [47] = 47

He has a look out the window then to whom he suspects also sees what he does, "You seein this? He looks again like a joke had to be getting played on him. "thems ain't seen a Western beefore."

"Unbelievable." He does what everyone is thinking and sticks a hand out the window to try and give the vehicle a smack to maybe cause the vehicle to fumble. He makes his way through the crowd to the open portal Lahz made, casting aside anyone that tries to intentionally be in his way on either side of it. He weaponizes even those who think they'll fight the Grackle tooth against others who may see to attack him.

Initiative: 1d20+3: [18]+3 = 21
Conditions:
Action one: Hit the small vehicle outside the train with a full strength hit. 1d20+5: [17]+5 = 22 / 3d6: [6, 3, 1] = 10 MD
Action two: grab whomever is in front of him 1d20+5: [7]+5 = 12
Action three: use said person grabbed to hit another aggressor. 1d20+5: [10]+5 = 15 1d6: [3] = 3 SDC
Action four: Bite the person that he used as a club. 1d20+5: [1]+5 = 6 2d6: [4, 1] = 5 MD
Action five: Slap an aggressor with his tail. 1d20+5: [6]+5 = 11 3d6: [4, 3, 4] = 11 MD

Parries: 1d20+9: [11]+9 = 20 1d20+9: [2]+9 = 11 1d20+9: [13]+9 = 22 1d20+9: [19]+9 = 28 1d20+9: [5]+9 = 14
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

Conditions: Prehensile Tail, faster healer: recovers lost MDC at a rate of 2d6 per 12 hours. HF: 12

Worn:
NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
User avatar
Lynch
Posts: 25
Joined: Sat Feb 10, 2024 7:18 am

Re: Conveyex Heist

Post by Lynch »

Perception: 1d100: [4] = 4 /49%
JIC: 1d20: [16] = 16 ; 1d100: [74] = 74

Current ID: Mr. Chen
Current Language: Chinese

Mr. Chen frowns slightly when he hears the messages. Nà kěbù hǎo. Tāmen dǎsuàn shā sǐ suǒyǒu rén. Huánjìng bǎohù. Tā yīdìng shì mǒu zhǒng qìtǐ.
That is not good. They intend to kill everyone. Environmental protection. It must be a gas of some kind.
. He keys his radio as he makes his way to the others. His thick accented English hits the radio again, "Thee Zee Ess are villing to Kill everyone on board. Gas or aerosolized attack is likely. They spoke of a decoy deployment." Mr. Chen pulls on his Gas mask once he is with the others near the portal and draws his pistol.

He jumps through when it is his turn. He moves to cover if it is available and focuses fire with the rest of the spooks to help take down targets quickly.

Combat:

FF: 160/160

APM: 5

Init: 1d20: [3] = 3

Action 1: Move to cover.
Action 2: Ranged strike Wilks 237 Double shot: 1d20+2: [15]+2 = 17 ; Damage: 6d6: [1, 4, 4, 2, 3, 1] = 15
Action 3: Ranged strike Wilks 237 Double shot: 1d20+2: [3]+2 = 5 ; Damage: 6d6: [6, 3, 4, 1, 5, 3] = 22
Action 4: Ranged strike Wilks 237 Double shot: 1d20+2: [20]+2 = 22 Nat 20; Damage: 6d6: [2, 6, 2, 5, 5, 6] = 26 x 2 = 52 MD
Action 5: Ranged strike Wilks 237 Double shot: 1d20+2: [16]+2 = 18 ; Damage: 6d6: [3, 6, 2, 6, 2, 5] = 24

Auto-Parry: 1d20+2: [20]+2 = 22 ; 1d20+2: [6]+2 = 8 ; 1d20+2: [9]+2 = 11 ; 1d20+2: [6]+2 = 8 ; 1d20+2: [6]+2 = 8
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Mierin
Diamond Level Patron
Posts: 656
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC
Contact:

Re: Conveyex Heist

Post by Mierin »

Perception: 1d100: [1] = 1 (85%)
JIC: 1d20: [9] = 9 , 1d100: [53] = 53

Initiative: 1d20+8: [3]+8 = 11
APM: 9

Conditions
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet (In use)
Light Filters: Reduces glare
Wearing NG Stalker suit
Wearing talisman of invincible armour (activated) 275 MDC, duration: 33 minutes

Mierin raises an eyebrow as mini missiles are launched and a battle begins around the train the group is on. Well, that escalated quickly. Mierin thinks to herself with a smirk. When Lahz gives the team the order by which they will enter Vheld’s portal, Mierin simply nods and replies, “Copy that.”

Drawing Malice from her bag, Mierin notes that it’s been a while since she’d battled with a sword as she typically preferred to take out her enemies from a distance. Well, no time like the present to get a little sword practice in. Mierin thinks to herself. Following the others to their destination, Mierin doesn’t hesitate to jump into the portal when it’s her turn to do so. Once inside, Mierin looks around to determine the positions of anyone foolish to go against them and to set herself in a good position to take down anyone in her way with a slash with Malice.

Actions
1. jump into portal and take defensive position, noticing location of enemies
2. Reserved for dodge. 1d20+7: [20]+7 = 27
3. Slash at nearest opponent with Malice. Strike: 1d20+9: [2]+9 = 11 , Damage: 4d6+8: [2, 2, 3, 2]+8 = 17
4. Reserved for dodge. 1d20+7: [4]+7 = 11
5. Slash at nearest opponent with Malice. Strike: 1d20+9: [8]+9 = 17 , Damage: 4d6+8: [5, 1, 2, 4]+8 = 20
6. Reserved for dodge. 1d20+7: [16]+7 = 23
7. Slash at nearest opponent with Malice. Strike: 1d20+9: [4]+9 = 13 , Damage: 4d6+8: [1, 4, 3, 2]+8 = 18
8. Reserved for dodge. 1d20+7: [14]+7 = 21
9. Slash at nearest opponent with Malice. Strike: 1d20+9: [14]+9 = 23 , Damage: 4d6+8: [2, 4, 1, 3]+8 = 18

Parries, if needed:
1d20+12: [7]+12 = 19 , 1d20+12: [18]+12 = 30 , 1d20+12: [6]+12 = 18 , 1d20+12: [19]+12 = 31 , 1d20+12: [13]+12 = 25 , 1d20+12: [8]+12 = 20 , 1d20+12: [6]+12 = 18 , 1d20+12: [9]+12 = 21 , 1d20+12: [16]+12 = 28
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies


Stats & Stuff
ISP: 35/35
HP: 57/57
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
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Vheld
Posts: 608
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

JIC: 1d20: [14] = 14 , 1d100: [48] = 48
PER: 1d100: [86] = 86 vs. 79%
Lahz wrote: Fri Oct 18, 2024 9:24 am"Once Raiders make contact, we skip to Cargo Car 3 with your assist it's about 3/4 up the Train. Scouted, have a target drop. Once through there will be 4 hostiles in that Car. I will drop back part of Train for the Raiders to swarm, and can work up to Cargo 2 where our Target is. Also, I think Northblade picked up a fan, so don't kill him. Psi-Stalkers can kiss my Ass ... "
Vheld replies, ”Roger that. Moving into position now.” Vheld will wait until the raiders are getting close, then with a telepathic command to Sil he has his familiar fly in closer to the team’s position so that Vheld can place a mystic portal near them ((-60 PPE)). <<Move quickly, my dear. The less time we are flying alongside this thing, the better.>> Vheld will place the terminus of the portal as instructed, in Cargo Car 3, then he replies on the radio again ”Rapid transit’s in place. Be advised it is one-way only. See you on the other side.” Once Lahz indicates that the others are all through, Vheld will dispel the portal and put a healthy distance (100-200 feet) between himself and the train. He smiles grimly to himself. Now we wait for the fireworks to begin, I guess.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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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: Conveyex Heist

Post by Underguard »

Conditions wrote: Location: Manistique
Weather: Cloudy (20* Celsius/68* Fahrenheit)
Time: 9:37am
Combat Round: 1
[All Aboard the Boisterous Express]
BACK << DEF4 -- P2 - P1 -- DEF3 -- C8 C7 C6 C5 -- DEF2 -- C4 ///// C3[Spooks] C2 C1 -- DEF1 --[[LEAD-ENGINE]] >>>> FRONT

Lahz lays out a plan and Vheld moves into position. Lahz is pleased to find that the passenger cars don't seem to have security cameras and the lavatory is vacant. Vheld moves close enough and is able to open a portal for the team with the group filtering through as Lahz instructed. Ronan being first, quickly followed by Wayne, Meg, Mierin, Orrucks, Crow, Lynch then himself. Vheld moves back off from the train to observe and make ready to intervene if necessary.

[Cargo Car 3]

As Ronan, Wayne, Meg and Mierin step through, they immediately here a call to identify. "Who are you?! Identify yourself!?" A armored man in NG armor says as all four raise their weapons. Ronan doesn't hesitate and barrels towards the one who called for them. Meg steps through and engages the one opposite Ronan with her sword. Her first strike hits true but the second one misses and hits into one of the cargo containers and is jammed in there. Meg deftly dodges an attack and then retrieves her sword after it got stuck. Wayne engages the same one with Meg to distract him while Meg recovers her blade. Wayne watches with a darkened glee as his cold blade seems to affect the armored individual. He tries to dodge a retaliation strike and ends up turning into the strike and almost loses his own Ice Blade. [-22 MDC from Force Field]

Mierin's sharp eye notices one behind some cargo moving to attack and she expertly slides out of the way of a burst shot aimed at her as she moves to engage with Malice. Her first strike missing but her next few striking. She notices the security guard's armor also has a forceshield as the one she is engaging pulls out a Vibro-sword instead to counter her Malice and the two become locked in a sword fight. Mierin successfully dodges several attacks however two do graze her invincible armour [-16 MDC].

Orrucks, Crow, Lynch and Lahz join the fray, with Orrucks rushing the fourth person in the car and trying to grapple then. Lynch covers Orrucks with several double shots with one of his blasts actually piercing the shield and causing it to collapse as Orrucks goes in for a bite on the armor. Orrucks feels a couple impacts on his armor from the guard. Crow assess the area and notices that Ronan seems to be using the one he's fighting as a punching bag, while the others are slowly picking apart their own. The Mystic Knight side steps the one Mierin is on and moves to disarm it of it's vibro-blade, then attempting to take off his head. The first disarm is unsuccessful but on his final attempt, he wedges the weapon out of the guard's hand as Mierin closes in with Malice again.

Meanwhile, Lahz uses the confusion to telemechanically disconnect the train cars and make car 4's break slam on. Lahz is pleased as punch when he finds it to be an electromagnetic locking mechanism he is able to easily disable then engage it's emergency breaks. Alarms blare as this happen and the train becomes disconnected. Lahz quickly dodges out of the combat that encompases the rather tightly fit cargo car to lock the doorway to C2. As he does so, anyone with a passing perception hears the following blare over C3's intercom.

"C3 Security! What is going on back there?! We can't access the car and are hearing sounds of fighting. Confirm your status!"

The one fighting with Wayne and Meg tries to get off a quick reply. "Raiders in C3!" but Lahz has successfully caused radios in C3 to give back white noise. It's unclear if the Coalition Personnel in C2-1 got the message.

From the outside, Vheld watches in utter amusement as the Hovertrain somehow becomes disconnected, with the back half grinding to a halt and the front half continuing forward. The raiders and defense teams are in disarray with several flying PAs moving to cover the stalled back half and the others trying to keep up with the faster-moving front half.

What are your intentions?
GM Note:



Lahz:
Vheld:
Mierin: -16 MDC from Invincible Armor
Wayne: -22 <DC to Forcefield
Lynch:
Meg:
Orrucks: -15 to MB of A12 Armor.
Crow:
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
Lahz
Group Leader
Posts: 596
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad
Contact:

Re: Conveyex Heist

Post by Lahz »

BACK << DEF4 -- P2 - P1 -- DEF3 -- C8 C7 C6 C5 -- DEF2 -- C4 // [C3.Spooks] C2 C1 -- DEF1 --[[LEAD-ENGINE]] >>>> FRONT


Perception [51%]: 1d100: [77] = 77 [+15% involving Electronics or Machines]
JiC D20: 1d20: [11] = 11 :
JiC D100: 1d100: [95] = 95
Telemechanics [100%]: 1d100: [57] = 57

Conditions: Telemechanics (0 ISP, Constant, 5ft, 100%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1900ft if using magical or psionic powers, 900ft if NOT using powers), Radiate Nature [Weariness, Wariness] (100ft to psychics, 12ft to non-psychics), Roadrunner Power Armor (135/135 MB), Sixth Sense (Cannot be surprised by a sneak attack), Telekinesis: Super (400lbs, 1000' Range, 10.00 Min), Telemechanic Mental Operation (140', 9.75 Min), Sixth Sense [+6 Initiative, +2 Parry, +3 Dodge]

ISP: 147/231


Lahz notes that a couple of their opponents seem to have acquired Force Fields, **Curious, I wonder if they stole or purchased those from Triax ... CS did not used to have the Technology for that before ...** however, finding himself near the door from C3 to C2, he is within range to use Telemechanic Mental Operation [[ 140' ]] (OOC: since each Hovercar is 80' long, he should be able to reach C1 with ease) to close and lock the door from C2 to C1. Next he teleports a Sleep Grenade up to C1, and kills its lights.

After these, an act of faith and camouflage .... as the Psi-tech flops over onto the ground to the side of the doorway (behind a couple crates(?)), clearly no threat (not even a weapon in-hand), and engages Remote Viewing (-10 ISP, 4d6+12: [4, 3, 6, 2]+12 = 27 Seconds) so he can see D1 in real-time. Upping his Super-TK (-30 ISP, 400lbs), Lahz begins to cause havoc even further up the train.

**We're fighting in C3, C2 has our apparent target, C1 has Sleeping gas and no lights ... now D1 I can start throwing people around, pulling Grenade pins, opening stuff ... and hopefully the Ouside Raiders are likewise engaging somehow ...**

Lahz will use his remaining actions to mess with things in D1. If he can pull Grenade pins, or fire a Grenade launcher... or find couple Fusion Blocks to trigger the buttons on ... whatever seems most likely to draw focus to D1.


***

Any actions not needed for protection of himself, Lahz will use to instead cause general Telemechanic or TK mayhem.

APM [Roadrunner PA.Merged]: 11
Initiative +2[+6]: 1d20+8: [7]+8 = 15

1: Telemechanic Mental Operation -- Lock Door C2 to C1
2: Telemechanic Mental Operation -- Kill Lights in C1
3: Pull pin on -- MageFire TW Sleep Grenade // Save vs magic (12+); 1d4: [1] = 1 melees until cloud dissipates // TW Functions: 20' sphere of sleep gas; Sleep for 1d4+1: [2]+1 = 3 Minutes. Book Reference: p.151, MercOps
4: Use Charge from Ring of Teleportation-Ish ---- Teleport Lesser [RUE Pg Pg 211] to send triggered Magic Sleep Grenade up to C1 Cargo Car. 1d100: [8] = 8
5: Telemechanic Mental Operation -- Turn Off Lights in C1
6: Slump to ground/Remote Viewing [-10 ISP]
7: Increase TK [-30 ISP]
8-11: Telekinetic Mayhem up in the D1 Defensive Car ...

If there is any opportunity, Lahz will also use Telemechanic Mental Operation to start making Opponents' weapons eject their E-Clips (OOC: It's 1 at a time, but should be effective), or tune Radios to Feedback.

If there seems to be any reasonable need to do so instead, Lahz will Dodge/Find Cover:
1d20+11: [13]+11 = 24 , 1d20+11: [1]+11 = 12 , 1d20+11: [18]+11 = 29 , 1d20+11: [15]+11 = 26 , 1d20+11: [17]+11 = 28

If there seems to be any reasonable need to do so instead, Lahz will use TK to Parry
[TK] Parry [+8]: 1d20+8: [14]+8 = 22 , 1d20+8: [3]+8 = 11 , 1d20+8: [19]+8 = 27 , 1d20+8: [5]+8 = 13 , 1d20+8: [4]+8 = 12

Tentative Plan
Summary for GM:
1) Check the Cryo-Container we were given
2) Go see the Psychic (if there are no recording/transmitting devices) -- Get her to share the vision and any images (since WE have a cryo-container now, it may be easier to know whether one of those appears in said vision)
3) Group Vehicle Modifications (estimating 4 days, if more time is needed then he will not attempt in this time window because the vehicles wont be delivered for 1 week, and anything further cuts things too close)
4) Repair, Repair, Repair, Repair, then, take Group-Transport from Merctown to Lazlo --- GM Please advise if Ship cannot be repaired, and new missiles are acquired so we are leaving with full kit.
5) Visit NG Store with his NGCME Card --- Download/Purchase Specifications for Hover Trains as 'study materials' for a *** Northern Gun Certified Mechanical Engineer
6) [Have Lynch do this incognito] Buy 100 MD Box/Trunk -- Decoy/Empty "Thing @ least some of Spooks are 'Guarding' and reason for being on Train"
6) Buy tickets and take hover-train from Lazlo to Manistique (so that we can get familiar with these trains)
7) Buy additional tickets for target trip ... Manistique --> Lazlo (?)
8) Day-of --- Take Train back to Manistique from Lazlo (this will also take Spooks back to their own vehicle if necessary ... otherwise we can radio the Robot Crew to return and meet us @ Merctown)
8.1) Apparently recruit random showboat Mystic-knight who thought he could do this by himself
8.2) Pull job ...
9) Pick up Magic Mace when we get back to town.
Lahz D'Gemmel
OOC Comments
ISP: 231/231
PPE: 22/22
HP: 40/40
SDC: 26/26

Worn:
Roadrunner [Light] Power Armor
MD by Loc:
Helmet: 75/75, Main Body: 135/135
Arms: [L] 45/45 . [R] 45/45 & Legs: [L] 80/80 . [R] 80/80


N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Q1-02 "Stopper" Ion Pistol 4d6+4 MD, 200'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
User avatar
Crow
Posts: 17
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

Perception: 1d100: [81] = 81 /21%
JIC: 1d20: [1] = 1 / 1d100: [80] = 80

Conditions: Sixth Sense (2)

ISP:14/24
PPE:48/110

Behind the skull plate of his helmet, Crow grins a rictus grin of utter pleasure. The urge for blood and death fills his soul to the limit almost beyond control. Crow keeps pressure on his victim. Never relenting in his onslaught. Relishing the sounds of battle all around him
"This right here is what I live for. Not the credits nor the fame. Just the spilling of blood and the wails of the dying."


Combat:

Crow is going for kill shots

APM: 6
Initiative: 1d20+6: [8]+6 = 14
Parries: 1d20+8: [16]+8 = 24 | 1d20+8: [19]+8 = 27 | 1d20+8: [8]+8 = 16 | 1d20+8: [11]+8 = 19 | 1d20+8: [20]+8 = 28

Action 1: Swing at the heads. Strike: 1d20+6: [12]+6 = 18 | Damage: 6d6+1d6: [2, 5, 3, 2, 5, 4]+[1] = 22
Action 2: Swing at the heads. Strike: 1d20+6: [10]+6 = 16 | Damage: 6d6+1d6: [6, 4, 4, 1, 6, 5]+[5] = 31
Action 3: Swing at the heads. Strike: 1d20+6: [8]+6 = 14 | Damage: 6d6+1d6: [4, 2, 4, 6, 6, 5]+[6] = 33
Action 4: Swing at the heads. Strike: 1d20+6: [18]+6 = 24 | Damage: 6d6+1d6: [1, 3, 5, 2, 1, 3]+[2] = 17
Action 5: Swing at the heads. Strike: 1d20+6: [10]+6 = 16 | Damage: 6d6+1d6: [6, 5, 4, 3, 2, 5]+[1] = 26
Action 6: Swing at the heads. Strike: 1d20+6: [4]+6 = 10 | Damage: 6d6+1d6: [6, 2, 4, 6, 2, 3]+[6] = 29
User avatar
Lynch
Posts: 25
Joined: Sat Feb 10, 2024 7:18 am

Re: Conveyex Heist

Post by Lynch »

Perception: 1d100: [53] = 53 /49%
JIC: 1d20: [14] = 14 ; 1d100: [78] = 78

Current ID: Mr. Chen

Mr. Chen remains behind cover as an idea pops into his head. He thinks back and grabs three voices from his initial sweep of the comm spectrum as he readies himself to broadcast over the guards freq. This should be good. Lynch really gives it his all. He focuses exclusively on the following radio calls.

Alter Voice: 1d100: [47] = 47 /79% (Security guard 1)
Alter Voice: 1d100: [50] = 50 /79% (Security guard 2)
Alter Voice: 1d100: [47] = 47 /79% (Security guard 3)

"C2! C1! D1 here. We have raiders. Need assistance!!!, GAH!!! NOOOOOO!!!!..." Lynch will thump his radio into his cover to get the sound of a falling body.
"They're every where! Where did that come from!?!?!!? C1 what are you doing!?!?!! HELP US!!!!!!AHAHHHHHHHH!!!!!"
"NO!!!! STOP!!! NOOOOOOOOO!!!!AAHHHHHHHHHHHAHAHAHAHAHAHAHAHAHAHAHAH....The Coalition States...They've Killed...Us...Left...Us...To...die..."
Mr. Chen will then thump the radio on the floor to really get the sounds right.

Mr. Chen smiles as he looks down at the radio. "That was an acceptable performance."

Combat:

Init: 1d20: [16] = 16

FF: 160/160

Actions 1-5: Acting. All the radio calls.
User avatar
Orrucks
Posts: 18
Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

Perception: 1d100: [19] = 19 60/% +20% on Perception rolls to determine if an explosive device or ordnance is “live” or a “dud”
JIC: 1d20: [10] = 10 / 1d100: [52] = 52

The bipedal crocodile in the car continues to be the bane of one unfortunate guard's life as he makes a valiant gesture to break their arm for retaliating. Another unfortunate detail to add to everyone else's misfortune of being stuck in the same car is that Orucks can, and does, have a glorious tail he can weaponize against them at the same time; which goes to strangling the closest of the guard present that isn't in his scaly grip. If at any point in the continued struggle one of the guard to take action against Orrucks, the guard in hand, likely trying to escape, is simply used as a shield to take hits meant for him. At the end of the current moment of struggle, if they are still there, Orrucks hurls the guard in hand to the opposite side of the car.

Initiative: 1d20+3: [2]+3 = 5
Conditions:
Action one: Break the guard in hand's arm at the elbow. 1d20+5: [19]+5 = 24 / 3d6: [1, 3, 4] = 8 MD
Action two: Smack a secondary guard with his tail. 1d20+5: [3]+5 = 8 / 3d6: [5, 1, 6] = 12 MD
Action three: Grab and strangle the same secondary guard with his tail. 1d20+5: [18]+5 = 23 / 3d6: [1, 1, 6] = 8 MD
Action four: Slam the guard in hand into the side of the train. 1d20+5: [13]+5 = 18 / 3d6: [5, 5, 3] = 13 MD
Action five: Throw the guard in hand to the other side of the train. 1d20+5: [8]+5 = 13 / 3d6: [1, 1, 4] = 6 MD

Contingency:
if at any point during the fight someone takes a swing or shot at him, Orrucks uses the guard he has in hand as a shield for the incoming blow.
Action one: Grapple to use as the guard in hand as a shield 1d20+5: [6]+5 = 11
Action two: Grapple to use as the guard in hand as a shield 1d20+5: [15]+5 = 20
Action three: Grapple to use as the guard in hand as a shield 1d20+5: [6]+5 = 11
Action four: Grapple to use as the guard in hand as a shield 1d20+5: [7]+5 = 12
Action five: Grapple to use as the guard in hand as a shield 1d20+5: [8]+5 = 13

Parries: 1d20+9: [4]+9 = 13 1d20+9: [8]+9 = 17 1d20+9: [15]+9 = 24 1d20+9: [9]+9 = 18 1d20+9: [3]+9 = 12
Dice rolls
1d20+3: [14]+3 = 17
1d20+3: [13]+3 = 16
1d20+3: [1]+3 = 4
1d20+3: [19]+3 = 22
1d20+3: [12]+3 = 15
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

Conditions: Prehensile Tail, faster healer: recovers lost MDC at a rate of 2d6 per 12 hours. HF: 12

Worn:
NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
User avatar
Vheld
Posts: 608
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

JIC: 1d20: [19] = 19 , 1d100: [22] = 22
PER: 1d100: [1] = 1 vs. 79%

Conditions:
24m00s, completely invisible in shadows at least five feet big, +15% prowl, enemies are -5 to strike.


Vheld telepathically urges Sil to continue keeping pace with the front part of the train, but preferably in its shadow- in which case Vheld will use shadow meld to conceal them both ((-10 PPE)). Otherwise, the shifter will just sit back and enjoy the chaos- a slight smile on his face. I hope the newbies are having fun. I suppose I could join in, but there doesn’t seem much point now. ”Chaos is good.” He murmurs. He’ll maintain a low profile above all else, but if any of the powered armor pilots or raiders get too close Vheld will cast frequency jamming ((-15 PPE, not deducted)). Hopefully it will keep them from seeing him, and perhaps even add to the chaos a bit. Otherwise Vheld will guide Sil in defensive flying, and as it accelerates he will direct her to land on it (somewhere unobtrusive) so that it doesn't leave them behind.

Initiative: 1d20: [5] = 5
APM: 7

Action 1: Cast shadow meld.
Actions 2-7: Dodges: 1d20+7: [19]+7 = 26 , 1d20+7: [20]+7 = 27 , 1d20+7: [19]+7 = 26 , 1d20+7: [19]+7 = 26 , 1d20+7: [16]+7 = 23
Sil auto-dodges: 1d20+6: [13]+6 = 19 , 1d20+6: [13]+6 = 19 , 1d20+6: [16]+6 = 22 , 1d20+6: [6]+6 = 12 , 1d20+6: [9]+6 = 15

Contingency #1- If any guards or raiders look like they’re heading towards Vheld’s position he will cast frequency jamming on them.
Contingency #2: If he is discovered or attacked, Vheld will activate his and Sil’s invincible armor talismans and then cast targeted deflection on himself.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
User avatar
Wayne Northblade
Posts: 131
Joined: Wed May 20, 2020 9:07 am

Re: Conveyex Heist

Post by Wayne Northblade »

Perception: 1d100: [83] = 83 /49%
JIC: 1d20: [5] = 5 / 1d100: [90] = 90


  • Primary Opponent ONLY
  • Negates any bonuses provided by a Machine or Weapon
  • Against Tech Opponents: +3 Initiative (+6 v AI's), & +3 Strike/Parry, +4 to Auto Dodge vs 1 tech opponent (+1 opponent at Levels 9 and 13)
  • Tech Opponent Penalties: -2 Attacks, & -3 to Dodge

N-F20A Medium Force Field: 53/75 MDC (ACTIVE)
Trench Coat: 36/36 MDC
Business Coat: 8/8 MDC
Combat Pants: 8/8 MDC
Stalker Suit:
  • L Arm: 5/5 MDC
  • R Arm: 5/5 MDC
  • L Leg: 7/7 MDC
  • R Leg: 7/7 MDC
  • Main Body: 12/12 MDC

SDC: 59/59
HP: 40/40

ISP: 49/49
PPE: 70/70



"This one is going to mess up my kill count. Inefficient mess we are today." Wayne regains his footing from screwing the pooch with one of his evasive maneuvers and almost losing his weapon entirely.
"This just won't do." In his left hand, Sir Northblade summons forth his blood red sword, made entirely of psionic energy. "Now this, is more like it." Swinging with his Ice Blade and both slashing and parrying with his Psi-Sword, Wayne focuses on taking down the armored man that both him and Meg are working on.

Initiative: 1d20+4: [12]+4 = 16
APM: 7

Action 1: Summon Psi-Sword (Blood Red)
Action 2: Slash Opponent with Ice Blade. Strike: 1d20+8: [10]+8 = 18 Damage: 4d6: [3, 4, 1, 1] = 9 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 3: Slash Opponent with Psi-Sword. Strike: 1d20+8: [19]+8 = 27 (CRIT) Damage: 4d6: [6, 2, 2, 4] = 14 x2=28 MD.
Action 4: Slash Opponent with Ice Blade. Strike: 1d20+8: [11]+8 = 19 Damage: 4d6: [6, 2, 1, 4] = 13 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 5: Slash Opponent with Psi-Sword. Strike: 1d20+8: [9]+8 = 17 Damage: 4d6: [4, 4, 4, 2] = 14 MD.
Action 6: Slash Opponent with Ice Blade. Strike: 1d20+8: [6]+8 = 14 Damage: 4d6: [2, 1, 3, 3] = 9 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 7: Reserved for Dodge

Parries: 1d20+12: [15]+12 = 27 1d20+12: [7]+12 = 19 1d20+12: [10]+12 = 22 1d20+12: [8]+12 = 20 1d20+12: [2]+12 = 14 1d20+12: [1]+12 = 13 (CRITFAIL) 1d20+12: [4]+12 = 16 1d20+12: [17]+12 = 29
Dodges: 1d20+8: [12]+8 = 20
User avatar
Lithium Meg
Posts: 26
Joined: Sun Mar 31, 2024 10:06 pm

Re: Conveyex Heist

Post by Lithium Meg »

Perception 1d100 /24%: [92] = 92
JiC 1d20: [1] = 1
JiC 1d100: [58] = 58

Meg did not imagine they would be putting up this much of a fight. Not that they would not be putting up a fight to protect their precious cargo, but the little suckers were making the Moonwarper work today. Her lack of luster efforts with swords makes her feel jealous of the others who were dismembering and fighting with a flourish, reminding Meg that she spent more time threatening and intimidating than actually fighting. She would use this moment to step up her game. She was running her mercs now and had to carry her weight.

Initative 1d20+4: [5]+4 = 9
APM: 5
Condition: Sixth Sense, Intuitive Combat.

Action 1: Slash the opponent with bug sword. Strike 1d20+3: [19]+3 = 22 Damage 5d6 M.D.C.: [5, 4, 5, 1, 1] = 16
Action 2: Slash the opponent with bug sword. Strike 1d20+3: [11]+3 = 14 Damage 5d6: [1, 4, 3, 3, 4] = 15
Action 3: Slash the opponent with bug sword. Strike 1d20+3: [5]+3 = 8 Damage 5d6 M.D.C.: [1, 5, 3, 2, 5] = 16
Action 4: Slash the opponent with bug sword. Strike 1d20+3: [7]+3 = 10 Damage 5d6 M.D.C.: [1, 3, 6, 3, 1] = 14
Action 5: Reserve for Dodg: Dodge 1d20+10: [2]+10 = 12

Parry: Parry 1d20+9: [2]+9 = 11 Parry 1d20+9: [20]+9 = 29 Parry 1d20+9: [5]+9 = 14 Parry 1d20+9: [6]+9 = 15 Parry 1d20+9: [15]+9 = 24
Dice rolls
Initative 1d20+1: [2]+1 = 3
Lithium Meg

Stats:
P.P.E: 108/108
I.S.P.: 37/59
M.D.C.: 54/54

Constant Effects:
Sixth Sense
User avatar
Mierin
Diamond Level Patron
Posts: 656
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC
Contact:

Re: Conveyex Heist

Post by Mierin »

Perception: 1d100: [91] = 91 (85%)
JIC: 1d20: [14] = 14 , 1d100: [6] = 6

Initiative: 1d20+8: [11]+8 = 19
APM: 9

Conditions
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet (In use)
Light Filters: Reduces glare
Wearing NG Stalker suit
Wearing talisman of invincible armour (activated) 259/275 MDC, duration: 33 minutes
Knockout/stun on unmodified roll of 17, 18, 19, 20

Mierin is a bit surprised when she realizes that the security guard’s armour also has a forceshield. Wonder where he got that. . Mentally shrugging, Mierin figures that’s a mystery that can be solved when they’d eliminated all their enemies. Advancing on the guard who pulled out their vibrosword, Mierin attempts to disarm them and cut them down with Malice, attempting to evade any attacks that come her way.

Actions
1. advances on the guard who pulled out their vibo-sword and attempts to disarm them. Strike: 1d20+7: [16]+7 = 23 , Damage: 4d6+8: [3, 6, 3, 6]+8 = 26
2. Reserved for dodge. 1d20+7: [17]+7 = 24
3. Slash at nearest opponent with Malice. Strike: 1d20+9: [16]+9 = 25 , Damage: 4d6+8: [1, 1, 1, 1]+8 = 12
4. Reserved for dodge. 1d20+7: [6]+7 = 13
5. Slash at nearest opponent with Malice. Strike: 1d20+9: [17]+9 = 26 , Damage: 4d6+8: [1, 1, 3, 2]+8 = 15
6. Reserved for dodge. 1d20+7: [5]+7 = 12
7. Slash at nearest opponent with Malice. Strike: 1d20+9: [16]+9 = 25 , Damage: 4d6+8: [2, 1, 1, 4]+8 = 16
8. Reserved for dodge. 1d20+7: [17]+7 = 24
9. Slash at nearest opponent with Malice. Strike: 1d20+9: [1]+9 = 10 , Damage: 4d6+8: [1, 4, 4, 3]+8 = 20

Parries, if needed:
1d20+12: [2]+12 = 14 , 1d20+12: [13]+12 = 25 , 1d20+12: [1]+12 = 13 , 1d20+12: [4]+12 = 16 , 1d20+12: [6]+12 = 18 , 1d20+12, 1d20+12: [18]+12 = 30 , 1d20+12: [16]+12 = 28 , 1d20+12: [8]+12 = 20
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies


Stats & Stuff
ISP: 35/35
HP: 57/57
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
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: Conveyex Heist

Post by Underguard »

Conditions wrote: Location: Manistique
Weather: Cloudy (20* Celsius/68* Fahrenheit)
Time: 9:37am
Combat Round: 1
[All aboard the train go bang bang bang]
BACK << DEF4 -- P2 - P1 -- DEF3 -- C8 C7 C6 C5 -- DEF2 -- C4 ///// C3[Spooks] C2 C1 -- DEF1 --[[LEAD-ENGINE]] >>>> FRONT

Lahz is fortunate that none of the four NG security personnel seem to notice or care about him as they are all otherwise engaged. Lahz focuses and engages his Remote Viewing while the others continue their work. Mierin and Crow continue to work on their guard as the sound of Ronan's fists impacting his guard echo. Mierin is able to deftly dodge several strikes while Crow parries several more aimed at him. The pair continue to brutally chip away at their guard before Crow does land a well aimed blow right at the neck connector and jams his blade into the guard's armor as Mierin comes swinging down with Malice. The armor for the head piece shattering as Crow takes off his head in a brutal swing. The pair turn to search for another target and see Ronan's guard with shattered armor pieces as he also crumbles to the ground. The two guards in the rear still being worked on. This gives Lahz and Lynch plenty of room to try their schemes.

Lynch activates his hacked radios and alters his voice to give the performance of his life in various mocked guards voices. Though unsure exactly what they all sound like, he makes a convincing performance. Perhaps the most surprising thing is the response Lynch receives on the other end. "You were always expendable; fight to the death." A cold order is given as the Lynch hears the hacked comm line then go dead as if truly being left for dead by the Coalition States forces in C1-2.

Wayne engages his Psi-Sword and continues to work on the guard in the rear with Meg, changing between his Psi and Ice sword. He notices that the cold is certainly causing some sluggishness. Meg chips away with her bug sword as both her and Wayne are able to deftly parry the incoming attacks from the guard.

Orrucks tries to break the guards arm but unfortunately finds the armor to be more resiliant than that, however he does cause the man pain and is able to grapple him. Unfortunately, Wayne is partially in the way of his tail however Orrucks gets a good shot just over Wayne's head and knocks the guard Wayne and Meg are engaging to the side. In the meantime, Orrucks continues to manhandle and chip away at the guard's armor. The guard is almost helpless against the large D-Bee.

Lahz focuses on DEF1 and sees several SAMAS suits, and several more Coalition forces on stand by as the SAMAS suits seem to deploy into the air. Lahz loses where they go from there, but it doesn't look like they were heading back. The experienced tech can guess the SAMAS are outside the cars and following suit, waiting for what exactly, he doesn't know. He seems to successfully lock the doors between C1-2 and turn off the lights in C1. Though when he does, he notices all of the helmets have red irises. He doesn't see any ordnance openly available to manipulate though he does pop the MageFire sleep grenade, though it appears all the CS Security personnel are in full EBAs. He is able to rip weapons away from the hands of some of those in DEF1 and even makes one of them launch a grenade. Much to his disdain, it doesn't detonate as it only travels 3-4 feet before impacting.

On the outside, Vheld casts Shadow Meld as he continues to trail the main engine and sees a pair of SAMAS emerge from DEF1. The SAMAS are flying parallel to C2, the move to C3 and remain, with their weapons up. It looks as though they are scanning C3 and are going to open fire from the outside with their larger rail guns.

What are your intentions?
GM Note:


Spooks Map.png



Lahz:
Vheld:
Mierin: -16 MDC from Invincible Armor
Wayne: -22 MDC to Forcefield
Lynch:
Meg:
Orrucks: -15 to MB of A12 Armor.
Crow:
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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Lahz
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Re: Conveyex Heist

Post by Lahz »

BACK << DEF4 -- P2 - P1 -- DEF3 -- C8 C7 C6 C5 -- DEF2 -- C4 // -- // [C3.Spooks] C2 [L] C1 -- DEF1 --[[LEAD-ENGINE]] >>>> FRONT


Perception [51%]: 1d100: [30] = 30 [+15% involving Electronics or Machines]
JiC D20: 1d20: [15] = 15 :
JiC D100: 1d100: [80] = 80
Telemechanics [100%]: 1d100: [83] = 83

Conditions: Telemechanics (0 ISP, Constant, 5ft, 100%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1900ft if using magical or psionic powers, 900ft if NOT using powers), Radiate Nature [Weariness, Wariness] (100ft to psychics, 12ft to non-psychics), Roadrunner Power Armor (135/135 MB), Sixth Sense (Cannot be surprised by a sneak attack), Telekinesis: Super (400lbs, 1000' Range, 9.50 Min), Telemechanic Mental Operation (140', 9.50 Min), Sixth Sense [+6 Initiative, +2 Parry, +3 Dodge], Remote Viewing [D1-Car, 20 Seconds]

ISP: 147/231


Still focused in D1/Defensive Car 1, Lahz taps his radio while he mentally wreaks more havoc, "Back part of Train gone. Feels like we may have a couple squads of Borgs or Skelebots in D1, a few SAMAS Armors too. Queen, how is the New-Kid??" The Psi-Tech opts to try and disconnect first the D1 and Main Engine ... then, cut the connection from C1 to C2. This (ideally) will leave [[C3+C2]] floating as its own unit.

He muses as he works **Maybe I need to locate a crate or 2 of mini-missiles in this Car ... or Fusion blocks ... If I could send something more substantial up there or ... if they have any PA's not engages, I could set a Self-Destruct. With my TK Boosted, I can handle the weight of a Skelebot pretty easily, but there are WAY too many CS on this train for the Intel to have been correct. This clearly was not a CS Virus that was stolen from Chi-Town. It is very much still in CS hands, which raises some real concerns about our overall operating assumptions ... Damn I wish I had brought Ray along.** From his position flopped prone on the floor, he will continue to sabotage the D1-Defensive Car until it falls outside his 1,000-ft Telekinesis range (Lahz should be able to continue to at least see into the D1 Car either way with Remote Viewing and will communicate if D1 Troops start pouring into another car).

With TK Lahz will: Push troopers in D1 into one another, pull grenade pins, pull triggers on guns (whether pointed down, or up, or anywhere else), and Eject E-Clips.


IF the nearby Door from C3 to C2 opens, Lahz will immediately [instead of any action up in D1] trigger 1 Charge from his [-- Talisman of Carpet of Adhesion --] in C2 (stretching back from the C2 Doorway into that car).


APM [Roadrunner PA.Merged]: 11
Initiative +2[+6]: 1d20+8: [9]+8 = 17

1: Telemechanic Mental Operation -- Engage Disconnect between C1/DEF1
2: Telemechanic Mental Operation -- Engage Disconnect between C2/D1
3: Telemechanic Mental Operation -- Engage Brake C2
4-11: Telemechanic Mental Operation/Telekinetic Mayhem up in the D1 Defensive Car ... (as needed)

If there is any opportunity, Lahz will also use Telemechanic Mental Operation to start making Opponents' weapons eject their E-Clips (OOC: It's 1 at a time, but should be effective), or tune Radios to Feedback.



If there seems to be any reasonable need to do so, Lahz will use TK to Parry
[TK] Parry [+8]: 1d20+8: [20]+8 = 28 , 1d20+8: [5]+8 = 13 , 1d20+8: [9]+8 = 17


If there seems to be any serious need to do so instead, Lahz will Dodge/Find Cover:
1d20+11: [18]+11 = 29

Tentative Plan
Summary for GM:
1) Check the Cryo-Container we were given
2) Go see the Psychic (if there are no recording/transmitting devices) -- Get her to share the vision and any images (since WE have a cryo-container now, it may be easier to know whether one of those appears in said vision)
3) Group Vehicle Modifications (estimating 4 days, if more time is needed then he will not attempt in this time window because the vehicles wont be delivered for 1 week, and anything further cuts things too close)
4) Repair, Repair, Repair, Repair, then, take Group-Transport from Merctown to Lazlo --- GM Please advise if Ship cannot be repaired, and new missiles are acquired so we are leaving with full kit.
5) Visit NG Store with his NGCME Card --- Download/Purchase Specifications for Hover Trains as 'study materials' for a *** Northern Gun Certified Mechanical Engineer
6) [Have Lynch do this incognito] Buy 100 MD Box/Trunk -- Decoy/Empty "Thing @ least some of Spooks are 'Guarding' and reason for being on Train"
6) Buy tickets and take hover-train from Lazlo to Manistique (so that we can get familiar with these trains)
7) Buy additional tickets for target trip ... Manistique --> Lazlo (?)
8) Day-of --- Take Train back to Manistique from Lazlo (this will also take Spooks back to their own vehicle if necessary ... otherwise we can radio the Robot Crew to return and meet us @ Merctown)
8.1) Apparently recruit random showboat Mystic-knight who thought he could do this by himself
8.2) Pull job ...
9) Pick up Magic Mace when we get back to town.
Lahz D'Gemmel
OOC Comments
ISP: 231/231
PPE: 22/22
HP: 40/40
SDC: 26/26

Worn:
Roadrunner [Light] Power Armor
MD by Loc:
Helmet: 75/75, Main Body: 135/135
Arms: [L] 45/45 . [R] 45/45 & Legs: [L] 80/80 . [R] 80/80


N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Q1-02 "Stopper" Ion Pistol 4d6+4 MD, 200'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Crow
Posts: 17
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

Perception: 1d100: [50] = 50 /21%
JIC: 1d20: [14] = 14 / 1d100: [8] = 8

Conditions: Sixth Sense (2)

ISP:14/24
PPE:48/110


Eager to stay in the thick of it. Crow dashes towards the guard Wayne and Meg are battling. Sword raised horizontally facing his prey. Crow will try and steal their foe with several well aimed thrusts towards the head .
"Interesting Psi-Blade. His posture is off for that swing however."
Towards the two Spooks Crow will say. "This seems alot like my plan, just faster."


APM: 6
Initiative: 1d20+6: [19]+6 = 25
Parries: 1d20+8: [5]+8 = 13 | 1d20+8: [17]+8 = 25 | 1d20+8: [8]+8 = 16 | 1d20+8: [18]+8 = 26 | 1d20+8: [12]+8 = 20

Action 1: Run towards Guard between Wayne and Meg.
Action 2: Commentary
Action 3: Thrust at the head. Strike: 1d20+6: [2]+6 = 8 | Damage: 6d6+1d6: [3, 3, 3, 4, 4, 4]+[4] = 25
Action 4: Thrust at the head. Strike: 1d20+6: [18]+6 = 24 | Damage: 6d6+1d6: [6, 4, 2, 6, 5, 6]+[5] = 34
Action 5: Thrust at the head. Strike: 1d20+6: [5]+6 = 11 | Damage: 6d6+1d6: [4, 3, 4, 1, 5, 1]+[5] = 23
Action 6: Thrust at the head. Strike: 1d20+6: [8]+6 = 14 | Damage: 6d6+1d6: [3, 4, 1, 4, 3, 1]+[2] = 18
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Vheld
Posts: 608
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

JIC: 1d20: [16] = 16 , 1d100: [80] = 80
PER: 1d100: [35] = 35 vs. 79%

Conditions:
23m45s, completely invisible in shadows at least five feet big, +15% prowl, enemies are -5 to strike.


Vheld sighs softly at the sight of the SAMASes. I really don’t want to get into a firefight with those two. Surely there is a more elegant way to take them out of play. After observing the duo for a moment, a smile will steal over Vheld’s face and he will settle on his course of action. Calling One and Two from their hiding place, Vheld will point at the two powered armor pilots and say ”I’d like an escort. Bring them to me. Quietly. Ignore all radio communications unless they are from me.” As the two entities go forth to do their work, Vheld will prepare some spells just in case.

Initiative: 1d20: [19] = 19
APM: 7

Action 1: Vheld will release One and Two and give them their orders. All subsequent actions are contingent upon one or both possessions failing.
Contingency: If the possession works, Vheld will radio in to Lahz ”Air support is, uh, friendly now. Skies are clear for the moment.”

If either pilot remains free-willed (PPE not deducted):
Actions 2-3: Vheld will cast compulsion ((-20 PPE)) on one pilot, to get them to turn hard in one direction such that they will crash into the other pilot (or the ground if one possession was successful).
Actions 4-6: If the compulsion fails, Vheld will cast illusory terrain to create a simple illusion of a steep hill (that matches the actual terrain), but very tall and seemingly out of nowhere such that the SAMASes need to pull away from the train ((-55 PPE)).
Action 7: Magic net on any SAMAS still aiming at the train with the Spooks ((-7 PPE)).

Sil auto-dodges: 1d20+6: [12]+6 = 18 , 1d20+6: [15]+6 = 21 , 1d20+6: [3]+6 = 9 , 1d20+6: [7]+6 = 13 , 1d20+6: [5]+6 = 11 , 1d20+6: [18]+6 = 24 , 1d20+6: [14]+6 = 20

Contingency #1: If the SAMASes fire a missile at the train car the Spooks are in Vheld will cast implosion neutralizer (-15 PPE) to prevent it from going off.
Contingency #2: If they are discovered or attacked, Vheld and Sil will activate their invincible armor talismans.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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Orrucks
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Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

Perception: 1d100: [20] = 20 60/% +20% on Perception rolls to determine if an explosive device or ordnance is “live” or a “dud”
JIC: 1d20: [8] = 8 / 1d100: [44] = 44

"Now don't star' cryin now, you know ah ain't the firs' swing." The Grackle-Tooth says with no distinction between sick joke and an offer to stop fighting back after their whimper to the attempt to break bone before swinging upward in the guy's abdominal area. He smashes the guard he's been manhandling into something hard as hard as he can, thinking maybe he'll just knock them out of commission for a while and scare at least one other into fleeing.

"Ain't it better ter jus' hit 'im wit 'is friend?" He says, clearly about to use the guard he has in no part been fair to as a weapon against their other adversary right before swinging the guard as hard as he can, conscious or not, into the other guard, uncaring if that guard might too be knocked out of commission for a while or scares anyone out of the car.

Initiative: 1d20+3: [8]+3 = 11
Conditions: Horror Factor 12
Action one: Punch the guard in hand in the gut. 1d20+5: [19]+5 = 24 / 3d6: [4, 5, 5] = 14 MD
Action two and three: Smash the guard's head against something hard. Power Punch 1d20+5: [20]+5 = 25 / 6d6: [5, 5, 6, 6, 4, 3] = 29 MD
*May I have a knockout on a nat. 20?
Action four and five: Smash the guard he's strong arming into the guard Meg and Wayne are fighting. Power Punch 1d20+5: [7]+5 = 12 / 6d6: [6, 5, 2, 3, 2, 1] = 19 MD
*May I have a knockout on a nat. 20?

Parries: : 1d20+9: [6]+9 = 15 1d20+9: [2]+9 = 11 1d20+9: [15]+9 = 24 1d20+9: [19]+9 = 28 1d20+9: [19]+9 = 28
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

Conditions: Prehensile Tail, faster healer: recovers lost MDC at a rate of 2d6 per 12 hours. HF: 12

Worn:
NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
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Wayne Northblade
Posts: 131
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Re: Conveyex Heist

Post by Wayne Northblade »

Perception: 1d100: [5] = 5 /49%
JIC: 1d20: [7] = 7 / 1d100: [82] = 82


  • Primary Opponent ONLY
  • Negates any bonuses provided by a Machine or Weapon
  • Against Tech Opponents: +3 Initiative (+6 v AI's), & +3 Strike/Parry, +4 to Auto Dodge vs 1 tech opponent (+1 opponent at Levels 9 and 13)
  • Tech Opponent Penalties: -2 Attacks, & -3 to Dodge

N-F20A Medium Force Field: 53/75 MDC (ACTIVE)
Trench Coat: 36/36 MDC
Business Coat: 8/8 MDC
Combat Pants: 8/8 MDC
Stalker Suit:
  • L Arm: 5/5 MDC
  • R Arm: 5/5 MDC
  • L Leg: 7/7 MDC
  • R Leg: 7/7 MDC
  • Main Body: 12/12 MDC

SDC: 59/59
HP: 40/40

ISP: 49/49
PPE: 60/70


Image
  • Damage: 3D6 M.D. (double damage to beings vulnerable to magic, cold or ice) +
    • Chilling Cold: The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
    • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
    • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.
  • Activation Cost: 10 P.P.E. Or 20 I.S.P.
  • Duration of Charge: 13:30/14 minutes.

  • Damage: 4D6 (including Fencing)




Wayne looks to Crow and says "We are making good time, aren't we?"

A huge reptilian tail swinging over my head to take out my prey was not on my bingo card for today, but here we are. Wayne closes in on the guard that's been knocked to the side and tries to finish him off. Locking on to his opponent's equipment, he finds his combat groove. "Well, it's been fun playing with you, but it's time to end this." Wayne, along with his two new compatriots, hack and slash and their target into the ground. Becoming a constant motion, Wayne makes it as hard as possible for his opponent to track his movements or respond to his attacks. Including one deft leg sweep to get their opponent on said ground.

When he can, he takes a quick look around to see how his fellow Squadmates are holding up.

Initiative: 1d20+7: [20]+7 = 27 (CRIT)
APM: 7

Action 1: Slash Opponent with Ice Blade. Strike: 1d20+11: [2]+11 = 13 Damage: 4d6: [6, 4, 3, 5] = 18 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 2: Slash Opponent with Psi-Sword. Strike: 1d20+11: [6]+11 = 17 Damage: 4d6: [3, 4, 3, 6] = 16
Action 3: Trip/Leg Hook. Strike: 1d20+7: [6]+7 = 13 Damage: Knockdown, -1 APM.
Action 4: Slash Opponent with Psi-Sword. Strike: 1d20+11: [14]+11 = 25 Damage: 4d6: [2, 2, 5, 4] = 13
Action 5: Slash Opponent with Ice Blade. Strike: 1d20+11: [6]+11 = 17 Damage: 4d6: [3, 4, 4, 4] = 15 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

Action 6: Slash Opponent with Psi-Sword. Strike: 1d20+11: [2]+11 = 13 Damage: 4d6: [3, 6, 3, 5] = 17
Action 7: Slash Opponent with Ice Blade. Strike: 1d20+11: [14]+11 = 25 Damage: 4d6: [5, 3, 1, 1] = 10 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.



Parries: 1d20+15: [7]+15 = 22 1d20+15: [3]+15 = 18 1d20+15: [4]+15 = 19 1d20+15: [13]+15 = 28 1d20+15: [5]+15 = 20 1d20+15: [7]+15 = 22 1d20+15: [15]+15 = 30
Auto-Dodge (vs Primary opponent): 1d20+4: [2]+4 = 6 1d20+4: [7]+4 = 11 1d20+4: [14]+4 = 18 1d20+4: [16]+4 = 20 1d20+4: [1]+4 = 5 (CRITFAIL) 1d20+4: [17]+4 = 21 1d20+4: [20]+4 = 24 (CRIT)
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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: Conveyex Heist

Post by Underguard »

Conditions wrote: Location: Manistique
Weather: Cloudy (20* Celsius/68* Fahrenheit)
Time: 9:37am
Combat Round: 1
[All aboard the train go bang bang bang]
BACK << DEF4 -- P2 - P1 -- DEF3 -- C8 C7 C6 C5 -- DEF2 -- C4 ///// C3[Spooks] C2 ///// C1 -- DEF1 --[[LEAD-ENGINE]] >>>> FRONT

Lahz works his mental magic while the rest of the Spooks mop up the remaining Northern Gun security. Crow moves to aid Wayne and Meg while Ronan moves over to Mierin and reinforces Lahz. "Eh, they got it." Ronan says to Mierin. Orrucks punches the guard he's working on in the gut and feels the armor start to shatter beneath his fist as he then slams their head against the cold metal of the train car. He feels the helmet crack under his weight and can't be sure but thinks he might've crushed the skull of the guard as their body simply slumps to the ground. Wayne continues his chilling cuts against his target as Crow joins in the fray. Within another second, Wayne, Crow and Meg fell the last guard with several punctures to their armor as they fall back to the ground.

As the last guard falls, everyone feels a jolt as Lahz succeeds in disconnecting the cars from D1 and the main engine. Vheld can see outside as the engine continues rolling and appears to try slamming on the breaks only to then be impacted by the C1 car. The C2-C3 cars come to a near screeching halt several hundred meters behind the main engine. Lahz sees this happen through remote viewing, at first DEF1 is preparing to launch the back up SAMAS's as the main engine slows down only for everyone inside DEF 1 and presumably the Main Engine get violently tossed around and slammed into each other as C1 impacts DEF1.

Vheld releases his two ghastly minions and orders them to possess the SAMAS's and sees One appear to fail to posses one of them, however Two does succeed in possessing the second SAMAS. Vheld casts Compulsion on the first SAMAS pilot and watches as they slam, hard, into the ground and are violently rolling against the terrain with One following the flailing pilot. Two has the second SAMAS and is now trailing the C2/3 cars as they come to a stop.

Back inside the Cargo Car 3, it comes to a halt and Lahz hears movement behind the door between C2 and C3, but it does not open yet. Lahz however feels something sickly as the movement behind the door from C2/3 quiets and feels a deepening headache as if it's harder for him to use his mental abilities but he is just on the cusp of it. [Roll Lore, Psionics to know that there is Nullifer in the next car.]

What are your intentions?
GM Note:



Lahz:
Vheld:
Mierin: -16 MDC from Invincible Armor
Wayne: -22 MDC to Forcefield
Lynch:
Meg:
Orrucks: -15 to MB of A12 Armor.
Crow:
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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Lahz
Group Leader
Posts: 596
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad
Contact:

Re: Conveyex Heist

Post by Lahz »

BACK << DEF4 -- P2 - P1 -- DEF3 -- C8 C7 C6 C5 -- DEF2 -- C4 /// -- /// [C3.Spooks] C2 /// --/// C1 -- DEF1 --[[LEAD-ENGINE]] >>>> FRONT


Perception [51%]: 1d100: [70] = 70 [+15% involving Electronics or Machines]
JiC D20: 1d20: [1] = 1 :
JiC D100: 1d100: [69] = 69
Telemechanics [100%]: 1d100: [73] = 73

Conditions: Telemechanics (0 ISP, Constant, 5ft, 100%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1900ft if using magical or psionic powers, 900ft if NOT using powers), Radiate Nature [Weariness, Wariness] (100ft to psychics, 12ft to non-psychics), Roadrunner Power Armor (135/135 MB), Sixth Sense (Cannot be surprised by a sneak attack), Telekinesis: Super (400lbs, 1000' Range, 9.25 Min), Telemechanic Mental Operation (140', 9.00 Min), Sixth Sense [+6 Initiative, +2 Parry, +3 Dodge],

ISP: 147/231

Lahz's eyes open to look around at whomever, "We are presently disconnected from all 4 Security Cars. The next Car has our objective, probably 10+ in there, incuding something trying to mess with my Psionics. Lost my visual, but there were a dozen in Security-1 and trying to launch more SAMAS. Let's clear next Car while they are trying to circle back to these cars ... No more Fekkin around, this isn't a Bar fight. Kill fast. Deuce?? Are you entering from the side that had the engine??"

The Psi-Tech's mind races back and forth frenetically, **Over 40 seconds to dispose of 4 security folks, the new kids are fekkin Slow. If they can't do 4 with any damn speed, can they handle whatever is next so I can get the ultra-death-virus-stuff contained??? We need to empty out that Car somehow. Maybe we can pull them through ...**

The Psi-Tech tosses the big D-bee the keycard collected from the other Security guard farther back and radios, "Orrux, pry the back door open and start lobbing stuff out, so they See a heist in progress. Rook [Ronan], Northblade, New-Kid ... Making an adhesive trap -- start tossing things up to the Ceiling. When they eventually pop this door... everyone fall back but climb to Roof. Odds are they'll chase and flood into this Car. Then we can bypass into that Car on the exterior. Rook [Ronan] can you be rear guard on the Fake Fall-back??"

Moving away from the Door from C3 to C2, Lahz moves things with TK up into the Ceiling Carpet of Adhesion and watches for the door to open, once he sees 6 or 7 folks enter C3, he immediately triggers 1 Charge from his [-- Talisman of Carpet of Adhesion --] in C3 under as many as possible. This should both trap some and prevent others from fleeing back into C2. If it seems to be workable, Lahz will trigger a 2nd Carpet of Adhesion behind the first (building backwards) to create a larger problem area. He will then 'flee' by jumping @ the exit and up onto Roof (PA can leap 10' + 5' for Lahz) ... so he can run along C3 roof to C2.


APM [Roadrunner PA.Merged]: 11
Initiative +2[+6]: 1d20+8: [18]+8 = 26

1: Create Carpet of Adhesion on Ceiling ~15ft back from door using Talisman [Charge 1] (& talk)
2: Use TK to give Orrucks Security Keycard (& talk)
3: Use TK to pick up Dead Security Guard by 1 foot & stick to Ceiling (& talk)
4: Use TK to pick up another Dead Security Guard by 1 foot & stick to Ceiling (& talk)
5-11: Relay Plan ... move defensively (dodges/parries as needed) ... Trigger [2nd and 3rd] Carpet of Adhesion(s) when appropriate. Bug out of C3.


If there is any opportunity, Lahz will also use Telemechanic Mental Operation to start making Opponents' weapons eject their E-Clips (OOC: It's 1 at a time, but should be effective), or tune Radios to Feedback.

If there seems to be any reasonable need to do so, Lahz will use TK to Parry
[TK] Parry [+8]: 1d20+8: [12]+8 = 20 , 1d20+8: [18]+8 = 26 , 1d20+8: [16]+8 = 24


If there seems to be any serious need to do so instead, Lahz will Dodge/Find Cover:
1d20+11: [9]+11 = 20 , 1d20+11: [3]+11 = 14 , 1d20+11: [16]+11 = 27

Tentative Plan
Summary for GM:
1) Check the Cryo-Container we were given
2) Go see the Psychic (if there are no recording/transmitting devices) -- Get her to share the vision and any images (since WE have a cryo-container now, it may be easier to know whether one of those appears in said vision)
3) Group Vehicle Modifications (estimating 4 days, if more time is needed then he will not attempt in this time window because the vehicles wont be delivered for 1 week, and anything further cuts things too close)
4) Repair, Repair, Repair, Repair, then, take Group-Transport from Merctown to Lazlo --- GM Please advise if Ship cannot be repaired, and new missiles are acquired so we are leaving with full kit.
5) Visit NG Store with his NGCME Card --- Download/Purchase Specifications for Hover Trains as 'study materials' for a *** Northern Gun Certified Mechanical Engineer
6) [Have Lynch do this incognito] Buy 100 MD Box/Trunk -- Decoy/Empty "Thing @ least some of Spooks are 'Guarding' and reason for being on Train"
6) Buy tickets and take hover-train from Lazlo to Manistique (so that we can get familiar with these trains)
7) Buy additional tickets for target trip ... Manistique --> Lazlo (?)
8) Day-of --- Take Train back to Manistique from Lazlo (this will also take Spooks back to their own vehicle if necessary ... otherwise we can radio the Robot Crew to return and meet us @ Merctown)
8.1) Apparently recruit random showboat Mystic-knight who thought he could do this by himself
8.2) Pull job ...
9) Pick up Magic Mace when we get back to town.
Last edited by Lahz on Sun Dec 01, 2024 3:49 pm, edited 2 times in total.
Lahz D'Gemmel
OOC Comments
ISP: 231/231
PPE: 22/22
HP: 40/40
SDC: 26/26

Worn:
Roadrunner [Light] Power Armor
MD by Loc:
Helmet: 75/75, Main Body: 135/135
Arms: [L] 45/45 . [R] 45/45 & Legs: [L] 80/80 . [R] 80/80


N-F50A Superheavy Force Field - Not Active
M.D.C.: 160/160

Weapons: Q1-02 "Stopper" Ion Pistol 4d6+4 MD, 200'

Other: Drone Command Gauntlet (NG2 pg 245) [Left Forearm, 10 MD, 5 Mile Wireless Range], Vibro-Knife [1d6 MD], Laser Eavesdropping Device, Multitool, Talismans from Vheld (several)

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
User avatar
Orrucks
Posts: 18
Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

Perception: 1d100: [46] = 46 60/% +20% on Perception rolls to determine if an explosive device or ordnance is “live” or a “dud”
JIC: 1d20: [19] = 19 / 1d100: [14] = 14

Orrucks just lets the body of the guard fall to the ground as he releases his grip after feeling helmet and fragile, presumably human, skull give. He snatches up an available rifle. He ignores the clear fact he already has a BigBore on his hip. "An' now ah got a gun."

The instruction to get the back door open gets his sight from Lahz to the door in question and is already on his way to get it open. He gives the door a good pull to see if he can just brute force it open before resorting to the only explosive he brought for exactly such an occasion and packs the seem where the door sits shut so that it has to open when it goes off, confident the physically harmful to him part of the explosion will be blown out the other side of the door and away from him.

Once the door is opened, with or without extra assistance, The Grackle starts throwing things out the door.

Initiative: 1d20+3: [14]+3 = 17
Conditions:
Action one: Take the guard's gun
Actions two, three, and four: Force the back door to the car open, using a K-Hex cube for a shaped-charged if the door is at all resistant to him pulling it open. Demolitions: 1d100: [65] = 65 /87%
Action five: Throw the closest things not the "borrowed" rifle out the book door.
Parries: 1d20+9: [20]+9 = 29 1d20+9: [12]+9 = 21 1d20+9: [14]+9 = 23 1d20+9: [10]+9 = 19 1d20+9: [7]+9 = 16
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

Conditions: Prehensile Tail, faster healer: recovers lost MDC at a rate of 2d6 per 12 hours. HF: 12

Worn:
NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
User avatar
Wayne Northblade
Posts: 131
Joined: Wed May 20, 2020 9:07 am

Re: Conveyex Heist

Post by Wayne Northblade »

Perception: 1d100: [23] = 23 /49%
JIC: 1d20: [15] = 15 / 1d100: [75] = 75


  • Primary Opponent ONLY
  • Negates any bonuses provided by a Machine or Weapon
  • Against Tech Opponents: +3 Initiative (+6 v AI's), & +3 Strike/Parry, +4 to Auto Dodge vs 1 tech opponent (+1 opponent at Levels 9 and 13)
  • Tech Opponent Penalties: -2 Attacks, & -3 to Dodge

N-F20A Medium Force Field: 53/75 MDC (ACTIVE)
Trench Coat: 36/36 MDC
Business Coat: 8/8 MDC
Combat Pants: 8/8 MDC
Stalker Suit:
  • L Arm: 5/5 MDC
  • R Arm: 5/5 MDC
  • L Leg: 7/7 MDC
  • R Leg: 7/7 MDC
  • Main Body: 12/12 MDC

SDC: 59/59
HP: 40/40

ISP: 49/49
PPE: 60/70


Image
  • Damage: 3D6 M.D. (double damage to beings vulnerable to magic, cold or ice) +
    • Chilling Cold: The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
    • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
    • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.
  • Activation Cost: 10 P.P.E. Or 20 I.S.P.
  • Duration of Charge: 13:15/14 minutes.

  • Damage: 4D6 (including Fencing)



With the last guard down, Wayne doesn't even get a moment to gloat in his head before the entire car screeches to a halt and he has to keep his balance. Looking around at the train car they're in, he double checks for any guards in hiding or playing possum.
Lahz wrote: Sat Nov 30, 2024 2:29 pm "No more Fekkin around, this isn't a Bar fight. Kill fast."
"Says the man who took a nap the whole fight." Northblade jests.
Lahz wrote: Sat Nov 30, 2024 2:29 pm "Orrux, pry the back door open and start lobbing stuff out, so they See a heist in progress. Rook [Ronan], Northblade, New-Kid ... Making an adhesive trap -- start tossing things up to the Ceiling. When they eventually pop this door... everyone fall back but climb to Roof. Odds are they'll chase and flood into this Car. Then we can bypass into that Car on the exterior. Rook [Ronan] can you be rear guard on the Fake Fall-back??"

"Copy that." With his orders laid out, Wayne attempts to grab crates from the cargo car and toss them up to the ceiling (PS: 23/Max Lift: 840 lbs). If this proves to be too much for him, he'll start cracking crates open and sorting through them for things to send up to the ceiling.

If the CS make their way into the car, Wayne exits out the door Orrucks is tossing items from and climbs up to the roof.

Initiative: 1d20+7: [18]+7 = 25
APM: 7

Actions 1-7: Toss crates to ceiling/look through crates for objects to toss to ceiling. Dodges if engaged.

Parries: 1d20+15: [16]+15 = 31 1d20+15: [3]+15 = 18 1d20+15: [17]+15 = 32 1d20+15: [17]+15 = 32 1d20+15: [8]+15 = 23 1d20+15: [3]+15 = 18 1d20+15: [13]+15 = 28

Dodges: 1d20+8: [11]+8 = 19 1d20+8: [5]+8 = 13 1d20+8: [4]+8 = 12 1d20+8: [2]+8 = 10 1d20+8: [15]+8 = 23 1d20+8: [12]+8 = 20 1d20+8: [10]+8 = 18
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