Shadows of Perfection

Look to the Horizon, spread your wings and fly.
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Susan Lee
Diamond Level Patron
Posts: 361
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: 186
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: 157
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: 18
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: 318
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: 78
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: 1288
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: 318
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: 297
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: 18
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: 157
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: 186
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: 361
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: 1288
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: 318
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
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 157
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [20] = 20 +25% For Electrical 1d100 1d100: [76] = 76
JIC d20: 1d20: [5] = 5 1d20
JIC: 1d100 1d100: [14] = 14
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

That was a close one!
Arvid plan for the attack is going through his head. He awaits the order from Amber. But she seems to have steered this confrontation toward a less bloody outcome.
Amber
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.
Arvid hears Amber over the radio. He slowly descends toward the ground and up the Trail to meet up with the others. On the way He tells the Phantom in Elemental, “Thank you Brother it was a pleasure working with you. You are free to go, May the Air be free and clean.”

Lore: Demons & Monsters 70% 1d100: [63] = 63 on the hunter
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
Minerva
Diamond Level Patron
Posts: 297
Joined: Sat Jun 03, 2017 11:55 pm
Contact:

Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [42] = 42 /59%
JIC: 1d20: [9] = 9 / 1d100: [16] = 16

  • 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


Save vs HF (12): 1d20+6: [6]+6 = 12

A veces, la sana consideración es el camino a seguir. Tal vez no sean los asaltantes, sino algo más.
Translation
Sometimes a healthy regard is the way forward. Maybe not raiders but something else.
Recognizing the Lanotaur for what it is, she keeps her eyes forward and her hands in her lap.
Amber Dach wrote: Sat Nov 30, 2024 8:11 pm "Stay ready, Raptor. We aren't out of here yet." She says softly to Minerva as she slowly follows John down the roadway.
Amber having done all of the talking needed, Minerva nods and waits to see if the other shoe drops. When they are over 100 feet away, Minerva will take a look at the sidemirrors to see if they are being followed or truly allowed to pass.


Minerva wrote: Fri Nov 22, 2024 10:02 pm
  • 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: 18
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 21% 1d100: [25] = 25
JIC d20: 1d20: [1] = 1
JIC 1d100: 1d100: [61] = 61

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


Save vs HF(12): 1d20+2 1d20+2: [15]+2 = 17

David softly lets go a sigh of relief. That could have gone really badly. On the other hand, a ROBOT DINOSAUR! Someone has too much time on their hands. I'm happy enough to not end up fighting right now.
Amber
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.
I'll just keep my eyes open just in case as we head out.

"Calamity, is it always this exciting just getting there with these guys? Let's hope for a quiet run to the town. I'm sure that'll be more than energetic enough for anyone." Thanks to Sustain David isn't thirsty, but he still takes a quick sip from his canteen to clear a case of dry mouth.
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
Phinneas_Graves
Posts: 186
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [94] = 94
JIC: 1d20: [7] = 7 | 1d100: [66] = 66

Save vs HF 1d20+2: [4]+2 = 6

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [3] = 3
Detect Ambush 65% | 1d100: [19] = 19
Land Navigation 66% | 1d100: [98] = 98
Electronic Countermeasures 65% | 1d100: [8] = 8
Radio: Basic 80% | 1d100: [18] = 18

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.

Good for them that they backed down

With the dino rider allowing passage and Amber's orders to peacefully move along the road, Jack brings the Warbird down to the road and regroup with the others as they begin to make their way. He keeps an eye on his radar and continues to try and monitor any radio communications he may be able to pick up from the "raiders".
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: 361
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [55] = 55 / 38%
JiC: 1d20: [17] = 17 / 1d100: [63] = 63

CONDITIONS: See Invisible, Warbird FF active, eye-spies watching their backtrail

Susan looks in the direction that her tracking indicates Phinneas is and shrugs, sighs, and turns off the boing-go feeder.

Noted, Commander, moving out now.

She circles farther away from the site of the "ambush" and keeps the eye-spies trailing her to better watch for any following aircraft.

Keeping low to the trees, Susan moves to regroup in their original formation so that they can collectively continue their journey.

Sensory Equipment: 1d100: [44] = 44 / 40% (+5%)
Electronic Countermeasures: 1d100: [98] = 98 / 50%
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: 1288
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, 4:15pm, Friday.
The Lanataur doesn't acknowledge Amber's thanks with anything more than a single nod of the head as Amber, Minerva, Calamity and David slowly roll past. Amber calls on the others to abort the ambush and meet further down the road as they make it past the hovercraft. Amber and Arvid both see the Lanataur and other humanoid clear the trees and jump onto an cargo door on one of the hovercraft as the three craft move out of the area, back south. Susan can track them leaving the area and doesn't see anything else along the way.

Phinneas is quite positive that they actually left, however there are still many places they could be ambushed along the route. Knowing what to look for in their sensor trips, Phinneas doesn't notice any additional ones along the route so far. David takes a drink to resolve his dry mouth from the encounter as Calamity provides a relatively vague answer. "Been eventful since I joined." Calamity admits. Minerva doesn't see them being followed and the hovercraft are outside of her side mirrors. Arvid releases his Phantom and tries to I.D. the Lanataur but doesn't remember or know much more than the others do at this point (see info blurb in last post).

After a mile or so, Arvid, Susan and Phinneas reunite with the others and none of their sensors pick up the hovercraft in the area. They could probably make Perfection by midnight if they resumed fastest possible speed (lowest max of the group's vics), and if the shadow stalking Perfection operates only at night, the road might turn into a dangerous one unless they find a place to camp.

What are your intentions


Current Marching Order: <Arvid on Wingboard, Lead> <Amber, Minerva in Jeep> <Susan on Warbird, Right side> <Phinneas on Warbird, Left side> <John, David in Cargonaut>



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: 318
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [21] = 21 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [13] = 13 | 1d100: [59] = 59


Skills Rolls
Wilderness Survival 65% = 1d100: [37] = 37
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: [16] = 16
o Track by Psychic Scent: 105% = 1d100: [38] = 38 (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: [83] = 83 (+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 controlled her breathing as she glanced back at the receding hovercraft. “I think we dodged a bullet there, Minerva.” She says with a small sigh of relief. I bet the Lanataur and his friends got a good deal on all that Naruni tech for hunting Dead Boys. No love lost there.

Amber shifted in her seat as they continued to the rendezvous point. Several possibilities racing through her mind as they travelled. The info they had suggested the mysterious shadow stalking Perfection was a vampire infestation, a thought that sent cold shivers down her spine. With nightfall soon approaching, the implications of darkness lurking around them gnawed at her instincts. She could imagine the razor-sharp fangs, the nights that whispered of hunger, and the hunt that would inevitably follow.

Once they regroup, Amber calls for a halt. “Alright,” Amber finally spoke, her words infused with determination, “let’s huddle up for a moment.”

“If we keep pushing, we can reach Perfection by midnight,” she calculated, her eyes shifting between her comrades. “But the shadow that stalking Perfection seems to operate under the cover of night. Calamity. You know of any spots to hole up for the night between here and Perfection? It could also turn into a nightmare being out here, but I think other option of pushing on is just as bad." She looks up at the cloudy sky. "It's going to get dark, cold and from what Bolt says snow is coming too. We need to make a decision now. What do you all think?"
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
User avatar
Phinneas_Graves
Posts: 186
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [69] = 69
JIC: 1d20: [4] = 4 | 1d100: [94] = 94

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [1] = 1
Detect Ambush 65% | 1d100: [1] = 1
Land Navigation 66% | 1d100: [38] = 38
Electronic Countermeasures 65% | 1d100: [23] = 23
Radio: Basic 80% | 1d100: [41] = 41

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.

As everyone regroups and it seems that the raiders have gone, Jack feels slight relief and slight disappointment at not fighting them.

He continues to monitor the instruments, juuuust in case.

That seemed too easy, but not being CS is a good thing

When Amber floats the choices of continuing on or camping for the night, Jack responds "One way or another, we're gonna have to play with the "shadow" at night eventually. We can go sooner or later, up to you"

He looks at David and says in a smart-ass tone "If we do camp out, somebody should probably talk to the rookie about keeping his hands to himself. No need for any sleeping bag bandits. We are a professional organization after all"

He tries to keep it together with a serious look, but can't help erupting in laughter.
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
David Swift
Posts: 18
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 21% 1d100: [98] = 98
JIC d20: 1d20: [4] = 4
JIC 1d100: 1d100: [31] = 31

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 64/72 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

“If we keep pushing, we can reach Perfection by midnight,” she calculated, her eyes shifting between her comrades. “But the shadow that stalking Perfection seems to operate under the cover of night. Calamity. You know of any spots to hole up for the night between here and Perfection? It could also turn into a nightmare being out here, but I think other option of pushing on is just as bad." She looks up at the cloudy sky. "It's going to get dark, cold and from what Bolt says snow is coming too. We need to make a decision now. What do you all think?"
"I don't know how well equipped you are for night ops, but we're going to have to deal with it at some point. If we can find somewhere to hold up before full dark, thanks to Sustain we can rest for an hour or two and be fresh as daisies. We could then push on through and reach Perfection a bit later for in good condition."
Phinneas looks at David and says in a smart-ass tone "If we do camp out, somebody should probably talk to the rookie about keeping his hands to himself. No need for any sleeping bag bandits. We are a professional organization after all"
Looking over side-eyed at Phinneas, "As for Jack, he's the one who'll be rattling around with too little sleep. I'd keep an eye on him since he looks jumpy at the best of times. I have some extra rolls of duct tape if we need to secure him." I can give it right back if needed.

"I know we got distracted for a bit, but did anyone spot a ley line?" I really need to keep an eye out for them.
Last edited by David Swift on Wed Dec 11, 2024 6:34 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
Phinneas_Graves
Posts: 186
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [74] = 74
JIC: 1d20: [7] = 7 | 1d100: [30] = 30

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [76] = 76
Detect Ambush 65% | 1d100: [90] = 90
Land Navigation 66% | 1d100: [2] = 2
Electronic Countermeasures 65% | 1d100: [19] = 19
Radio: Basic 80% | 1d100: [13] = 13

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.

With David's attempt at taunting back, Jack replies "Don't worry about little ol' me. I got about two and a half days before I need to close my eyes"

In a slightly more sinister, yet still light hearted tone, Jack adds "I'll most likely be the one watching over you while you sleep"

Finishing up, he adds with a raised eyebrow "And although the duct tape DOES sound like fun, I already told you in Kingsdale, you're just not my type"

Jack continues to monitor his instruments for any other surprises.
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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Minerva
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Posts: 297
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Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [4] = 4 /59%
JIC: 1d20: [3] = 3 / 1d100: [59] = 59

The all clear being given, Minerva gives her space room to breathe. "That was a Lanotaur! I had only read about them before. Such an impressive, terrifying presence. I hope to wield that type of fear someday. For those that deserve it of course." After a bit of a pause, she follows up with "We could have beaten him."

When the subject of camping or pushing on comes up, she votes for camping. "Hitting town with a well rested team will be to our benefit. We have many options for keeping watch, but we do need to find a location to set up."
Grace Minerva
Ledger
  • I.S.P.: 426
  • H.P.: 130
  • S.D.C.: 207
  • M.D.C.: 322 (during Supernatural Transformation)
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Underguard
Dimension Master
Posts: 1288
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, 5:30pm, Friday.
The group settles on camping out though a little further down from where they encountered the Lanotaur. The group gets a good amount of distance covered without any more hiccups and Calamity is able to help guide the team to some relatively covered locations. The group moves roughly 80 miles and the elevation drops a little bit, so Arvid isn't picking up on the sense of snow though it is still cold. The group can see the forest seems to vanish off in the horizon and is replaced by desolate and barren land. If it was once forest, or has always been desert is anyone's guess. Though the group decides to camp out under the cover of the forest instead of in the open.

A few hours of sleep would mean the group is well rested and ready to encounter whatever the shadow might be, depending on how late they want to sleep and how early they want to push on. There is still some daylight though it is fading rapidly in the winter timeframe, Avrid can tell they have less than an hour before the sun is gone. David doesn't get a sense on any Ley Lines in the immediate area, however Minerva does spot the familiar glimmer of a Ley Line far off on the horizon in the direction they are going. It's a safe bet there will be some ley line cover up ahead when they start traveling again.

What are your intentions


Assuming you are setting up camp before nightfall for approximately 6 hours; this lets you leave by midnight, and still travel at night. You will arrive in Perfection around dawn if you leave at Midnight.

Current Marching Order: <Arvid on Wingboard, Lead> <Amber, Minerva in Jeep> <Susan on Warbird, Right side> <Phinneas on Warbird, Left side> <John, David in Cargonaut>



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
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Posts: 318
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [58] = 58 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [20] = 20 | 1d100: [38] = 38


Skills Rolls
Wilderness Survival 65% = 1d100: [16] = 16
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: [10] = 10
o Track by Psychic Scent: 105% = 1d100: [40] = 40 (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: [73] = 73 (+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

The sun was setting rapidly, leaving them with less than an hour of daylight, but Amber was pleased with their progress. She gathered the group and proposed a watch schedule for the 6-hour rest period. "We’ll do 2-hour watches until we need to get up and moving again. Jack and Doc, you're up first. Myself and Raptor second. Side-Step and Bolt, you're on the last watch. Any objections?"

Once they had settled into their roles, Amber reminded them to check their gear before nightfall. She emphasizes the need for minimal noise and to keep the light to a minimum, as they prepared to resume their journey around midnight.

She speaks to Minerva briefly in a low voice. “I gave us the middle watch since I figured we can probably get our rest easier than everyone else with our meditation techniques, si?”

As she prepared to relax her mind and body for a couple hours to recharge, she uses her Ring of Cleanse on herself to get the stink of the road off. She stretches lightly to work out some sore spots from the ride. New armour always has those spots your body just has to get used to until it feels completely comfortable. Although Meirdin did a much better job than the mass produced ones off that roll of a production line.

She checks over her gear making sure everything is where it should be and then sits behind the wheel of her hoverjeep, Amélie. She set an alarm on her HUD to go off at 7:45 pm and settles down to meditate for a couple hours before her watch starts. Before her mind calms, Amber can't help but wonder what the shadow on the horizon could be.
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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David Swift
Posts: 18
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 21% 1d100: [25] = 25
JIC d20: 1d20: [10] = 10
JIC 1d100: 1d100: [44] = 44

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 60/72 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

Amber says, "We’ll do 2-hour watches until we need to get up and moving again. Jack and Doc, you're up first. Myself and Raptor second. Side-Step and Bolt, you're on the last watch. Any objections?"
After setting up his tent and sleeping bag, with the Sustain spell he'll be fully rested in just a couple of hours. He says to Amber, "I'll be awake in a couple of hours. I'll keep you and Raptor company and then stay up with Bolt. No issues. I'll be ready to move out when everyone else is." To the rest of the group, "Any requests for breakfast? You have a choice of toasted Spam or scrambled Spam."

After giving the team a chance to respond, "Spam it is."

David settles in for his rest. I'll be glad to get to our destination. From what the others say if a Lanotaur thinks it's trouble then we have our work cut out for us.
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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Arvid Hammerson
Diamond Level Patron
Posts: 157
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [80] = 80 +25% For Electrical 1d100 1d100: [69] = 69
JIC d20: 1d20 1d20: [6] = 6
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

Arvid is at the camp his mind wanders off about the Lanataur Hunter. He remembers his father talking about them as being good opponents but misguided, in that they need worthy prey and they really don’t care if the prey is good or bad they just want a worthy opponent. They use both Magic and Psi but are susceptible to Psi.

His thoughts are interrupted by Ambers voice,
"We’ll do 2-hour watches until we need to get up and moving again. Jack and Doc, you're up first. Myself and Raptor second. Side-Step and Bolt, you're on the last watch. Any objections?"
Arvid responds, “Copy Commander, if you need me for anything earlier wake me up.”
Arvid meditates and regains his energy, ISP 12 per level of meditation or sleep, Recovery of P.P.E. 5 per hour 48 ISP and 20 PPE

Arvid Gets up when it is his turn. he checks the perimeter and keeps awake
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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Phinneas_Graves
Posts: 186
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [25] = 25
JIC: 1d20: [5] = 5 | 1d100: [38] = 38

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [72] = 72
Detect Ambush 65% | 1d100: [67] = 67

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.

Pffffff.....like I would sleep out here anyway

As Amber doles out watch duties, Jack draws first watch with Susan. He throws her a nod.

When David asks about breakfast, Jack says to him, "S-p-am?? No thanks. I don't use drugs", after which he climbs back into his Warbird and monitors the instruments for any signs of intrusion as the others lay down to rest.


While in the Warbird, Jack occupies himself a little by contemplating his new arm. He closely eyes the movement of the fingers, the wrist, the elbow. Through Phin's memories, he remembers that Eight could manipulate the arm into various different forms and wonders if he can do the same. He has already seen the arm take on his skin color, although he isn't quite sure how it happened.

"Let's start small....." He tries to make one of his fingertips into a sharp point. First he tries verbally telling it to change with no success. Then he concentrates hard on making it change, again with no results. He gives up after a while, and sits back in his seat.

With a sigh of defeat, he thinks All I want is a point..... As he opens his hand again, the fingertip takes shape into a sharp point for a second or two before returning to normal. Jack lets a small smile form. "OK. OK. Me and you arm. Let's learn to be friends......
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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Susan Lee
Diamond Level Patron
Posts: 361
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [83] = 83 / 38%
JiC: 1d20: [16] = 16 / 1d100: [80] = 80

CONDITIONS: See Invisible

Surprised she's been given first watch, Susan salutes Phinneas and sets the eye-spies up on top of the truck and in a forked branch of a tree so that they can act as additional spotters without having to fly around and waste charge. She plugs the babies into the truck's reactor and begins gathering wood for a fire.

Once she's piled the wood up, she walks over to Phinneas. "I don't actually know how to lay a fire or start one without lighter fluid. But if there's going to be snow, we should get a fire going."

Then, she notices what he's doing with his arm and she begins taking video of it, silently observing. This is not the action of a person controlled by the substance, so I'll call it a good sign for now.

When their watch is over, Susan goes into the back of the truck, takes off her armor and pulls out her backscratcher, getting all of the spots that have been bothering her throughout the day. After a while, she drifts off to sleep in the darkness, still being fed subconscious footage from the eye-spies.
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
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Underguard
Dimension Master
Posts: 1288
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 (-10* Celsius/22* Fahrenheit)
Date/Time: Early December, 12:05am, Saturday.
Amber assigns watch shifts to the team and everyone settles in after checking their gear and some playful banter among the crew. PhinJack is still getting accustomed to the new arm as he studies it, trying to figure out what secrets it may hold so he can use it when it matters. The crazy focuses on making a point with his fingertip and after several tries, gives up. Susan observes PhinJack more than the surroundings, and neither of them set of a fire though Amber's words of minimal light ring in their ears.

About an hour into the first shift, PhinJack tries again with his hand with Susan, a little overtly, though silently watching. For the briefest of moments, PhinJack is able to make the index finger of the new arm contort into a fine point with a lot of concentration then it quickly returns to normal. PhinJack figures it'll take some time getting used to it and practice before it becomes natural. Susan manages to record the event, however brief it was. Susan was far more focused on Phinneas to notice anything, though PhinJack does notice that the forest is very quiet; he doesn't hear any movement though. The pair are soon relieved from their watch by Amber and Minerva. David also wakes up to, not really comfortable in the unknown forest environment.

During their shift, Amber also notices how quiet the forest is and it is uneasy for her, though her danger sense remains quiet. From what Amber knows about the forests, most the wild-life of old stories are long gone and replaced by much deadlier variations. The moon is clouded over so there is little ambient light and it's hard see further into the forest. The rest of their shift goes by uneventful. Bolt and David take over at 10p and Arvid feels moderately replenished. Arvid walks the perimeter of the small camp but doesn't notice anything out of the ordinary and soon enough, Midnight rolls around and everyone wakes up.

The still and quietness of the forest is mildly unsettling and now it's time to decide if the team wants to mush on to the barren wasteland ahead of them and finish off this stretch of the journey towards Perfection.

What are your intentions


Expected Marching Order (notate if different): <Arvid on Wingboard, Lead> <Amber, Minerva in Jeep> <Susan on Warbird, Right side> <Phinneas on Warbird, Left side> <John, David in Cargonaut>



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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Minerva
Diamond Level Patron
Posts: 297
Joined: Sat Jun 03, 2017 11:55 pm
Contact:

Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [23] = 23 /59%
JIC: 1d20: [20] = 20 / 1d100: [21] = 21

  • 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 [OFF]
    • 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

Amber Dach wrote: Tue Dec 17, 2024 7:16 pmShe speaks to Minerva briefly in a low voice. “I gave us the middle watch since I figured we can probably get our rest easier than everyone else with our meditation techniques, si?”
Of course. Between the two of us, I don't think we'll have any issues.


The group settling in, Minerva removes her armor, and lays out a blanket. She sits with her legs crossed, palms resting on her knees. Using her mental fortitude to shake off the effects of the cold (Impervious to Cold: -2 ISP), she closes her eyes and dives within her own mind. From 6 until midnight, she is unmoving, but very aware of everything surrounding her. It helps that there is nothing happening. No noise, no movement, just silence. The only time she stirs is when she feels the bite of the cold 3 hours in to her meditation. Resolidifying her resistance to the elements (Impervious to Cold: -2 ISP), she goes back under for another 3 hours (Meditation: Advanced – Full ISP recharge).

At midnight, she opens her eyes, unfolds her legs and stands up. Folding the blanket up, she does a few stretches before donning her armor again. Once she’s ready, she checks on the rest of the crew. ”We are all here? No one ran off into the forest? Good.” She looks around at her surroundings and does some brief risk assessment. ”The darkness can be a hinderance, but we can make it to Perfection easily if we leave now.”
Grace Minerva
Ledger
  • I.S.P.: 426
  • H.P.: 130
  • S.D.C.: 207
  • M.D.C.: 322 (during Supernatural Transformation)
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Arvid Hammerson
Diamond Level Patron
Posts: 157
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [19] = 19 +25% For Electrical 1d100 1d100: [18] = 18
JIC d20: 1d20 1d20: [2] = 2
JIC: 1d100 1d100: [73] = 73

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
Arvid has no aversion to the cold, after his watch he retrieves his hover board and starts slowly flying around the camp looking for footprints of any visitors, when the others get up he is ready to go.

Arvid looks to the sky to check on the weather. 55% 1d100: [75] = 75 Mmmm, really Can't tell if the weather is going to change much.
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
David Swift
Posts: 18
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 21% 1d100: [3] = 3
JIC d20: 1d20: [18] = 18
JIC 1d100: 1d100: [68] = 68

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 50/72 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


After a couple of hours, David wakes up just after the start of the second watch. If anyone asks, "I'm good. I got all the sleep I needed thanks to the Sustain spell. I'll help keep watch." Near the end of the last watch, he makes a small breakfast of bacon and eggs. Cooking: 35% 1d100: [24] = 24 . No one wanted a big breakfast. I'll just whip up something for myself.

Once everyone is up, "I vote for moving on. It's mid-winter and days are short. We'll have to deal with moving around in the dark anyway on this job."
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
Amber Dach
Silver Level Patron
Posts: 318
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [99] = 99 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [19] = 19 | 1d100: [78] = 78


Skills Rolls
Land Navigation 74% = 1d100: [57] = 57
Pilot: Hovercycles, Skycycles & Rocket Bikes 92% = 1d100: [1] = 1
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: [50] = 50
o Track by Psychic Scent: 105% = 1d100: [20] = 20 (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: [80] = 80 (+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

That's a start. We made it through the evening. Amber waved at everyone to get their attention, her gaze sweeping across the faces of her team. They were an odd bunch, but they were hers. "Alright," she said in low voice that carries to them all in the stark silence of the night. "Calamity, you set our pace. Let's keep a steady but safe speed. We'll slow up a bit once we get within about 10 klicks of the town. I don't want us running headlong into something if we can help it. Keep the same formation as before. Everyone clear?"

Amber double checked the area they camped in to make sure they didn’t leave anything behind before loading up into Amélie. "¿Lista, hermana?"
Ready, sister?
She says to Minerva as she activates her passive nightvision on her HUD in her armour.

She follows Calamity out onto the trail once he starts to move out. She scans the roadside for threats as they head toward Perfection.
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
User avatar
Phinneas_Graves
Posts: 186
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [92] = 92
JIC: 1d20: [1] = 1 | 1d100: [8] = 8

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [80] = 80
Detect Ambush 65% | 1d100: [71] = 71
Land Navigation 66% | 1d100: [74] = 74
Electronic Countermeasures 65% | 1d100: [64] = 64
Radio: Basic 80% | 1d100: [55] = 55

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.

Jack doesn't notice as the others begin to stir from their sleep for their assigned guard shifts. With the silence of the Warbird's sensors indicating nothing to worry about, Jack is free to continue trying to manipulate the nanites. He continues staying small in his experiment, trying to manipulate the fingertips into sharp points. He succeeds in his efforts, getting each finger of the hand into needle sharp points and then all together, but he still struggles with the duration of the effect. It seems that there is still a fine line between reflex and over-thinking.

It's only a matter of time now......

With his pre-occupation, Jack almost misses Amber calling for the roll out. Getting himself back in the proper headspace, if that IS possible, Jack forms up with the group and moves out, watching his sensors for signs of anything.
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: 361
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [89] = 89 / 38%
JiC: 1d20: [10] = 10 / 1d100: [93] = 93

CONDITIONS: See Invisible, Eye Spies out

Susan wakes up and immediately injects mild stimulants. I have to be ready…

She goes over her gear and checks everyone else’s with the now familiar buzz of drugs in the background. Yes, Commander is ready, Minerva, Phinneas, new guy, pervert, and guy who talks about his family constantly.

She gets the eye spies circling and checks for potential radio using enemies.

“I’m ready. Let me know when to move out.”

1d100: [58] = 58
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: 1288
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 (-10* Celsius/22* Fahrenheit)
Date/Time: Early December, 3:37am, Saturday.
Everyone takes a few moments to rise and discuss the plans; David cooks up some field eggs for himself. Though within a few minutes, the crew is on the road again. The only real sound that can be heard around is the rumble of Calamity's truck. Phinnias keeps tabs on the radio and the airwaves are silent for several hours. Amber is able to map and direct the crew towards Perfection and before too long, the cold forest is replaced by a desolate wasteland of a desert that is still cool to the bone with random and errant, unblocked gusts of wind dropping the temperature down a bit more.

Everyone keeps eyes out on the dark horizon and doesn't see anything of interest, though there is what looks like a fairly well traveled track path the group is able to follow that Amber can tell is taking them towards Perfection. About an hour and a half out from Perfection, Phinneas catches a weak radio signal somewhere north of their position that seems to be a distress call.

What are your intentions


Marching Order (notate if different): <Arvid on Wingboard, Lead> <Amber, Minerva in Jeep> <Susan on Warbird, Right side> <Phinneas on Warbird, Left side> <John, David in Cargonaut>



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
Phinneas_Graves
Posts: 186
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [4] = 4
JIC: 1d20: [8] = 8 | 1d100: [63] = 63

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [58] = 58
Detect Ambush 65% | 1d100: [54] = 54
Land Navigation 66% | 1d100: [66] = 66
Electronic Countermeasures 65% | 1d100: [62] = 62
Radio: Basic 80% | 1d100: [70] = 70

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.

Of course there would be a distress call...

Jack lets out a small sigh of disgust at the weak radio signal he's picking up. "Hey Boss," he calls out over the team frequency "I know we're a little behind getting to Perfection, but I feel that it would be frowned upon if I didn't let you know I'm picking up a weak signal from the north. Kinda sounds like a distress call, but we would need to get a little closer before I can completely make it out"

With the feeling that Amber might say the group should check it out, Jack tries to tighten up the signal and does a weapons check on the Warbird.
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
Amber Dach
Silver Level Patron
Posts: 318
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [55] = 55 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [14] = 14 | 1d100: [30] = 30


Skills Rolls
Land Navigation 74% = 1d100: [67] = 67
Wilderness Survival 75% = 1d100: [29] = 29 (+10% bonus to Wilderness Survival in desert environments included)
Computer Operation 70% = 1d100: [26] = 26 (to use combat computer to track source of transmission)
Radio: Basic 70% = 1d100: [30] = 30 (to use ECM to track source of transmission)
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: [37] = 37
o Track by Psychic Scent: 105% = 1d100: [48] = 48 (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: [91] = 91 (+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
Phinneas_Graves wrote: Mon Jan 06, 2025 5:47 am Jack lets out a small sigh of disgust at the weak radio signal he's picking up. "Hey Boss," he calls out over the team frequency "I know we're a little behind getting to Perfection, but I feel that it would be frowned upon if I didn't let you know I'm picking up a weak signal from the north. Kinda sounds like a distress call, but we would need to get a little closer before I can completely make it out"
Amber's brow furrowed in concern. A distress call. Something is going on out here. This may be able to give us some insight into what is happening out here. “Thanks for the heads-up, Jack,” she replied, her voice steady. The tension in the air heightened. “Can you give me the frequency of the transmission, Jack? I’ll see if my ECM rig can pinpoint the location it's coming from.”

If she is successful using the ECM/combat computer on her Lynx, she will transmit a heading to the others to zero in on. But either way she says over the comms. “Let’s get closer. A distress signal could mean survivors from whatever is going on here… or a trap. Either way, we can’t ignore it. This is what we are here for.”

She double checks that her weapons are primed and ready for action as she heads her Hover Jeep to the north, keeping her supernatural senses reaching outward as they travel forward.
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
User avatar
Phinneas_Graves
Posts: 186
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

ROLLS HELD

AFC-115 Warbird: Radar - track and ID up to 48 targets (10 miles)

Amber Dach wrote: Tue Jan 07, 2025 6:57 pm “Can you give me the frequency of the transmission, Jack? I’ll see if my ECM rig can pinpoint the location it's coming from.”
Goddammit. I knew it....

Jack replies to Amber "Sure thing Boss. Warbird's radar is up and running as well. We should have a good idea of whatever is around long before they know we're even here......maybe. It works like that in the manual"

Jack sends Amber the frequency and grudgingly gets ready to head toward the signal.
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
David Swift
Posts: 18
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 21% 1d100: [87] = 87
JIC d20: 1d20: [4] = 4
JIC 1d100: 1d100: [55] = 55

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 54/72 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

Amber says, “Let’s get closer. A distress signal could mean survivors from whatever is going on here… or a trap. Either way, we can’t ignore it. This is what we are here for.”
Detect Ambush 45%: 1d100: [88] = 88
Land Navigation 54%: 1d100: [20] = 20

It's been a quiet few hours while the team travels into the night. David shakes himself a bit after Amber's radio call to make sure he's ready to move if needed and checks his gear. And now we get to have another adrenalin moment before getting to our destination. This is what happens when a Cyber-Knight leads the crew. My trainers at Tolkeen would be horrified I'm anywhere near one. Better make sure CJ is paying attention.

"CJ, I should have asked before, but if you need a break from driving, I can take over. It's probably your last chance before we run into whatever's out there."

If needed: Pilot: Automobile 60%: 1d100: [20] = 20

"Vixen, Sidestep. Roger, we'll follow your lead. Out"
Last edited by David Swift on Sun Jan 12, 2025 5:25 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: 157
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [82] = 82 +25% For Electrical 1d100 1d100: [26] = 26
JIC d20: 1d20 1d20: [5] = 5
JIC: 1d100 1d100: [89] = 89

Conditions:
Night Vision 200 ft
FIre and Cold resistant (does half damage) ,
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute

Skills:
Land Navigation 71% 1d100: [15] = 15
Astronomy & Navigation 80% 1d100: [62] = 62

Wilderness Survival 70% 1d100: [75] = 75
Hunting
Prowl 40% when getting closer 1d100: [32] = 32

Arvid is up ahead, overhead. His keen eyes are searching for trouble. Then he listens to the radio.
Jack
"Hey Boss," he calls out over the team frequency "I know we're a little behind getting to Perfection, but I feel that it would be frowned upon if I didn't let you know I'm picking up a weak signal from the north. Kinda sounds like a distress call, but we would need to get a little closer before I can completely make it out,"
Amber replies as Arvid hoped she would. Yes, I hope she turns, lives maybe endangered.
“Let’s get closer. A distress signal could mean survivors from whatever is going on here… or a trap. Either way, we can’t ignore it. This is what we are here for.”
Arvid responds, “Eagle ready to take lead with others. Just point to the direction.”

When the Direction comes in Arvid turns toward it. He knows Jacks hovercycle is Faster then his Turbo-board.
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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Minerva
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Posts: 297
Joined: Sat Jun 03, 2017 11:55 pm
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Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [29] = 29 /59%
JIC: 1d20: [15] = 15 / 1d100: [53] = 53
Amber Dach wrote: Mon Dec 30, 2024 6:39 pm"¿Lista, hermana?"
Ready, sister?
She says to Minerva as she activates her passive nightvision on her HUD in her armour.
"
Always and forever.
."
Minerva helps load equipment into Amélie and keeps an eye out as they take off.

A few hours of nothing gives way to a new landscape, and that is of interest to Minerva. ¿A qué se debió este cambio repentino? Me pregunto si fue la naturaleza o algo más. Bueno, algunas preguntas permanecerán para siempre.
Why the sudden change? I wonder if this was nature or something else. Oh well, some questions will remain forever.


Back to the nothing that stretches as far as the eye can see. Minerva keeps a watchful eye while riding shotgun. Phinneas' reveal of the northern signal adds intrigue to the trip. "Trap or not, we answer the call. I like this decision."
Grace Minerva
Ledger
  • I.S.P.: 426
  • H.P.: 130
  • S.D.C.: 207
  • M.D.C.: 322 (during Supernatural Transformation)
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Calamity John
Diamond Level Patron
Posts: 78
Joined: Tue Sep 18, 2018 8:59 am

Re: Shadows of Perfection

Post by Calamity John »

Perception 28% (+5% about a good deal): 1d100: [13] = 13
JIC d20: 1d20: [5] = 5
JIC d100: 1d100: [33] = 33

Skills
Pilot: Truck 72%: 1d100: [17] = 17
Land Navigation 57% 1d100: [43] = 43
Detect Ambush 54%: 1d100: [19] = 19

John was just getting happy about getting to stretch his legs when it was clear Perfection was near. Circumstances don't work out that way, however.

Once the radio starts making noise relaying information about a distress signal, John brings the Cargonaut to a stop.

John’s not too keen on this rescue signal, but he’s pretty sure this scene is going to move that way, given Amber. When David offers to drive, the Black Marketeer nods, unbuckles, and adjusts seating. ”Reckon that sounds fine. Lemme stretch and check my rifle.” I think I’d rather have my rifle in hand in this sorta situation.

John stretches, checks the Cargonaut's load and his rifle. Then Calamity takes the shotgun seat.
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The oddest Merchant you've never met.
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