Conveyex Heist

Out of the Frying Pan: The Spook Squad get in trouble yet again.
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Crow
Posts: 22
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

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

Conditions: Sixth Sense (2)

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

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

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

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

Combat:

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

Action 1: Military Etiquette. Skill
Action 2: Attacking the arms to disarm. Strike: 1d20+6: [8]+6 = 14 | Damage: 6d6+1d6: [5, 3, 2, 4, 2, 6]+[6] = 28
Action 3: Swing at the heads. Strike: 1d20+6: [13]+6 = 19 | Damage: 6d6+1d6: [3, 5, 2, 5, 4, 5]+[1] = 25
Action 4: Attacking the arms to disarm. Strike: 1d20+6: [5]+6 = 11 | Damage: 6d6+1d6: [1, 3, 3, 1, 2, 1]+[4] = 15
Action 5: Attacking the arms to disarm. Strike: 1d20+6: [19]+6 = 25 | Damage: 6d6+1d6: [4, 2, 3, 1, 5, 1]+[3] = 19
Action 6: Swing at the heads. Strike: 1d20+6: [14]+6 = 20 | Damage: 6d6+1d6: [1, 5, 1, 3, 1, 2]+[5] = 18
Last edited by Crow on Wed Oct 23, 2024 4:25 pm, edited 3 times in total.
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Wayne Northblade
Posts: 134
Joined: Wed May 20, 2020 9:07 am

Re: Conveyex Heist

Post by Wayne Northblade »

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


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

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

SDC: 59/59
HP: 40/40

ISP: 49/49
PPE: 70/70



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

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

Initiative: 1d20+4: [7]+4 = 11
APM: 7

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

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

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

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

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

Action 6-7: Reserved for Dodge

Parries: 1d20+12: [1]+12 = 13 (CRITFAIL) 1d20+12: [5]+12 = 17 1d20+12: [9]+12 = 21 1d20+12: [8]+12 = 20 1d20+12: [8]+12 = 20 1d20+12: [8]+12 = 20 1d20+12: [10]+12 = 22 1d20+12: [14]+12 = 26
Dodges: 1d20+8: [1]+8 = 9 (CRITFAIL) 1d20+8: [6]+8 = 14
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Lithium Meg
Posts: 28
Joined: Sun Mar 31, 2024 10:06 pm

Re: Conveyex Heist

Post by Lithium Meg »

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


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

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

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

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

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

Constant Effects:
Sixth Sense
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Orrucks
Posts: 21
Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

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

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

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

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

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

STATS:
MDC: 83/83
PPE: 13

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

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

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

Book Reference: p.52, WB34

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

Re: Conveyex Heist

Post by Lynch »

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

Current ID: Mr. Chen
Current Language: Chinese

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

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

Combat:

FF: 160/160

APM: 5

Init: 1d20: [3] = 3

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

Auto-Parry: 1d20+2: [20]+2 = 22 ; 1d20+2: [6]+2 = 8 ; 1d20+2: [9]+2 = 11 ; 1d20+2: [6]+2 = 8 ; 1d20+2: [6]+2 = 8
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Mierin
Diamond Level Patron
Posts: 659
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC
Contact:

Re: Conveyex Heist

Post by Mierin »

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

Initiative: 1d20+8: [3]+8 = 11
APM: 9

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

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

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

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

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


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

Constant Effects
Sixth Sense (2)

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

NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
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Vheld
Posts: 612
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

JIC: 1d20: [14] = 14 , 1d100: [48] = 48
PER: 1d100: [86] = 86 vs. 79%
Lahz wrote: Fri Oct 18, 2024 9:24 am"Once Raiders make contact, we skip to Cargo Car 3 with your assist it's about 3/4 up the Train. Scouted, have a target drop. Once through there will be 4 hostiles in that Car. I will drop back part of Train for the Raiders to swarm, and can work up to Cargo 2 where our Target is. Also, I think Northblade picked up a fan, so don't kill him. Psi-Stalkers can kiss my Ass ... "
Vheld replies, ”Roger that. Moving into position now.” Vheld will wait until the raiders are getting close, then with a telepathic command to Sil he has his familiar fly in closer to the team’s position so that Vheld can place a mystic portal near them ((-60 PPE)). <<Move quickly, my dear. The less time we are flying alongside this thing, the better.>> Vheld will place the terminus of the portal as instructed, in Cargo Car 3, then he replies on the radio again ”Rapid transit’s in place. Be advised it is one-way only. See you on the other side.” Once Lahz indicates that the others are all through, Vheld will dispel the portal and put a healthy distance (100-200 feet) between himself and the train. He smiles grimly to himself. Now we wait for the fireworks to begin, I guess.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 204/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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Underguard
Dimension Master
Posts: 1288
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Conveyex Heist

Post by Underguard »

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

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

[Cargo Car 3]

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

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

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

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

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

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

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

What are your intentions?
GM Note:



Lahz:
Vheld:
Mierin: -16 MDC from Invincible Armor
Wayne: -22 <DC to Forcefield
Lynch:
Meg:
Orrucks: -15 to MB of A12 Armor.
Crow:
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

User avatar
Lahz
Group Leader
Posts: 601
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad
Contact:

Re: Conveyex Heist

Post by Lahz »

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


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

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

ISP: 147/231


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

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

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

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


***

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

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

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

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

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

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

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

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


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

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

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

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
User avatar
Crow
Posts: 22
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

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

Conditions: Sixth Sense (2)

ISP:14/24
PPE:48/110

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


Combat:

Crow is going for kill shots

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

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

Re: Conveyex Heist

Post by Lynch »

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

Current ID: Mr. Chen

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

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

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

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

Combat:

Init: 1d20: [16] = 16

FF: 160/160

Actions 1-5: Acting. All the radio calls.
User avatar
Orrucks
Posts: 21
Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

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

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

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

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

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

STATS:
MDC: 83/83
PPE: 13

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

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

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

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
User avatar
Vheld
Posts: 612
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

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

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


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

Initiative: 1d20: [5] = 5
APM: 7

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

Contingency #1- If any guards or raiders look like they’re heading towards Vheld’s position he will cast frequency jamming on them.
Contingency #2: If he is discovered or attacked, Vheld will activate his and Sil’s invincible armor talismans and then cast targeted deflection on himself.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 204/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
User avatar
Wayne Northblade
Posts: 134
Joined: Wed May 20, 2020 9:07 am

Re: Conveyex Heist

Post by Wayne Northblade »

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


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

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

SDC: 59/59
HP: 40/40

ISP: 49/49
PPE: 70/70



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

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

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

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

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

Action 7: Reserved for Dodge

Parries: 1d20+12: [15]+12 = 27 1d20+12: [7]+12 = 19 1d20+12: [10]+12 = 22 1d20+12: [8]+12 = 20 1d20+12: [2]+12 = 14 1d20+12: [1]+12 = 13 (CRITFAIL) 1d20+12: [4]+12 = 16 1d20+12: [17]+12 = 29
Dodges: 1d20+8: [12]+8 = 20
User avatar
Lithium Meg
Posts: 28
Joined: Sun Mar 31, 2024 10:06 pm

Re: Conveyex Heist

Post by Lithium Meg »

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

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

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

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

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

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

Constant Effects:
Sixth Sense
User avatar
Mierin
Diamond Level Patron
Posts: 659
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC
Contact:

Re: Conveyex Heist

Post by Mierin »

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

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

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

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

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

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


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

Constant Effects
Sixth Sense (2)

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

NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
User avatar
Underguard
Dimension Master
Posts: 1288
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Conveyex Heist

Post by Underguard »

Conditions wrote: Location: Manistique
Weather: Cloudy (20* Celsius/68* Fahrenheit)
Time: 9:37am
Combat Round: 2
[All aboard the train go bang bang bang]
BACK << DEF4 -- P2 - P1 -- DEF3 -- C8 C7 C6 C5 -- DEF2 -- C4 ///// C3[Spooks] C2 C1 -- DEF1 --[[LEAD-ENGINE]] >>>> FRONT

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

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

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

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

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

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

What are your intentions?
GM Note:


Spooks Map.png



Lahz:
Vheld:
Mierin: -16 MDC from Invincible Armor
Wayne: -22 MDC to Forcefield
Lynch:
Meg:
Orrucks: -15 to MB of A12 Armor.
Crow:
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
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Lahz
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Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad
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Re: Conveyex Heist

Post by Lahz »

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


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

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

ISP: 147/231


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

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

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


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


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

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

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



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


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

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

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


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

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

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

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Crow
Posts: 22
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

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

Conditions: Sixth Sense (2)

ISP:14/24
PPE:48/110


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


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

Action 1: Run towards Guard between Wayne and Meg.
Action 2: Commentary
Action 3: Thrust at the head. Strike: 1d20+6: [2]+6 = 8 | Damage: 6d6+1d6: [3, 3, 3, 4, 4, 4]+[4] = 25
Action 4: Thrust at the head. Strike: 1d20+6: [18]+6 = 24 | Damage: 6d6+1d6: [6, 4, 2, 6, 5, 6]+[5] = 34
Action 5: Thrust at the head. Strike: 1d20+6: [5]+6 = 11 | Damage: 6d6+1d6: [4, 3, 4, 1, 5, 1]+[5] = 23
Action 6: Thrust at the head. Strike: 1d20+6: [8]+6 = 14 | Damage: 6d6+1d6: [3, 4, 1, 4, 3, 1]+[2] = 18
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Vheld
Posts: 612
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

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

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


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

Initiative: 1d20: [19] = 19
APM: 7

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

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

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

Contingency #1: If the SAMASes fire a missile at the train car the Spooks are in Vheld will cast implosion neutralizer (-15 PPE) to prevent it from going off.
Contingency #2: If they are discovered or attacked, Vheld and Sil will activate their invincible armor talismans.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 204/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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Orrucks
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Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

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

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

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

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

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

STATS:
MDC: 83/83
PPE: 13

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

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

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

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
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Wayne Northblade
Posts: 134
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Re: Conveyex Heist

Post by Wayne Northblade »

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


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

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

SDC: 59/59
HP: 40/40

ISP: 49/49
PPE: 60/70


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

  • Damage: 4D6 (including Fencing)




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

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

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

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

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

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

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



Parries: 1d20+15: [7]+15 = 22 1d20+15: [3]+15 = 18 1d20+15: [4]+15 = 19 1d20+15: [13]+15 = 28 1d20+15: [5]+15 = 20 1d20+15: [7]+15 = 22 1d20+15: [15]+15 = 30
Auto-Dodge (vs Primary opponent): 1d20+4: [2]+4 = 6 1d20+4: [7]+4 = 11 1d20+4: [14]+4 = 18 1d20+4: [16]+4 = 20 1d20+4: [1]+4 = 5 (CRITFAIL) 1d20+4: [17]+4 = 21 1d20+4: [20]+4 = 24 (CRIT)
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Underguard
Dimension Master
Posts: 1288
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Conveyex Heist

Post by Underguard »

Conditions wrote: Location: Manistique
Weather: Cloudy (20* Celsius/68* Fahrenheit)
Time: 9:37am
Combat Round: 3
[All aboard the train go bang bang bang]
BACK << DEF4 -- P2 - P1 -- DEF3 -- C8 C7 C6 C5 -- DEF2 -- C4 ///// C3[Spooks] C2 ///// C1 -- DEF1 --[[LEAD-ENGINE]] >>>> FRONT

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

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

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

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

What are your intentions?
GM Note:



Lahz:
Vheld:
Mierin: -16 MDC from Invincible Armor
Wayne: -22 MDC to Forcefield
Lynch:
Meg:
Orrucks: -15 to MB of A12 Armor.
Crow:
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Lahz
Group Leader
Posts: 601
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad
Contact:

Re: Conveyex Heist

Post by Lahz »

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


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

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

ISP: 147/231

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

The Psi-Tech's mind races back and forth frenetically [Lore: Magic (41%): EP.MGP Crit (-3)], **Over 40 seconds to dispose of 4 security folks, the new kids are fekkin Slow. If they can't do 4 with any damn speed, can they handle whatever is next so I can get the ultra-death-virus-stuff contained??? We need to empty out that Car somehow. Maybe we can pull them through ... Cause them to surge? ... the Psychic interference ... Vheld is right. Nullifier?? I have always wondered ... It's instinctual for them right? It goes off to cancel anything in range? So even minimal uses of new powers they trigger ... can I drain him faster than he drains me??**

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

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


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

1: Use Total Recall re C2 layout -2 ISP (& Talk)
2: Use Total Recall re C2 layout -2 ISP (& Talk)
3: Use Total Recall re C2 layout -2 ISP (& Talk)
4: Use TK to give Orrucks Security Keycard (& talk)
5: Create Carpet of Adhesion on Ceiling ~15ft back from door using Talisman [Charge 1] (& talk)
6: Use TK to give Orrucks Security Keycard (& talk)
7: Use TK to pick up Dead Security Guard by 1 foot & stick to Ceiling (& talk)
8: Use TK to pick up another Dead Security Guard by 1 foot & stick to Ceiling (& talk)
9-11: Relay Plan ... move defensively (dodges/parries as needed) ... Trigger [2nd and 3rd] Carpet of Adhesion(s) when appropriate. Bug out of C3.


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

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


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

Tentative Plan
Summary for GM:
1) Check the Cryo-Container we were given
2) Go see the Psychic (if there are no recording/transmitting devices) -- Get her to share the vision and any images (since WE have a cryo-container now, it may be easier to know whether one of those appears in said vision)
3) Group Vehicle Modifications (estimating 4 days, if more time is needed then he will not attempt in this time window because the vehicles wont be delivered for 1 week, and anything further cuts things too close)
4) Repair, Repair, Repair, Repair, then, take Group-Transport from Merctown to Lazlo --- GM Please advise if Ship cannot be repaired, and new missiles are acquired so we are leaving with full kit.
5) Visit NG Store with his NGCME Card --- Download/Purchase Specifications for Hover Trains as 'study materials' for a *** Northern Gun Certified Mechanical Engineer
6) [Have Lynch do this incognito] Buy 100 MD Box/Trunk -- Decoy/Empty "Thing @ least some of Spooks are 'Guarding' and reason for being on Train"
6) Buy tickets and take hover-train from Lazlo to Manistique (so that we can get familiar with these trains)
7) Buy additional tickets for target trip ... Manistique --> Lazlo (?)
8) Day-of --- Take Train back to Manistique from Lazlo (this will also take Spooks back to their own vehicle if necessary ... otherwise we can radio the Robot Crew to return and meet us @ Merctown)
8.1) Apparently recruit random showboat Mystic-knight who thought he could do this by himself
8.2) Pull job ...
9) Pick up Magic Mace when we get back to town.
1d100: [69] = 69
Last edited by Lahz on Wed Dec 04, 2024 6:05 pm, edited 5 times in total.
Lahz D'Gemmel
OOC Comments
ISP: 231/231
PPE: 22/22
HP: 40/40
SDC: 26/26

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


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

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

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

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
User avatar
Orrucks
Posts: 21
Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

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

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

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

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

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

STATS:
MDC: 83/83
PPE: 13

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

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

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

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
User avatar
Wayne Northblade
Posts: 134
Joined: Wed May 20, 2020 9:07 am

Re: Conveyex Heist

Post by Wayne Northblade »

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


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

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

SDC: 59/59
HP: 40/40

ISP: 49/49
PPE: 60/70


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

  • Damage: 4D6 (including Fencing)



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

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

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

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

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

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

Dodges: 1d20+8: [11]+8 = 19 1d20+8: [5]+8 = 13 1d20+8: [4]+8 = 12 1d20+8: [2]+8 = 10 1d20+8: [15]+8 = 23 1d20+8: [12]+8 = 20 1d20+8: [10]+8 = 18
User avatar
Vheld
Posts: 612
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

JIC: 1d20: [1] = 1 , 1d100: [91] = 91
PER: 1d100: [52] = 52 vs. 79%

Lore: Psionics- 1d100: [2] = 2 vs. 104%
If Vheld can make the lore check based on Lahz’s description over the radio
Prowl- 1d100: [58] = 58 vs. 82%
For Sil to prowl along the car to try and get Vheld line of sight on the interior.

Conditions:
23m30s, completely invisible in shadows at least five feet big, +15% prowl, enemies are -5 to strike.


Vheld nods in satisfaction as he takes ownership of one SAMAS pilot and watches the other go down in flames. Well that went almost perfectly. Two SAMASes are better than one. I suppose I’ll have to retrieve One later. Leaning into his radio, Vheld speaks ”Escort clear. One down, one ah borrowed. Status?” Upon hearing Lahz’s description of the obstacle Vheld frowns, and consults what he knows of psychics and psionics. If the description is sufficient to point Vheld in the right direction, he nods and replies as soon as he can. ”Sounds like a psi-nullifier. I’ll see what I can do.” To Two, Vheld turns and says ”Guard me. If anyone not affiliated with the Spook Squad gets close, wave them off. Then attack if they do not do as instructed. Kamikaze the pilot if you have to, then return to me.” Then he links to Sil and says, ”I need to see inside this car young one. Get me close as you can- remain silent, and stay solid so I may use my magicks.” Sill will do her best to comply (if necessary, Vheld will anchor her with a carpet of adhesion or climb down and do the same himself), and if she can get Vheld into position where he can see the trooper inside the train car he will look for the one who appears to be concentrating the hardest and cast mental shock upon them, with an extra 7 PPE spent to pre-empt any attempts at nullifying his spell psionically ((-37 PPE, -1 to save vs. 17 or better)). If the spell goes off, Vheld will send back to Lahz ”Success” before withdrawing to a safe distance with Sil and his SAMAS escort.

Sil auto-dodges: 1d20+6: [18]+6 = 24 , 1d20+6: [19]+6 = 25 , 1d20+6: [18]+6 = 24 , 1d20+6: [4]+6 = 10 , 1d20+6: [9]+6 = 15 , 1d20+6: [20]+6 = 26 , 1d20+6: [10]+6 = 16

Contingency: If they are discovered or attacked, Vheld and Sil will activate their invincible armor talismans.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 204/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
User avatar
Crow
Posts: 22
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

Perception: 1d100: [76] = 76 /21%
JIC: 1d20: [13] = 13 / 1d100: [34] = 34

Conditions: Sixth Sense (2)

ISP:14/24
PPE:48/110

Grabbing the head from the pool of cooling blood, Crow will follow the orders given from Lahz.
"Something is toying with psionics? Interesting, does that mean it will interfere with my magic or is that safe....better play it safe ."
Wiping spinal fluid and blood from Otimac with a scrap of cloth, Crow calmly walks past the carnage and crumpled bodies.
"You play with your food too much." Crow says to no one in particular before climbing atop the car.


Action 1: grab head
Action 2: scan area
Action 3-6: wait for action with baited breath.
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: Conveyex Heist

Post by Underguard »

Conditions wrote: Location: Manistique
Weather: Cloudy (20* Celsius/68* Fahrenheit)
Time: 9:38am
Lahz focuses on the idea of there being a Nullifer and tries to recall as much as he can about the C2 layout. From what he recalls, it has a single storage box in the center of the car, bolted down. The car is also chilled to below freezing and there was at least 4 security in there before the alarms went off. Lahz can safely guess there is around 10 personnel in the car now and they have a minute, maybe 2, before other security from DEF1 circle around. Lahz gets to work on a plan of deception to employ on the security guarding the interior of C2. Lahz radios out to everyone about a plan to get inside Car 2 with Ronan giving him a thumbs up at being rear guard.

Orrucks wastes no time and pries the back door open with his brutish strength. He does struggle for a moment and hears Ronan from behind him "Need help, scales?" Ronan asks Orrucks as Orrucks manages to pry the door open and Ronan waves off the offer. Wayne, Crow and Ronan then get to work on tossing things into the adhesive trap Lahz has made on the ceiling while ensuring they stay at least 10 feet away from it. [Anyone who gets near 10ft to it will notice the ethereal tendrils try to grab them] It isn't long before the adhesive trap has almost half or more of the contents of the car, including the dead bodies of the security, held on the ceiling.

Mierin and Lynch begin making their way onto the roof and preparing to jump to the other train as Vheld nears with Sil. From up top, Mierin and Lynch can see that Cargo Car 1 definitely impacted DEF1 and the main engine, there is a plum of smoke ahead of them and they don't seem to be moving. The scene looks quite chaotic to Vheld, the sounds of fighting still going on several hundred meters behind them and out of site as the raiders engage the back half of the car. Two nods in acknowledgement in the borrowed SAMAS and hovers near Vheld, the shifter possibly finding it ironic to see a Death head SAMAS protecting him, even if it is possessed. Vheld is able to approach the 3rd and 2nd cars without much issue, staying far enough back to not be within the Nullifier's field. Unfortunately the neither of the two cars have a window and are secured, so Vheld can't peer inside of them. One flies back up to Vheld and informs him the first SAMAS pilot was knocked unconscious from the landing. [Vheld can find the Nullifier and cast Mental Shock if he uses One to scout the Car, or some other means. Vheld will also see there are 9 personnel in the car. 4 on the side of Car 3, stacked and ready to repel boarders, 4 on the other side, and 1 in the center doing something with the target crate. 1 of the four closest to Car 3 is the Nullifer.]

What are your intentions?
GM Note: BACK << DEF4 -- P2 - P1 -- DEF3 -- C8 C7 C6 C5 -- DEF2 -- C4 ///// C3[Spooks] C2 ///// C1 -- DEF1 --[[LEAD-ENGINE]] >>>> FRONT

You are currently not in combat.


Lahz:
Vheld:
Mierin: -16 MDC from Invincible Armor
Wayne: -22 MDC to Forcefield
Lynch:
Meg:
Orrucks: -15 to MB of A12 Armor.
Crow:
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

User avatar
Orrucks
Posts: 21
Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

Perception: 1d100: [42] = 42 60/% +20% on Perception rolls to determine if an explosive device or ordnance is “live” or a “dud”
JIC: 1d20: [18] = 18 / 1d100: [13] = 13
Conditions:
NG-L5 Laser Rifle
Image
  • Range: 1,600'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-clip or 20 shots per LE-Clip
  • Weight: Block One: 14 lbs. Block Two: 12 lbs., Block III: 10 lbs.
  • Features: W.P. Energy Rifle
  • Modifiers: None
  • Book Reference: p.192, WB33


"Hang on." He forces the door open just as assistance is offered. "Anyway." He looks looks at the open door then to the others, "Who's firs' ter the roof?"

Laser rifle of a deceased guard in one hand, he stands ready to return fire or club someone should need arise, which he presumes will be any second given current circumstances. If he is not the last to the top of the car, he is still one of them, gun gripped in his tail, more useful then one would potentially expect from a tail, as he goes up the ladder. The rifle returns to his hand as he gets onto the roof. On the roof, Orrucks then takes a moment to assess what is occurring around him as he considers what he'll need to do to get to the target car from where he is. Am I walkin' or shootin' my way in from here?
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

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

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

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

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
User avatar
Vheld
Posts: 612
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

JIC: 1d20: [12] = 12 , 1d100: [69] = 69
PER: 1d100: [80] = 80 vs. 79%

Prowl- 1d100: [81] = 81 vs. 82%
For Sil to prowl along undetected.

Conditions:
23m15s, completely invisible in shadows at least five feet big, +15% prowl, enemies are -5 to strike.


As One returns to him Vheld beckons his minion and whispers new orders in a low voice. ”Go and scout the car below me, then report back. Tell me where exactly to find the one who is concentrating hardest.” Once One has scouted and reported in, Vheld will cast mental shock. He will then give new orders to his minion. ”Go below and take the one who is doing something with our target. Use him to attack his comrades. Throw them off the train or blow them up- I don’t care, just create a lot of chaos for when the rest of Spook Squad breaks in. We’ll stay out here for support.” That should be enough. Don’t want to send in the demons without Lahz’s say-so. After another moment’s thought Vheld thumbs on the team radio and reports in. ”Deuce here. Exterior secure. Sending in a distraction. Signal if you need more.” Vheld will wait to do anything else until the nullifier is out of the picture and the others are ready to make their move.

Sil auto-dodges: 1d20+6: [4]+6 = 10 , 1d20+6: [4]+6 = 10 , 1d20+6: [8]+6 = 14 , 1d20+6: [17]+6 = 23 , 1d20+6: [16]+6 = 22

Contingency: If they are discovered or attacked, Vheld and Sil will activate their invincible armor talismans.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 204/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
User avatar
Wayne Northblade
Posts: 134
Joined: Wed May 20, 2020 9:07 am

Re: Conveyex Heist

Post by Wayne Northblade »

Perception: 1d100: [39] = 39 /49%
JIC: 1d20: [8] = 8 / 1d100: [43] = 43

Sir Northblade joins the others on the roof. Oh well that's quite a nasty crash we caused. I'll have to see what that cargo car had in store. After we kill these skullheads of course. Moving quickly and quietly across the top of the train car, Wayne looks for any sort of ingress the car possesses. Any vents, glass, ports, or other ways in. If he does find a port, he'll toss one of his smoke grenades in. If glass, he'll smash it with his psi-sword (or Ice Blade if nullified) to create a hole for his smoke grenade.

Eyes locked on the smoke coming from Cargo car 1 and the other attached components, Wayne asks "Hey Rook, can you get me over to the crashed cars?"
User avatar
Lithium Meg
Posts: 28
Joined: Sun Mar 31, 2024 10:06 pm

Re: Conveyex Heist

Post by Lithium Meg »

Perception 1d100 /24%: [27] = 27
JiC 1d20: [11] = 11
Jic 1d100: [11] = 11


So, the struggle was real during the battle of the train car. Going in light with pistols and swords just seems like a bad idea now to Meg. She wished she had her trust shotgun to obliterate the security, slowing them down. The floor shifted and jerked as what felt like train cars were being released. She thought the enchanted buzzword would have given her an advantage, but the lack of practice with the weapon was slowing her down.

Now they were getting close to the prize, and even more personnel were behind the door. Her head was getting fuzzy from something beyond, but she shook and focused on the new plan: tossing everything she could grab up to the Carpet set up. Someone was going to have a terrible day. She tried to secure one of the discarded rifles left by the dead guards to up her firepower. CS and SAMAS, someone gave the team lousy intelligence.

She clicks the radio to indicate she’s ready for the next level of shenanigans with the next car.
Lithium Meg

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

Constant Effects:
Sixth Sense
User avatar
Crow
Posts: 22
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

Perception: 1d100: [6] = 6 /21%
JIC: 1d20: [20] = 20 / 1d100: [82] = 82

Conditions: Sixth Sense (2)

ISP:14/24
PPE:48/110

Crow will race towards the other car and begin looking for hatches and ways of entry. If any are found he will attempt to slice it open with Otimac before diving in.
If he cant find any he will simply motion towards Wayne and the others to follow him to the other door and begins slashing at the locks.
Towards Wayne "I'm sure there's an anecdote about hammers and nails but frankly I find the blunt approach satisfying"
He quips between slashes.
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Lahz
Group Leader
Posts: 601
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad
Contact:

Re: Conveyex Heist

Post by Lahz »

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


Perception [51%]: 1d100: [17] = 17 [+15% involving Electronics or Machines]
JiC D20: 1d20: [20] = 20 :
JiC D100: 1d100: [96] = 96
Telemechanics [100%]: 1d100: [60] = 60

Conditions: Telemechanics (0 ISP, Constant, 5ft, 100%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1900ft if using magical or psionic powers, 900ft if NOT using powers), Radiate Nature [Weariness, Wariness] (100ft to psychics, 12ft to non-psychics), Roadrunner Power Armor (135/135 MB), Sixth Sense (Cannot be surprised by a sneak attack), Telekinesis: Super (400lbs, 1000' Range, 8.75 Min), Telemechanic Mental Operation (140', 8.50 Min), Sixth Sense [+6 Initiative, +2 Parry, +3 Dodge],

ISP: 147/231

With the doors pried and most of his plan in place, Lahz pauses at the back door to C3, **They aren't coming in. They are maintaining a defensive posture? Hmmm ... If we only have a minute until other shit gets here, we can't wait for them to get impatient. Let's create a breach and see if ... ** He grabs the Security Keycard back from Orrucks, and checks Ronan's readiness, "Entrance from top of the Car for most of us, but you pull what you can into here. Let them drop the trap and we will kick this Car free, Ok? ... Time for a little baiting ..."

The Psi-Tech mentally (Telemechanic Mental Operation) tweaks the Audio on his own speakers [adds base tone, removes some mid], and TKs the Security Card up to open the C3-C2 Door he had previously closed and yells, "NO NOT THAT DOOR FOOL!! ... Fall back Fall Back!!!"

If (ideally) the door pops open, Lahz will squeeze off 2-3 shots from his sidearm through the doorway as 'panic' fire and then climb out and up onto C2 (leaving Orrucks and Ronan to 'sell it' as needed).

Jogging back across C3's roof towards C2, the Psi-Teck looks around for the upper/roof access hatch he saw earlier. The Psi-Tech walks up to it and gives a countdown for those up top "Deuce? You wanna hold off backup? We'll call if we need you?? There will be front and back guards ... do not destroy the containment unit ... the cold thing. Chen, you have ours?? ... 4-3-2-1" before using (Telemechanic Mental Operation) to pop the emergency access open.

If that doesn't work Lahz will seek to mechanically do it the old fashioned way [[ Mechanical Engineering 93%: 1d100: [93] = 93 , Note: Lahz can Jury Rig 3x faster than normal, and performs all mechanical and computer skills 2x faster than normal ]]

Once Northblade, New-Kid [Crow], Mierin, and Meg are through the hatch, he drops in himself in to start firing his gun ...


APM [Roadrunner PA.Merged]: 11
Initiative +2[+6]: 1d20+8: [11]+8 = 19


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

If there seems to be any serious need to do so instead, Lahz will Dodge:
1d20+11: [8]+11 = 19 , 1d20+11: [9]+11 = 20 , 1d20+11: [11]+11 = 22

Tentative Plan
Summary for GM:
1) Check the Cryo-Container we were given
2) Go see the Psychic
3) Group Vehicle Modifications
4) Repair, Repair, Repair, Repair, then, take Group-Transport from Merctown to Lazlo
5) Visit NG Store with his NGCME Card --- Download/Purchase Specifications for Hover Trains as 'study materials' for a *** Northern Gun Certified Mechanical Engineer
6) [Have Lynch do this incognito] Buy 100 MD Box/Trunk -- Decoy/Empty "Thing @ least some of Spooks are 'Guarding' and reason for being on Train"
6) Buy tickets and take hover-train from Lazlo to Manistique (so that we can get familiar with these trains)
7) Buy additional tickets for target trip ... Manistique --> Lazlo (?)
8) Day-of --- Take Train back to Manistique from Lazlo (this will also take Spooks back to their own vehicle if necessary ... otherwise we can radio the Robot Crew to return and meet us @ Merctown)
8.1) Apparently recruit random showboat Mystic-knight who thought he could do this by himself
8.2) Pull job ...
9) Pick up Magic Mace when we get back to town.
Lahz D'Gemmel
OOC Comments
ISP: 231/231
PPE: 22/22
HP: 40/40
SDC: 26/26

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


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

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

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

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
User avatar
Crow
Posts: 22
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

Conditions: Sixth Sense (2)

ISP:14/24
PPE:48/110 or 0/110




Upon hearing Lahz's orders, Crow will stop what hes doing and wait for the hatches to open.

"You mentioned a nullifier...what is that?"
Depending on Lahz's answer Crow will either pump the remaining PPE into Otimac as he lands and start hacking like a mad man, or continue with his normal plan of but minus the theatrics.
As the hatches open Crow will eagerly dive in attempting to roll with his fall and come up with his sword swinging at the nearest enemy.

APM: 6
Initiative: 1d20+6: [19]+6 = 25
Parries: 1d20+8: [4]+8 = 12 | 1d20+8: [16]+8 = 24 | 1d20+8: [4]+8 = 12 | 1d20+8: [17]+8 = 25 | 1d20+8: [19]+8 = 27

Action 1: Swing at the heads. Strike: 1d20+6: [17]+6 = 23 | Damage: 6d6+1d6: [5, 1, 3, 3, 1, 1]+[3] = 17
Action 2: Swing at the heads. Strike: 1d20+6: [6]+6 = 12 | Damage: 6d6+1d6: [2, 3, 3, 1, 3, 5]+[3] = 20
Action 3: Swing at the heads. Strike: 1d20+6: [16]+6 = 22 | Damage: 6d6+1d6: [3, 1, 6, 1, 2, 5]+[1] = 19
Action 4: Swing at the heads. Strike: 1d20+6: [20]+6 = 26 | Damage: 6d6+1d6: [6, 1, 4, 5, 2, 6]+[5] = 29
Action 5: Swing at the heads. Strike: 1d20+6: [18]+6 = 24 | Damage: 6d6+1d6: [3, 5, 6, 5, 5, 2]+[3] = 29
Action 6: Swing at the heads. Strike: 1d20+6: [8]+6 = 14 | Damage: 6d6+1d6: [2, 1, 2, 5, 2, 1]+[6] = 19

OR pumping my beat stick
Action 1: Swing at the heads. Strike: 1d20+6: [13]+6 = 19 | Damage: 6d6+1d6: [2, 1, 2, 1, 6, 4]+[2] = 18
Action 2: Swing at the heads. Strike: 1d20+6: [4]+6 = 10 | Damage: 6d6+1d6: [5, 1, 3, 3, 5, 4]+[3] = 24
Action 3: Swing at the heads. Strike: 1d20+6: [19]+6 = 25 | Damage: 6d6+1d6: [2, 1, 1, 5, 1, 1]+[1] = 12
Action 4: Swing at the heads. Strike: 1d20+6: [6]+6 = 12 | Damage: 6d6+1d6: [4, 1, 2, 3, 2, 2]+[3] = 17
Action 5: Swing at the heads. Strike: 1d20+6: [7]+6 = 13 | Damage: 6d6+1d6: [6, 1, 2, 6, 1, 3]+[5] = 24
Action 6: Swing at the heads. Strike: 1d20+6: [8]+6 = 14 | Damage: 6d6+1d6: [2, 2, 2, 1, 5, 2]+[2] = 16
Action 7: Swing at the heads. Strike: 1d20+6: [20]+6 = 26 | Damage: 6d6+1d6: [5, 6, 1, 3, 4, 6]+[1] = 26
Action 8: Swing at the heads. Strike: 1d20+6: [12]+6 = 18 | Damage: 6d6+1d6: [6, 6, 1, 5, 3, 2]+[3] = 26
Action 9: Swing at the heads. Strike: 1d20+6: [17]+6 = 23 | Damage: 6d6+1d6: [1, 2, 6, 3, 3, 6]+[5] = 26
Action 10: Swing at the heads. Strike: 1d20+6: [14]+6 = 20 | Damage: 6d6+1d6: [3, 6, 4, 5, 3, 3]+[3] = 27
Action 11: Swing at the heads. Strike: 1d20+6: [7]+6 = 13 | Damage: 6d6+1d6: [3, 6, 1, 5, 3, 3]+[2] = 23
Dice rolls
6d6+1d6: [6, 4, 1, 1, 1, 4]+[4] = 21
1d20+6: [15]+6 = 21
6d6+1d6: [1, 1, 4, 5, 6, 1]+[3] = 21
1d20+6: [19]+6 = 25
6d6+1d6: [2, 4, 4, 3, 3, 2]+[2] = 20
1d20+6: [19]+6 = 25
6d6+1d6: [5, 1, 1, 1, 3, 1]+[1] = 13
1d20+6: [9]+6 = 15
6d6+1d6: [2, 3, 3, 4, 2, 3]+[6] = 23
1d20+6: [18]+6 = 24
6d6+1d6: [6, 3, 3, 5, 4, 1]+[2] = 24
1d20+6: [2]+6 = 8
6d6+1d6: [3, 3, 4, 4, 1, 3]+[2] = 20
1d20+6: [7]+6 = 13
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Mierin
Diamond Level Patron
Posts: 659
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC
Contact:

Re: Conveyex Heist

Post by Mierin »

Perception: 1d100: [68] = 68 (85%)
JIC: 1d20: [20] = 20 , 1d100: [85] = 85

Initiative: 1d20+8: [4]+8 = 12
APM: 9

Conditions
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet (In use)
Light Filters: Reduces glare
Wearing NG Stalker suit
Wearing talisman of invincible armour (activated) 259/275 MDC, duration: 31 minutes
Crow moves to aid Wayne and Meg while Ronan moves over to Mierin and reinforces Lahz. "Eh, they got it." Ronan says to Mierin.
Mierin nods at Ronan with a smirk as she replies. ”Seems that way.” She raises an eyebrow at the jolt of the train and she thinks Lahz must have disconnected the cars.. Following the others, Mierin keeps her blade at the ready as she drops into the hatch, relying on her sixth sense to warn her of any impending danger that was heading her way. Surveying the room, Mierin advances on the nearest opponent and attempts to put them down as quickly as possible.

Actions
1. drops down the hatch and surveys the room
2. Reserved for dodge. 1d20+7: [20]+7 = 27
3. Slash at nearest opponent with Malice. Strike: 1d20+9: [7]+9 = 16 , Damage: 4d6+8: [1, 2, 5, 5]+8 = 21
4. Reserved for dodge. 1d20+7: [20]+7 = 27
5. Slash at nearest opponent with Malice. Strike: 1d20+9: [12]+9 = 21 , Damage: 4d6+8: [5, 6, 3, 5]+8 = 27
6. Reserved for dodge. 1d20+7: [1]+7 = 8
7. Slash at nearest opponent with Malice. Strike: 1d20+9: [19]+9 = 28 , Damage: 4d6+8: [2, 5, 4, 5]+8 = 24
8. Reserved for dodge. 1d20+7: [12]+7 = 19
9. Slash at nearest opponent with Malice. Strike: 1d20+9: [16]+9 = 25 , Damage: 4d6+8: [5, 2, 6, 3]+8 = 24

Parries, if needed:
1d20+12: [10]+12 = 22 , 1d20+12: [18]+12 = 30 , 1d20+12: [16]+12 = 28 , 1d20+12: [18]+12 = 30 , 1d20+12: [6]+12 = 18 , 1d20+12, 1d20+12: [11]+12 = 23 , 1d20+12: [19]+12 = 31 , 1d20+12: [15]+12 = 27
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies


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

Constant Effects
Sixth Sense (2)

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

NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
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Underguard
Dimension Master
Posts: 1288
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Conveyex Heist

Post by Underguard »

Conditions wrote: Location: Manistique
Weather: Cloudy (20* Celsius/68* Fahrenheit)
Time: 9:40am
Vheld successfully casts Mental Shock and Lahz feels the nullification field vanish as a thud is heard on the other side of the car. To say One is giddy with joy over the order to go possess the one in the center and turn him on his comrades would be an understatement as the entity vanishes from sight and Vheld radios Lahz. Vheld holds any further backup at Lahz's request as Lahz gives some orders to Orrucks, though Ronan is already on the roof. Lahz, Crow, Wayne, Orrucks and Mierin all hear a sudden eruption of gunfire from within Car 2 as One starts its distraction effort.

When Lahz pops the door and sends in a few rounds as a distraction effort, the Coalition Security detail unleash a spread of gunfire into Car 3 as several other CS try restraining the man in the center. Lahz can hear them shout in concern. "Something's wrong with the LT." One of them says as another barks "RESTRAIN HIM! And move the Null out of the way! COVER THE DOOR" The voice exclaims as Lahz escapes to the roof. Much to Lahz's exasperation, he gets to the roof just in time to see Wayne being carried over to collapsed pile of Car 1 by Ronan, piggy-back style. Ronan seems to only drop him off before speeding back and leaping back atop Car 2 in very little time. "Wayne wanted to silence any survivors. He'll call if he needs help." Ronan says to Lahz.

Lahz attempts to open the security hatch as the Spooks suddenly hear the Adhesive trap be sprung and shaking from Car 3. Lahz's attempts to jiggle the lock fail and Lahz begins to think it might be combat locked to prevent outside access. Ronan steps up to the hatch. "Let me, boss." Ronan says simply and uses his obnoxious strength to practically pry the door open. Ronan drops through first, along with Crow, then Mierin and Meg while Lynch stays up top. Lahz goes through last and the inner scene is absolute chaos.

Now inside Car 2, Lahz sees Ronan drop kick one of the CS soldiers and dent their helmet pretty significantly as the alien silvers up for the first time and heads towards the other side of the train. The CS Soldiers are ready for magic users, not for an alien with super powers. Mierin follows suit, following Ronan and leveling her Malice blade at several one of the CS soldiers. Mierin dodges like a graceful warrior, as if she were never in the line of fire for a couple return shots. The chaos of at the front of the train actually causes Mierin to trip briefly and slam into Ronan, though the silvered man doesn't budge as Mierin steadies herself to continue attacking.

Lahz, Meg, Crow and Orrucks focus on the remaining CS soldiers near the C3 entrance. Everyone can see that their armor already has bullet holds in it, likely from the possessed LT. Their Dead Boy armor already damaged and the unconscious Nullifer makes them lose their only advantage. Crow was the first to leap into the fray and viciously cuts at one of the CS soldiers.

Vheld can see Wayne examining Car 1's remains as the dark Cyber-knight finds several dead CS soldiers, their helmets caved in or bodies torn due to the impact and subsequent explosion. Wayne finds two of them still alive, one of them without a helmet and wearing a captain's rank with labored breathe. The other with an obviously broken arm and trapped leg beneath debris. Wayne also spots several undamaged containers marked "RESTRICTED" on them.

What are your intentions?
GM Note: Begin Combat Round 1 - Sixth Sense bonuses applicable.

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

You are currently not in combat.


Lahz:
Vheld:
Mierin: -16 MDC from Invincible Armor
Wayne: -22 MDC to Forcefield
Lynch:
Meg:
Orrucks: -15 to MB of A12 Armor.
Crow:
Rifts: Earth Dimension Master
H4H GM || GIRLS GM || Spooks Temp GM|| Theme Song
PCs: | Exe (PW GA) | Venenifer (Roughnecks) | Glitch (PW GR) | Granas (PFRPG) | Isaiah Peirce (BTS)| Ashrak (Void Reavers)
╭∩╮(︶︿︶)╭∩╮

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Wayne Northblade
Posts: 134
Joined: Wed May 20, 2020 9:07 am

Re: Conveyex Heist

Post by Wayne Northblade »

Perception: 1d100: [73] = 73 /49%
JIC: 1d20: [2] = 2 / 1d100: [86] = 86

At Car 1, Wayne stands over the injured Coalition soldiers, his ice blade in hand. He thinks deeply about his teachings. Teachings learned over a grueling, torturous seven years.

Administer mercy. Be merciless.
-The Book of Night, Chapter 9: The Code of Entropy


Captain or rank and file first… He walks up to the one trapped under debris and quickly ends his life by taking his head. He turns to the Captain and says ”I may be evil, but at least I’m not fascist scum.” And with that, he takes the Captain’s head as well.

With both of them taken care of, he checks the Captain for an identification card of some sort that might assist in opening the two crates before him. If he doesn’t find anything, he’ll try opening them manually first, then with force, using his sword.

Initiative: 1d20+7: [5]+7 = 12
APM: 7
Action 1: Slash Trapped CS with Ice Blade. Strike: 1d20+11: [16]+11 = 27 Damage: 4d6: [2, 3, 3, 4] = 12 MD +
  • The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
  • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
  • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.

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

Actions 3-7: Search for ID card and open crates.

Contingency: If hostiles appear, he will use actions 3-7 to dodge.

Parries: 1d20+15: [18]+15 = 33 1d20+15: [2]+15 = 17 1d20+15: [20]+15 = 35 1d20+15: [10]+15 = 25 1d20+15: [14]+15 = 29 1d20+15: [20]+15 = 35 1d20+15: [5]+15 = 20
Dodges: 1d20+8: [10]+8 = 18 1d20+8: [12]+8 = 20 1d20+8: [18]+8 = 26 1d20+8: [4]+8 = 12 1d20+8: [3]+8 = 11
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Orrucks
Posts: 21
Joined: Tue Jun 25, 2024 8:23 am

Re: Conveyex Heist

Post by Orrucks »

Perception: 1d100: [30] = 30 60/% +20% on Perception rolls to determine if an explosive device or ordnance is “live” or a “dud”
JIC: 1d20: [8] = 8 / 1d100: [32] = 32

"I don't know why y'all'z iz so 'cited to git crumped." Orrucks fires the laser on the closest visible threat. One. "I only got so much to go 'round."

With the chance, the Grackle-Tooth grabs the soldier and tosses them the shortest distance possible off the train car with every intent to scare the soldiers that haven't fled yet before taking popping off another blast of the laser rifle, mentally keeping track of every shot fired as though they were in short supply. "Anyone gon' miss er need a limb?"

Initiative: 1d20+3: [7]+3 = 10
Conditions:
NG-L5 Laser Rifle
Image
  • Range: 1,600'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-clip or 20 shots per LE-Clip
  • Weight: Block One: 14 lbs. Block Two: 12 lbs., Block III: 10 lbs.
  • Features: W.P. Energy Rifle
  • Modifiers: None
  • Book Reference: p.192, WB33
, Horror Factor of 12
Action one: Shoot the closest soldier with the NG-L5s 1d20: [16] = 16 / DAM 3d6: [3, 5, 6] = 14 MD
Action two: Grab a soldier 1d20+5: [19]+5 = 24 / 3d6: [5, 5, 5] = 15 MD
Action three: Throw the soldier off the train 1d20+5: [5]+5 = 10 [body flip/throw does 1d6+14: [6]+14 = 20 SDC and victim loses initiative and one attack]
Action four: Shoot the closest soldier with the NG-L5s 1d20: [5] = 5 / DAM 3d6: [4, 1, 4] = 9 MD
Action five: Shoot the closest soldier with the NG-L5s 1d20: [16] = 16 / DAM 3d6: [5, 6, 2] = 13 MD

*Contingency Action Three should he not grab the soldier: Shoot the closest soldier with the NG-L5s 1d20: [10] = 10 / DAM 3d6: [5, 6, 6] = 17 MD

Parries: 1d20+9: [5]+9 = 14 1d20+9: [1]+9 = 10 1d20+9: [3]+9 = 12 1d20+9: [12]+9 = 21 1d20+9: [6]+9 = 15
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

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

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

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

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
User avatar
Crow
Posts: 22
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

Perception: 1d100: [62] = 62 /21%
JIC: 1d20: [5] = 5 / 1d100: [16] = 16

Conditions: Sixth Sense (2)

ISP:12/24
PPE:48/110 or 0/100
Magical armour: 100/100

"Styphon's fury is upon you!!" Crow yells as he begins his slaughter.
Crow relies on the speed and defense granted him by Otimac as he throws himself in harms way to achieve the optimal position to remove heads. His blade a silver blur of death in the car. Before the first CS lackey has hit the ground he's already on to the next. His blood thundering in his ears.

APM: 6 (battlefury:12)
Initiative: 1d20+6: [1]+6 = 7
Parries: 1d20+8: [19]+8 = 27 | 1d20+8: [18]+8 = 26 | 1d20+8: [16]+8 = 24 | 1d20+8: [18]+8 = 26 | 1d20+8: [8]+8 = 16


Action 1: Swing at the heads. Strike: 1d20+6: [8]+6 = 14 | Damage: 1d6*10+1d6: [6]*10+[2] = 62
Action 2: Swing at the heads. Strike: 1d20+6: [3]+6 = 9 | Damage: 1d6*10+1d6: [3]*10+[5] = 35
Action 3: Swing at the heads. Strike: 1d20+6: [18]+6 = 24 | Damage: 1d6*10+1d6: [2]*10+[6] = 26
Action 4: Swing at the heads. Strike: 1d20+6: [16]+6 = 22 | Damage: 1d6*10+1d6: [3]*10+[1] = 31
Action 5: Swing at the heads. Strike: 1d20+6: [3]+6 = 9 | Damage: 1d6*10+1d6: [6]*10+[4] = 64
Action 6: Swing at the heads. Strike: 1d20+6: [4]+6 = 10 | Damage: 1d6*10+1d6: [4]*10+[2] = 42
Action 7: Swing at the heads. Strike: 1d20+6: [19]+6 = 25 | Damage: 1d6*10+1d6: [2]*10+[4] = 24
Action 8: Swing at the heads. Strike: 1d20+6: [16]+6 = 22 | Damage: 1d6*10+1d6: [3]*10+[4] = 34
Action 9: Swing at the heads. Strike: 1d20+6: [4]+6 = 10 | Damage: 1d6*10+1d6: [1]*10+[4] = 14
Action 10: Swing at the heads. Strike: 1d20+6: [13]+6 = 19 | Damage: 1d6*10+1d6: [6]*10+[3] = 63
Action 11: Swing at the heads. Strike: 1d20+6: [20]+6 = 26 | Damage: 1d6*10+1d6: [4]*10+[5] = 45
Action 12: Swing at the heads. Strike: 1d20+6: [3]+6 = 9 | Damage: 1d6*10+1d6: [1]*10+[4] = 14
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Lahz
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Location: Rifts: Spook Squad
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Re: Conveyex Heist

Post by Lahz »

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


Perception [51%]: 1d100: [14] = 14 [+15% involving Electronics or Machines]
JiC D20: 1d20: [5] = 5 :
JiC D100: 1d100: [47] = 47
Telemechanics [100%]: 1d100: [70] = 70

Conditions: Telemechanics (0 ISP, Constant, 5ft, 100%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1900ft if using magical or psionic powers, 900ft if NOT using powers), Radiate Nature [Weariness, Wariness] (100ft to psychics, 12ft to non-psychics), Roadrunner Power Armor (135/135 MB), Sixth Sense (Cannot be surprised by a sneak attack), Telekinesis: Super (400lbs, 1000' Range, 8.50 Min), Telemechanic Mental Operation (140', 8.25 Min), Sixth Sense [+6 Initiative, +2 Parry, +3 Dodge]

ISP: 147/231

With Ronan up at the front of C2, Lahz scans the folks at the rear, his eyes falling on the unconscious Nullifier. With calm dispassion, the Psi-Tech dashes [SPD of 51 in current Armor] for the Nullifier to grab at his helmet/lock/clasps and click them to release, **The life of one savage CS jackass against the lives of everyone in the Magic Zone? Against the lives of Kaiya and Aurelia?? ... ** Once the helmet comes off, Lahz squeezes off a blast with his Q1-02 "Stopper" Ion Pistol, a quick death if it comes.

Once the Nullifier has himself been truly neutralized, Lahz reaches out with Telemechanic Mental Operation (140') and locks the Door to C2 once more, he then detaches that car and turns off its hover-engines, **That will be bumpy for whoever is in there.** Next, he turns his attention to whomever else remains, and begins firing.



APM [Roadrunner PA.Merged]: 11
Initiative +2[+6]: 1d20+8: [19]+8 = 27

1-2 // Rush to unconscious Nullifier and remove Helmet 1d20+8: [7]+8 = 15 (if needed)
3 // Shoot Nullifier with Pistol 1d20+5: [20]+5 = 25 = Crit, 4d6+4: [5, 3, 4, 2]+4 = 18 = 36 MD
4 // Lock Door to C3 --- Telemechanic Mental Operation (140')
5 // Disconnect C3 from C2 --- Telemechanic Mental Operation (140')
6 // Turn off Engines to C3 --- Telemechanic Mental Operation (140')
7 // Shoot nearest opponent with Pistol 1d20+5: [2]+5 = 7 , 4d6+4: [3, 4, 2, 4]+4 = 17 MD
8 // Shoot nearest opponent with Pistol 1d20+5: [8]+5 = 13 , 4d6+4: [5, 1, 2, 4]+4 = 16 MD
9 // Shoot nearest opponent with Pistol 1d20+5: [11]+5 = 16 , 4d6+4: [2, 6, 1, 5]+4 = 18 MD
10 // Shoot nearest opponent with Pistol 1d20+5: [6]+5 = 11 , 4d6+4: [4, 2, 3, 4]+4 = 17 MD
11 // Shoot nearest opponent with Pistol 1d20+5: [4]+5 = 9 , 4d6+4: [3, 5, 1, 6]+4 = 19 MD

If there seems to be any serious need to do so instead, once the Nullifier is dead, Lahz will Dodge:
1d20+11: [11]+11 = 22 , 1d20+11: [17]+11 = 28 , 1d20+11: [1]+11 = 12

Tentative Plan
Summary for GM:
1) Check the Cryo-Container we were given
2) Go see the Psychic
3) Group Vehicle Modifications
4) Repair, Repair, Repair, Repair, then, take Group-Transport from Merctown to Lazlo
5) Visit NG Store with his NGCME Card --- Download/Purchase Specifications for Hover Trains as 'study materials' for a *** Northern Gun Certified Mechanical Engineer
6) [Have Lynch do this incognito] Buy 100 MD Box/Trunk -- Decoy/Empty "Thing @ least some of Spooks are 'Guarding' and reason for being on Train"
6) Buy tickets and take hover-train from Lazlo to Manistique (so that we can get familiar with these trains)
7) Buy additional tickets for target trip ... Manistique --> Lazlo (?)
8) Day-of --- Take Train back to Manistique from Lazlo (this will also take Spooks back to their own vehicle if necessary ... otherwise we can radio the Robot Crew to return and meet us @ Merctown)
8.1) Apparently recruit random showboat Mystic-knight who thought he could do this by himself
8.2) Pull job ...
9) Pick up Magic Mace when we get back to town.
Lahz D'Gemmel
OOC Comments
ISP: 231/231
PPE: 22/22
HP: 40/40
SDC: 26/26

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


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

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

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

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Vheld
Posts: 612
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

JIC: 1d20: [11] = 11 , 1d100: [92] = 92
PER: 1d100: [46] = 46 vs. 79%

Prowl- 1d100: [78] = 78 vs. 82%
For Sil to prowl along undetected.

Conditions:
23m00s, completely invisible in shadows at least five feet big, +15% prowl, enemies are -5 to strike.


Vheld coolly watches Northblade decide how to handle the surviving CS soldiers. He doesn’t say anything to the comment or the execution, but should the cyber-knight glance in Vheld’s direction the shifter will nod his approval. Slowly. With that, Vheld turns his attention to the surrounding area. He will call forth Skarrah and Bakir from their hiding places and issue brief commands. ”Stand ready for battle in case any interlopers try to stop us. Move on my signal only.” If Vheld can find a large enough shadow to stand in and meld he will do so, but either way he will scan the perimeter for reinforcements while the others take care of business below.

Sil auto-dodges: 1d20+6: [15]+6 = 21 , 1d20+6: [7]+6 = 13 , 1d20+6: [19]+6 = 25 , 1d20+6: [12]+6 = 18 , 1d20+6: [18]+6 = 24

Contingency: If they are discovered or attacked, Vheld and Sil will activate their invincible armor talismans.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 204/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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Lithium Meg
Posts: 28
Joined: Sun Mar 31, 2024 10:06 pm

Re: Conveyex Heist

Post by Lithium Meg »

Perception: 1d100: [66] = 66 /24%
JiC 20: 1d20: [14] = 14
JiC 100: 1d100: [13] = 13

Conditions: Intuitive Combat

Up, outside, and down into the next car. It was a very exhilarating experience for the Z-warper as the team transitions from one car to the next, full of victims that needed to be put down—this time CS soldiers. She drops to the floor and glares through the visor of her armor at them. So many jerks trying to release a dangerous concoction that would have murdered her kind simply because they existed because of magic. What world to live in with people with such small minds. She sets on them with her sword, scrying through them till the last falls.

Initiative: 1d20+4: [9]+4 = 13
APM: 5

Attack 1: Strike 1d20+8: [18]+8 = 26 . Damage: 5d6: [3, 6, 3, 6, 5] = 23
Attack 2: Strike 1d20+8: [7]+8 = 15 . Damage: 5d6: [4, 5, 2, 6, 5] = 22
Attack 3: Strike 1d20+8: [13]+8 = 21 . Damage: 5d6: [5, 4, 1, 4, 5] = 19
Dodge 4: Dodge 1d20+10: [17]+10 = 27
Dodge 5: Dodge 1d20+10: [19]+10 = 29

Parry: 1d20=9: [9*] = 1 (29), 1d20=9: [4] = 0 (13), 1d20=9: [14] = 0 (23), 1d20=9: [4] = 0 (13), 1d20=9: [10] = 0 (19)
Dice rolls
1d20+10: [5]+10 = 15
Lithium Meg

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

Constant Effects:
Sixth Sense
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Mierin
Diamond Level Patron
Posts: 659
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC
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Re: Conveyex Heist

Post by Mierin »

Perception: 1d100: [91] = 91 (85%)
JIC: 1d20: [9] = 9 , 1d100: [80] = 80

Initiative: 1d20+14: [17]+14 = 31
APM: 9

Conditions
Multi-Optic eyes
OOC Comments
Telescopic: 4-8x30 magnification, range: 6,000 feet
Macro Lens: 2x to 20x magnification, range: 3 feet
Passive night vision: 2,000 feet
Thermal Imaging: 2,000 feet (In use)
Light Filters: Reduces glare
Wearing NG Stalker suit
Wearing talisman of invincible armour (activated) 275 MDC, duration:29 minutes
The chaos at the front of the train actually causes Mierin to trip briefly and slam into Ronan, though the silvered man doesn't budge as Mierin steadies herself to continue attacking.
Mierin simply nods at Ronan after bumping into him and says with a smirk,
[/b]“Pardon me.”[/b]
Moving away from where Ronan was standing and wastes no time in reviewing the room quickly, figuring out how many enemies were left standing. Moving to engage the closest target, Mierin strikes out with Malice, wanting to get rid of the remaining opponents as quickly as they can.

Actions
1. nods at Ronan and reviews the room
2. Reserved for dodge. 1d20+10: [16]+10 = 26
3. Slash at nearest opponent with Malice. Strike: 1d20+9: [15]+9 = 24 , Damage: 4d6+8: [4, 4, 5, 5]+8 = 26
4. Reserved for dodge. 1d20+10: [6]+10 = 16
5. Slash at nearest opponent with Malice. Strike: 1d20+9: [20]+9 = 29 , Damage: 4d6+8: [5, 4, 6, 4]+8 = 27
6. Reserved for dodge. 1d20+10: [14]+10 = 24
7. Slash at nearest opponent with Malice. Strike: 1d20+9: [2]+9 = 11 , Damage: 4d6+8: [2, 3, 4, 3]+8 = 20
8. Reserved for dodge. 1d20+10: [18]+10 = 28
9. Slash at nearest opponent with Malice. Strike: 1d20+9: [2]+9 = 11 , Damage: 4d6+8: [6, 1, 6, 2]+8 = 23

Parries, if needed:
1d20+14: [18]+14 = 32 , 1d20+14: [8]+14 = 22 , 1d20+14: [3]+14 = 17 , 1d20+14: [11]+14 = 25 , 1d20+14: [15]+14 = 29 , 1d20+14: [15]+14 = 29 , 1d20+14: [20]+14 = 34 , 1d20+14: [9]+14 = 23 , 1d20+14: [1]+14 = 15
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies


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

Constant Effects
Sixth Sense (2)

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

NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
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Underguard
Dimension Master
Posts: 1288
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Conveyex Heist

Post by Underguard »

Conditions wrote: Location: Manistique
Weather: Cloudy (20* Celsius/68* Fahrenheit)
Time: 9:40am
Combat starts heating up as the surviving Coalition soldiers train their weapons in short and controlled bursts; the initial surprise lost. Mierin steadies herself with some playful banter to Ronan before moving in to cut through the Coalition soldiers with a brutal efficiency. Ronan's own silver armor actually being chipped away as the main target for three of the troopers, though the alien seems to be having the time of his life crushing skullheads. Orrucks fires his stolen rifle with a bellow, though the troopers do not seem intimidated as at least two train their weapons on him. He feels the heavy impact of bullets ring off his main body, leaving deep dents as it's nearly shredded by the fire. [-53 to MB] Orrucks tries to grab the closest soldier but they manage to slip out of the croc's graps only for Orrucks to fire instead. Several of his shots connect but the Dead Boy armor remains sturdy.

Lahz uses the chaos caused by the other Spooks to slip inside and rush to the unconscious Nullifer and working to remove his helmet [This takes two actions to remove it] and then executes the Nullifer with a perfectly placed bullet in between the eyes. Lahz dodges out of the way of a shot from one of the Coalition soldiers who witnesses his execution, hiding behind the large container in the center. Meg intercepts this soldier and engages them with her sword. The Coalition armor taking more of a beating than the NG did however Meg breaks through it at the end. [Soldier is still alive, but now you can get through his main body.] THe Skullhead attempts to fight back but the graceful Zenith Warper effortlessly dodges both attacks.

With Meg and the others now distracting any surviving Coalition, Lahz focuses his mind and successfully seals and disengages C3's still powered engines and within a second, everyone hears a loud bang as Vheld on the outside witnesses Car 3 simply fall to the ground like a dense brick. From the outside, not all is quiet as Vheld sees off in the horizon a pair of SAMAS's approaching from the rear of the train; likely the ones that were launched to deal with the raiders. They will be on them in less than 15 seconds [half a round].

Down at Car 1 and the Main Engine, Wayne executes both the survivors without remorse and then searches the body of the officer for some sort of ID card. It takes him a few to find the ID card on the officer but it does pop open the nearest crate which is revealed to be some relatively common enchanted items. There is a good chance that there might be something good among the wreckage, and a couple weapon sized boxes. Each one of them in a separate case within each crate and numbered; Wayne might be able to guess where they were headed but he also knows he doesn't have a lot of time as he can hear the eruption of Coalition weapons fire. Short, controlled bursts; a farcry from the wanton fire of the NG security. (Lore or Law skill check at -20%, or a Find Contraband check would reveal they were headed towards the Black Vault. Cannot identify items without Lore Magic.)

Crow moves in on the targets attacking Orrucks from a distance and doesn't see a third that opens fire on him as he works his way through the other two. [-25 MDC magic shield]. The heavy pressure from the gunfire feeling like someone punching through the armor as Crow moves through the first one and after several seconds of close quarters and a couple parried bayonets later, the first one drops to Crow's blade as the Mystic Knight moves towards the other.

What are your intentions?
GM Note: Begin Combat round 2
I will have a map posted tomorrow

There are 5 remaining CS troopers
-Nullifer was executed by Lahz.
-Crow killed one.
-Ronan killed one.
-Mierin killed one.


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


Lahz:
Vheld:
Mierin: -16 MDC from Invincible Armor
Wayne: -22 MDC to Forcefield
Lynch:
Meg:
Orrucks: -68 to MB of A12 Armor.
Crow: -25 to shield from BFB
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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Wayne Northblade
Posts: 134
Joined: Wed May 20, 2020 9:07 am

Re: Conveyex Heist

Post by Wayne Northblade »

Perception: 1d100: [76] = 76 /49%
JIC: 1d20: [13] = 13 / 1d100: [81] = 81

Rolls to determine where the items were headed:
Lore: Demons & Monsters - 1d100: [76] = 76 /
84 with a 20% penalty
% - FAIL

Law: General - 1d100: [50] = 50 /
74 with a 20% penalty
% - PASS
Find Contraband - 1d100: [35] = 35 /59% - PASS



After finishing rifling through his pockets, Wayne gently boots the Captain's head to the side, clearing a path to whatever was being carried in this car. Placing the enchanted items that fit into the pockets of his trench, he opens up each of the crates with the ID card. The dreaded Vault. If you don't understand it, throw it in the pit. Cowards. Let's see what these bootlickers wanted to keep off the streets.

He picks the items out of each weapon sized crate, looks briefly to guess what they may be (Appraise Goods - 1d100: [52] = 52 /54% - PASS), and then stores them on his person. This is a job for that annoyingly powerful mage. He'll know what all of this is.

With the items secure on his person, he does one last look around and then dashes out of the car, heading toward the ruckus at the Coalition car. No doomsday devices on my end, maybe the team got lucky and are having a cakewalk.
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Lahz
Group Leader
Posts: 601
Joined: Sat Aug 08, 2015 8:38 am
Location: Rifts: Spook Squad
Contact:

Re: Conveyex Heist

Post by Lahz »

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


Perception [51%]: 1d100: [16] = 16 [+15% involving Electronics or Machines]
JiC D20: 1d20: [14] = 14 :
JiC D100: 1d100: [92] = 92
Telemechanics [100%]: 1d100: [38] = 38

Conditions: Telemechanics (0 ISP, Constant, 5ft, 100%), Mind-block Auto-Defense (0 ISP, Automatic), Sense Supernatural Evil & Magic Energy (1900ft if using magical or psionic powers, 900ft if NOT using powers), Radiate Nature [Weariness, Wariness] (100ft to psychics, 12ft to non-psychics), Roadrunner Power Armor (135/135 MB), Sixth Sense (Cannot be surprised by a sneak attack), Telekinesis: Super (400lbs, 1000' Range, 8.25 Min), Telemechanic Mental Operation (140', 8.00 Min), Sixth Sense [+6 Initiative, +2 Parry, +3 Dodge]

ISP: 147/231

Lahz with cover from the central containment device reaches out to mentally scan it [ Telemechanics [100%]: 1d100: [10] = 10 ], *Is this our Cryo-Unit? ... * Next, he turns his attention to whomever else remains, and begins firing, first at whomever Mierin has engaged, then as support for Meg.

If anyone turns a gun on him, Lahz will use Telemechanic Mental Operation (140', 8.00 Min) to have it eject its clip.


APM [Roadrunner PA.Merged]: 11
Initiative +2[+6]: 1d20+8: [6]+8 = 14

1 // Shoot nearest opponent with Pistol 1d20+5: [19]+5 = 24 , 4d6+4: [2, 2, 3, 1]+4 = 12 *2=24 MD
2 // Shoot nearest opponent with Pistol 1d20+5: [19]+5 = 24 , 4d6+4: [2, 3, 5, 5]+4 = 19 *2=38 MD
3 // Shoot nearest opponent with Pistol 1d20+5: [16]+5 = 21 , 4d6+4: [6, 2, 1, 1]+4 = 14 MD
4 // Shoot nearest opponent with Pistol 1d20+5: [18]+5 = 23 , 4d6+4: [5, 6, 5, 4]+4 = 24 *2=48 MD
5 // Shoot nearest opponent with Pistol 1d20+5: [2]+5 = 7 , 4d6+4: [3, 2, 2, 4]+4 = 15 MD
6 // Shoot nearest opponent with Pistol 1d20+5: [18]+5 = 23 , 4d6+4: [2, 3, 6, 1]+4 = 16 *2=32 MD
7 // Shoot nearest opponent with Pistol 1d20+5: [4]+5 = 9 , 4d6+4: [4, 3, 4, 5]+4 = 20 MD
8 // Shoot nearest opponent with Pistol 1d20+5: [16]+5 = 21 , 4d6+4: [1, 2, 4, 5]+4 = 16 MD
9 // Shoot nearest opponent with Pistol 1d20+5: [7]+5 = 12 , 4d6+4: [3, 3, 3, 1]+4 = 14 MD
10 // Shoot nearest opponent with Pistol 1d20+5: [18]+5 = 23 , 4d6+4: [4, 3, 4, 4]+4 = 19 *2=38 MD
11 // Reload

If there seems to be any serious need to do so Lahz will Dodge:
1d20+11: [6]+11 = 17 , 1d20+11: [4]+11 = 15 , 1d20+11: [8]+11 = 19

Tentative Plan
Summary for GM:
1) Check the Cryo-Container we were given
2) Go see the Psychic
3) Group Vehicle Modifications
4) Repair, Repair, Repair, Repair, then, take Group-Transport from Merctown to Lazlo
5) Visit NG Store with his NGCME Card --- Download/Purchase Specifications for Hover Trains as 'study materials' for a *** Northern Gun Certified Mechanical Engineer
6) [Have Lynch do this incognito] Buy 100 MD Box/Trunk -- Decoy/Empty "Thing @ least some of Spooks are 'Guarding' and reason for being on Train"
6) Buy tickets and take hover-train from Lazlo to Manistique (so that we can get familiar with these trains)
7) Buy additional tickets for target trip ... Manistique --> Lazlo (?)
8) Day-of --- Take Train back to Manistique from Lazlo (this will also take Spooks back to their own vehicle if necessary ... otherwise we can radio the Robot Crew to return and meet us @ Merctown)
8.1) Apparently recruit random showboat Mystic-knight who thought he could do this by himself
8.2) Pull job ...
9) Pick up Magic Mace when we get back to town.
Lahz D'Gemmel
OOC Comments
ISP: 231/231
PPE: 22/22
HP: 40/40
SDC: 26/26

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


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

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

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

Accompanied by Ray the Droid (( NG-B50 ‘Thunderer’ BigBore Combat Hammer, Wilks Laser Sword & NG-SE9 Sharpshooter ))
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Crow
Posts: 22
Joined: Tue Sep 10, 2024 7:51 am

Re: Conveyex Heist

Post by Crow »

Perception: 1d100: [55] = 55 /21%
JIC: 1d20: [13] = 13 / 1d100: [7] = 7

Conditions: Sixth Sense (2)

ISP:12/24
PPE:0/100
Magical armour: 75/100


Crow fought to control his breathing.
The exertion necessary to break his natural rhythm and simultaneously look for his opponents to fall into their own, while his innate magical energy flowed through him and into the blade,
was nearly overwhelming. His years of training were the only thing keeping him alive and he knew it.
He watched in a blur as the first coalition soldier fell headless, landing with a metallic clang below.
Somewhere in the back of his mind he noted the staccato of kinetic rounds rebounding off Otimac's protective barrier.
Redoubling his efforts Crow launched a furious assault on the second soldier.


APM: 6 (battlefury:12)
Initiative: 1d20+6: [2]+6 = 8
Parries: 1d20+8: [3]+8 = 11 | 1d20+8: [20]+8 = 28 | 1d20+8: [11]+8 = 19 | 1d20+8: [12]+8 = 20 | 1d20+8: [19]+8 = 27


Action 1: Swing at the heads. Strike: 1d20+6: [7]+6 = 13 | Damage: 1d6*10: [4]*10 = 40 | 1d6: [3] = 3
Action 2: Swing at the heads. Strike: 1d20+6: [14]+6 = 20 | Damage: 1d6*10: [3]*10 = 30 | 1d6: [4] = 4
Action 3: Swing at the heads. Strike: 1d20+6: [4]+6 = 10 | Damage: 1d6*10: [5]*10 = 50 | 1d6: [5] = 5
Action 4: Swing at the heads. Strike: 1d20+6: [6]+6 = 12 | Damage: 1d6*10: [5]*10 = 50 | 1d6: [3] = 3
Action 5: Swing at the heads. Strike: 1d20+6: [11]+6 = 17 | Damage: 1d6*10: [2]*10 = 20 | 1d6: [5] = 5
Action 6: Swing at the heads. Strike: 1d20+6: [17]+6 = 23 | Damage: 1d6*10: [6]*10 = 60 | 1d6: [2] = 2
Action 7: Swing at the heads. Strike: 1d20+6: [2]+6 = 8 | Damage: 1d6*10: [5]*10 = 50 | 1d6: [4] = 4
Action 8: Swing at the heads. Strike: 1d20+6: [10]+6 = 16 | Damage: 1d6*10: [4]*10 = 40 | 1d6: [4] = 4
Action 9: Swing at the heads. Strike: 1d20+6: [15]+6 = 21 | Damage: 1d6*10: [3]*10 = 30 | 1d6: [6] = 6
Action 10: Swing at the heads. Strike: 1d20+6: [7]+6 = 13 | Damage: 1d6*10: [3]*10 = 30 | 1d6: [6] = 6
Action 11: Swing at the heads. Strike: 1d20+6: [12]+6 = 18 | Damage: 1d6*10: [3]*10 = 30 | 1d6: [3] = 3
Action 12: Swing at the heads. Strike: 1d20+6: [7]+6 = 13 | Damage: 1d6*10: [1]*10 = 10 | 1d6: [6] = 6
User avatar
Vheld
Posts: 612
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Re: Conveyex Heist

Post by Vheld »

JIC: 1d20: [14] = 14 , 1d100: [95] = 95
PER: 1d100: [49] = 49 vs. 79%

Prowl- 1d100: [89] = 89 vs. 82%
For Sil to prowl along undetected.

Conditions:
23m00s, completely invisible in shadows at least five feet big, +15% prowl, enemies are -5 to strike.
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2m45s remaining, Vheld is immune to energy attacks and can fire up to 4 lightning bolts per melee round.
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3m00s, can deflect attacks up to 1100 feet away without penalty, parry roll at +3 plus PP/WP targeting bonuses needs 13+ to hit originator or 16+ to hit a different target, can only target energy attacks but can deflect projectiles as per the level 4 spell.


As Vheld sees the SAMASes approaching, he and Sil will embrace the shadows and try to remain unseen for as long as possible. To Two, he says ”Kamikaze one of them. Both, if you can. Then return to me.” With his own captured SAMAS gleefully following orders, Vheld takes a moment to plot his next move. <<Armor up, little one. I don’t think these two are going down quite so easily.>> With a silent command, Sil and Vheld both will activate their invincible armor talismans. The shifter will then cast targeted deflection on himself and activate his storm staff ((-45 PPE)), preparing to do battle. If he has time, he will signal Lahz ”Two bogies. SAMs. I’m on it, but maybe don’t dawdle since the damn things tend to travel in packs of more than two.” Once they get in range, Vheld will start firing lightning bolts from his staff. Pot shots at SAMASes. How droll. I suppose it beats fighting gods of death.

Sil auto-dodges: 1d20+6: [16]+6 = 22 , 1d20+6: [15]+6 = 21 , 1d20+6: [14]+6 = 20 , 1d20+6: [2]+6 = 8 , 1d20+6: [4]+6 = 10
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
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PPE: 204/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
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3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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