Shadows of Perfection

Look to the Horizon, spread your wings and fly.
User avatar
Minerva
Diamond Level Patron
Posts: 301
Joined: Sat Jun 03, 2017 11:55 pm
Contact:

Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [90] = 90 /59%
JIC: 1d20: [9] = 9 / 1d100: [79] = 79

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

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

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


"¡Qué quilombo!"
What a mess!
As they approach, Minerva sits upright from her previous relaxed position. The bodies don't surprise her, but the engine and turret having been ripped out and off of the truck definitely do. "Everyone keep your eyes open. This does not feel good. But the signal said there were three survivors. We should find them, no?"

When Amélie comes to a stop, Minerva hops out and heads straight for the destroyed vehicle. She kneels down, places a hand on it and tries to pull a read from it (Object Read: -6 ISP, Impressions: 1d100: [59] = 59 /74% - PASS, Images: 1d100: [1] = 1 /66% - CRITPASS, Present: 1d100: [5] = 5 /56% - PASS)
Grace Minerva
Ledger
  • I.S.P.: 426
  • H.P.: 130
  • S.D.C.: 207
  • M.D.C.: 322 (during Supernatural Transformation)
User avatar
Phinneas_Graves
Posts: 193
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [82] = 82
JIC: 1d20: [8] = 8 | 1d100: [6] = 6

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [7] = 7
Detect Ambush 65% | 1d100: [40] = 40
Land Navigation 66% | 1d100: [26] = 26
Electronic Countermeasures 65% | 1d100: [45] = 45
Radio: Basic 80% | 1d100: [38] = 38

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

When they finally arrive at the scene of the distress call, Jack lets out a short whistle.

Man, whatever did this really DID this....

Seeing nothing on the radar and no indication of any other life around them, he exits his Warbird and follows Minerva as cover up to the vehicle as she checks the rear compartment. "Radar is clear, but we should still only make this as long as necessary, eh muchacha?"

While scanning the area around them for any signs of trouble, Jack also keeps an eye out for anything that might be worth picking up as "battlefield salvage", and once he is done covering Minerva will check the turret and any other weapons he sees for unused ammunition/E clips.

They won't be needing it anytime soon
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
User avatar
Amber Dach
Silver Level Patron
Posts: 325
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [53] = 53 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [12] = 12 | 1d100: [31] = 31


Skills Rolls
Charm/Impress: 55% = 1d100: [3] = 3
Invoke Trust/Intimidate: 84% = 1d100: [50] = 50
Intelligence 61% = 1d100: [51] = 51 (looking for signs of what did this)
Lore: Demon & Monster 91% = 1d100: [89] = 89 (looking for signs of what did this)
Radio: Basic 70% = 1d100: [5] = 5

Constant/Active Conditions
Sixth Sense: Range 180’
Mind Block Auto-Defence
Sense Supernatural Evil & Sense Magic Energy: Range: 700' (100’/level) when being is not using powers or abilities; 1700’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 94% = 1d100: [91] = 91
o Track by Psychic Scent: 105% = 1d100: [88] = 88 (103% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 120% = 1d100: [73] = 73 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days
Presence Sense: duration: 28 minutes; 240’ radius

Amber’s gaze swept over the damaged truck. By the Gods. Kind of reminds me of the havoc R71 caused at the base down in South America.
Minerva wrote: Thu Jan 16, 2025 12:10 am "¡Qué quilombo!"
What a mess!
As they approach, Minerva sits upright from her previous relaxed position. The bodies don't surprise her, but the engine and turret having been ripped out and off of the truck definitely do. "Everyone keep your eyes open. This does not feel good. But the signal said there were three survivors. We should find them, no?"
Amber nods solemnly. "Survivors are our priority," she says in a commanding tone. "Don’t wander off team. I don’t think anyone wants to face whatever did this alone. Secure the perimeter and see what you can find out. Over."

She reaches out with her senses to see if she can detect the presence of either the survivors or whatever did this. (Amber uses her Sense Supernatural Evil & Magic Energy ability and Presence Sense – 4 I.S.P.)

Once she is sure that whatever did this is not in the immediate vicinity, she will dismount Amélie and approaches the back of the truck, her hands adjusting her grip on her rifle as she surveys the damage. The sheer force of the attack spoke of something savage, something relentless. The lack of a radar hit, and the fact that the cargo had been untouched, were both odd. This wasn't the work of raiders, or wild predators. It was something else, something deliberate. She had a feeling this was no random encounter.

“Team. I am going to reply to the distress call and see what happens. Someone cover the other side of the vehicle. Be ready. Over.”

She opens a channel on the distress frequency. “This is Vixen, responding to your distress call. We are at your location. Please respond. Over.”

Presence Sense
Presence Sense, Revisited (Coalition Manhunters Page 138)
Range: 120-foot radius.
Duration: 2 minutes (8 melee rounds) per level of experience.
I.S.P.: 4
Saving Throw: None.

Presence Sense is a psionic probe and awareness that alerts the psychic to the living presence of notable life forms (including human beings and other humanoid and intelligent life forms), and supernatural beings. The ability cannot pinpoint the exact location of “the presence,” but will give the psychic the impression of whether it or they are near (within 50 feet) or far (beyond 90 feet). The sensation also gives the character a vague idea of how many presences there are; one or two, a few (3 to 6), several (7 to 15), many (20-70) or an army or a swarm (100 or more). The exact nature of the presence, its location, distance, and direction of travel can NOT be determined. Simply that there is one or more “presences” within the diameter of the sensing range.

The presence of the supernatural is a much stronger and more unique signature than mortal life forms or even that of creatures of magic such as dragons and Faeries. Thus, the psychic is able to tell when one or more of the presences are supernatural beings, but not exactly what it is or where it may be. The psychic will, however, know if the supernatural presence is small (something not too powerful such as an Entity or demonic Host), minor (Lesser Demons, subdemons, and most animalistic supernatural predators), big (Greater Demons, Elementals, Demigods, Godlings, and massive, powerful supernatural monsters), or huge (Demon Lords, Greater Elementals, Deities, Ancient Supernatural Evil, or an Alien Intelligence). However, the exact nature of the supernatural being is unidentified and its location is vague, same as described above. Note: Witches, Dark Priests, Necromancers, and other mortals who draw their power from a supernatural being do not register as being supernatural themselves; they register as a simple human or human-like life form.

Humans. The psychic can also sense the life force of humans, D-Bees, aliens, and other intelligent life forms including creatures of magic, but with much less accuracy. It is more of a feeling of “We are not alone.” The presence(s) distance is completely undeterminable and the number of presences is limited to a sense of one or two or many even if there is an army around the corner, and that number is only correct half of the time. One or two could really be 20 or an army, and the sensation of an army could be a few. The only exception is if the area has been deserted and cleared out of human life. In that instance, the psychic can sense the number of people and their distance with much greater accuracy (one or two, a few, etc., and near, far, above, below, north, south, east, west). Of course, the psychic always knows the presence(s) is within their sensing range.

Speaking of which, by spending a total of 8 I.S.P., the psychic is able to increase the sensing range by 50% (180 feet). Moreover, when on a ley line the sensing range is automatically increased by 50%, and doubled at a nexus point (240 feet), without requiring the psychic to invest more I.S.P. Note: Presence Sense can NOT be used to locate a specific person or type of supernatural being, and can never pinpoint anyone. The presence of a supernatural being that is hiding in a crowd of people will register as being present and near or far, but who, what, and where it may be is indiscernible. Presence Sense is not a tracking device, it simply alerts the user that there are one or more mortal and/or supernatural presences somewhere within the individual’s 120-foot radius of sensation. Which means the supernatural being could be almost anywhere, including above or below, especially in urban settings.

Zombies, Mummies, and animated dead/skeletons do NOT register as any sort of presence, living or otherwise. They are, in effect, lifeless robots or undead created and programmed by magic. Whether there are two or two hundred, and they cannot be sensed by this ability.

Haunting Entities, Poltergeists, Worm Wraiths, and vampires, register as small and medium supernatural presences, respectively, because Entities are strange, supernatural energy beings, and vampires are demonic abominations imbued with the splintered life essence of the Vampire Alien Intelligence that gives them unlife.

Dragons, regardless of age, Faerie Folk, werebeasts, and other creatures of magic register simply as intelligent, presumably human, life forms.

Animal, insect, and plant life does not usually register at all. This sixth sense evolved in mortals to alert them of the presence of supernatural beings, first and foremost, and fellow humans/intelligent mortal beings, second. However, sometimes (G.M.’s discretion) a large swarm, or massive monster like a T-Rex may register as a presence.

Xiticix, A’rac, Drizzit, Spinne, and other intelligent insectoids may or may not register as a “presence;” 50/50 chance. When they do, their numbers are impossible to determine even in broad terms. The same holds true of plant beings such as the Fennodi, Chasseur Vert, Forest Wardens, Ganka, etc., and yet stone and crystalline beings usually do register as a presence.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
User avatar
Susan Lee
Diamond Level Patron
Posts: 365
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [26] = 26 / 38%
JiC: 1d20: [1] = 1 / 1d100: [3] = 3

CONDITIONS: See Invisible, Eye Spies out

Whatever attacked this vehicle is either very powerful or the vehicle itself is very weak,
Susan considers. She looks at the corpses and gets a tab of boing-go ready. These poor people. Am I getting used to seeing bodies? Does it help being up in the air?

"Roger that, Commander. I will remain in low overwatch position and be ready to treat any injured we discover."

Susan drops in altitude until she's just above the trees, keeping a sharp eye for any movement or an approaching threat. We'll find out if this is a trap momentarily, I suppose.

She continues scanning for potential technological threats.

Radio: Basic: 1d100: [25] = 25 / 100%
Electronic Countermeasures: 1d100: [18] = 18 / 50%
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
Image
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 163
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [66] = 66 +25% For Electrical 1d100 1d100: [14] = 14
JIC d20: 1d20 1d20: [7] = 7
JIC: 1d100 1d100: [84] = 84

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

Skills:
Wilderness Survival 70% 1d100: [64] = 64
Hunting
Land Navigation 71% 1d100: [55] = 55


Arvid sees devastation around the area he uses his skills to try to find foot prints and also the size of the slashes to help him determine the size of the creatures or creature, maybe if it flew or came from underground. he also tries to figure out where the vehicle came from and are heading.
He hears orders from Amber,
Amber nods solemnly. "Survivors are our priority," she says in a commanding tone. "Don’t wander off team. I don’t think anyone wants to face whatever did this alone. Secure the perimeter and see what you can find out. Over."
He agrees, and speaks up, “Eagle to team, be very careful, the target could come from the air the ground or underground. I’m still trying to locate tracks and figure out the size of this thing or Things!”

Arvid looks around using his superior eyesight looking for tracks, if none seen right away he thinks, It might be intelligent, and covered them, or winged. but they would use a snach and grab not stick around to do this damage. The underground might use a trapdoor or other means of ambush attack.
Last edited by Arvid Hammerson on Sun Jan 19, 2025 8:40 am, edited 1 time in total.
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

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

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

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


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

Re: Shadows of Perfection

Post by David Swift »

Perception: 21% 1d100: [40] = 40
JIC d20: 1d20: [10] = 10
JIC 1d100: 1d100: [78] = 78

Conditions/Stats:

Sense Rifts- Automatically senses rifts. Range is 150 miles. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
Sustain 60/72 hours
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes
  • Armor of Ithan: 50/50
  • Breathe Without Air
  • Chameleon
  • Escape
  • Float in Air (leaves no footprints, spd reduced by half)
  • Invisibility: Superior
  • Levitation
  • See the Invisible
  • Shadow Meld

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


Detect Ambush 45%: 1d100: [63] = 63

David pulls to a slow stop while driving the Cargonaut. Looking out over the site, David eyes the situation. Looking over the destroyed vehicle and other stuff, David thinks, This looks and feels like a set up. I hope it's not, but it feels just too pat.
“Team. I am going to reply to the distress call and see what happens. Someone cover the other side of the vehicle. Be ready. Over.”
Since Minerva is checking on the vehicle and Amber is reaching out on the radio. David keeps the Cargonaut ready to move, and his weapons to hand. He also keeps checking the perimeter for problems. He just knows there's something coming sideways.
David Swift

Gear:

Carried/In Hand:
TW Storm Rifle

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

Utility Belt:
LP2 Laser pistol
E-clip
Canteen
Binoculars
User avatar
Underguard
Dimension Master
Posts: 1333
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Shadows of Perfection

Post by Underguard »

Conditions wrote:Location: West of Kingsdale
Weather: Cloudy (-10* Celsius/22* Fahrenheit)
Date/Time: Early December, 3:55am, Saturday.
The Horizon Group arrives on a scene of nightmares, cautiously approaching and inspecting the area. Amber issues her orders as the crew moves to secure and investigate the area. Amber takes a moment to extend her psionic radar and much to her relief, she doesn't sense any source of evil nearby but does get three additional presences all huddled in the back of the vehicle. Calamity doesn't notice any signs of a trap or ambush and can see that this vehicle, while study, is a stripped down version of NG-MV31 Mountaineer Exploration ATV and the rear cargo compartment is sealed. It isn't worth more than than the time it'd take to haul it as scrap with it's shredded engine. Calamity doesn't even know where to start on getting the vehicle moving again. David stays in the Cargonaut ready to respond to orders and watching the radio bands. Susan stays in a low overwatch of the area and notes that the area is quiet and still. Arvid offers some potential ideas and warnings, but thankfully (or worrying) doesn't spot any tracks that might indicate where or how the aggressor travels.

Minerva instead approaches the vehicle and places her hand on the side of it to get a glimpse of what happened here. Minerva falls into a trance of sorts as she gets a
Minerva senses a good hearted, but simple person who owned this ATV; one who was now dead. The ATV was only used to transport families and supplies, never being touched by anything evil until recently. The stench of evil that comes from the damage is intense, as if it is a being fueled by anger and hunger.
Minerva feels a white wash of light in her head as images flood her mind. The ATV on a dark road, the driver sitting in the cab with four others; one middle aged woman, one young adult looking man, one slightly younger young adult girl sitting with a much younger girl. Suddenly an image of a black shadow crosses the flood-lights. A monstrous arm reaches from the outside darkness, connecting with the ATV, one Minerva has never seen before. A brief glimpse of the monster is enough to induce nightmares, unlike anything Minerva has ever seen. Then the large shadow destroying the engine as darkness falls after the ATV lost power. An image showing the younger man ushering the three women to the back of the vehicle. A claw eviscerates the driver, owner; a middle aged man. Then comes for the younger man. Several images show the shadow circle the ATV, slashing at it before apparently giving up. Where the Shadow is the images don't show.


Phinneas monitors the area, and like Calamity doesn't notice any signs of an ambush, and besides the repeating distress call originating from the back of the ATV, nothing is on the radio bands. Phinneas and Amber are able to decrypt and connect to the frequency of the distress signal in order to respond to it. Amber takes this opportunity and is surprised to hear what can only be described as a near hysterical middle aged female voice answer her. "Is-- Is it safe? Tom? Jack? Please... answer me." Minerva comes out of her trance-like state as voice from the ATV answers Amber.

What are your intentions


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



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

User avatar
David Swift
Posts: 26
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 21% 1d100: [58] = 58
JIC d20: 1d20: [11] = 11
JIC 1d100: 1d100: [74] = 74

Conditions/Stats:

Sense Rifts- Automatically senses rifts. Range is 150 miles. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
Sustain 55/72 hours (Cast Friday 10:00)
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes
  • Armor of Ithan: 50/50
  • Breathe Without Air
  • Chameleon
  • Escape
  • Float in Air (leaves no footprints, spd reduced by half)
  • Invisibility: Superior
  • Levitation
  • See the Invisible
  • Shadow Meld

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

Amber takes this opportunity and is surprised to hear what can only be described as a near hysterical middle aged female voice answer her. "Is-- Is it safe? Tom? Jack? Please... answer me."
Feeling the tension, David quips, "Jack, something you want to tell us about?" Despite not seeing anything out in the darkness, David keeps his eyes glued to the area beyond the clearing. I hope that's a real person and not a trap. I saw too much of that sort of thing used by both sides in the aftermath of the Tolkeen war. David grips his Storm Rifle tighter as he waits for what happens next.
David Swift

Gear:

Carried/In Hand:
TW Storm Rifle

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

Utility Belt:
LP2 Laser pistol
E-clip
Canteen
Binoculars
User avatar
Phinneas_Graves
Posts: 193
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [30] = 30
JIC: 1d20: [2] = 2 | 1d100: [58] = 58

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [43] = 43
Detect Ambush 65% | 1d100: [44] = 44
Land Navigation 66% | 1d100: [64] = 64
Electronic Countermeasures 65% | 1d100: [64] = 64
Radio: Basic 80% | 1d100: [44] = 44

Constant Conditions:
Special Abilities
1. Super Endurance: Can lift and carry twice as much as a normal person of equivalent Strength and Endurance, and can last 10 times longer before feeling effect of exhaustion. Can remain alert and operate at full efficiency for up to 3 days (72 hours) without sleep. Needs only 4 hours of sleep to function at full capacity.
2. Increased Strength: Falls under "Augmented" category.
3. Increased Speed: Can leap 20 ft across and 15 high after a short run (half the distance from a dead stop).
4. Heightened Reflexes and Agility: Exceptional Balance and Grace.
5. Enhanced Senses:
Enhanced Vision: Character has perfect 20/20 vision and exceptional long range vision; can read a small sign or recognize a face from up to 2 miles away when he concentrates; must have line of sight.
Enhanced Hearing: Can hear a whisper or a twig snap up to 3oo ft away. Acute hearing gives an Automatic Dodge on ALL attacks; even from behind and surprise attacks. Does NOT use up a melee attack. Normal dodge bonuses do not apply, but P.P. bonuses do.
Enhanced sense of smell: Character can instantly recognize odors (01-65%), recognize a person by scent like a dog (01-25%), and even track by smell (01-30%), provided the scent is not more than 2 hours old.
Enhanced sense of taste: Can taste for a specific flavor, discern specific ingredients and tell if a drink or food has been poisoned, drugged or spoiled. Chance for detection (01-55%), +20% if the chemical has a telltale taste or odor to begin with.
Enhanced sense of touch: Character recognizes very slight differences in textures by touch. Adds 10% to all skills that require a delicate touch such as Art, Demolitions, Palming, Pick Pockets, Pick Locks, Electronics, etc.
6. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of pain will impair the Crazy until he is down to 10 HP or less. At that point the warrior will realize his condition and start to feel the effects of his injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage in moments.
7. Crazies Bio-Regeneration: The Crazy must stop to slip into a meditative trance. While in the trance, he is completely helpless and cannot move or take any action. All of his concentration is being forced into an accelerated bio-feedback program that will restore 2D6 HP and 3D6 S.D.C., stops bleeding, and closes wounds in 2D4 minutes. An extended period of Crazies' Bio-Regeneration, over a period of 6 hours, will restore all S.D.C. and an additional 4D6 HP.
David Swift wrote: Fri Jan 24, 2025 5:42 pmFeeling the tension, David quips, "Jack, something you want to tell us about?"

Looking to David, Jack says "You wouldn't believe me....."

Wanting to get the detour over with and back on track to Perfection, Jack calls back to whoever is sending the distress signal. "Hey, it's Jack. It's safe out here now. Come on out."

Come out, come out, wherever you are.....

Jack waits for a reply, or for some hatch to open in the back of the decimated vehicle. His ears are perked up and listening for the approach of anything from the wilderness.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 163
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [38] = 38 +25% For Electrical 1d100 1d100: [55] = 55
JIC d20: 1d20 1d20: [6] = 6
JIC: 1d100 1d100: [41] = 41

Conditions:
Night Vision 200 ft
FIre and Cold resistant (does half damage) ,
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Skills:
Wilderness Survival 70% 1d100: [69] = 69
Hunting
Land Navigation 71% 1d100: [34] = 34

Arvid is puzzled by the lack of tracks, so that leads to flying or rifting in and out of here. He video tapes the scene to go over it later with all the rest. He speaks up over the radios, “I don’t see any tracks. I suggest we grab the survivors and get to our destination. You might want to grab something the attacker might have touch.”
OOC Comments
OCC the Armor has Video Camera
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

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

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

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


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
User avatar
Amber Dach
Silver Level Patron
Posts: 325
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [44] = 44 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [8] = 8 | 1d100: [10] = 10


Skills Rolls
Charm/Impress: 55% = 1d100: [32] = 32
Invoke Trust/Intimidate: 84% = 1d100: [24] = 24
Lore: Demon & Monster 91% = 1d100: [23] = 23 (looking for signs of what did this)
Intelligence 61% = 1d100: [74] = 74 (looking for signs of what did this)

Constant/Active Conditions
Sixth Sense: Range 180’
Mind Block Auto-Defence
Sense Supernatural Evil & Sense Magic Energy: Range: 700' (100’/level) when being is not using powers or abilities; 1700’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 94% = 1d100: [95] = 95
o Track by Psychic Scent: 105% = 1d100: [92] = 92 (103% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 120% = 1d100: [100] = 100 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher ( 1d4+3: [1]+3 = 4 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days
Presence Sense: duration: 23 minutes; 240’ radius

Underguard wrote: Mon Jan 20, 2025 10:50 pm Amber takes this opportunity and is surprised to hear what can only be described as a near hysterical middle aged female voice answer her. "Is-- Is it safe? Tom? Jack? Please... answer me." Minerva comes out of her trance-like state as voice from the ATV answers Amber.
\
Phinneas_Graves wrote: Fri Jan 24, 2025 7:06 pm Wanting to get the detour over with and back on track to Perfection, Jack calls back to whoever is sending the distress signal. "Hey, it's Jack. It's safe out here now. Come on out."
Amber’s brow furrows. Are you fricking kidding me? Being a smartass to people that are in shock and just lost friends or family! She clicks on the teams comms. Jack," the single syllable of his callsign, clipped with a touch of warning, "Show some respect. One of the dead is obviously named Jack. Not only was that insensitive and callous, but it’s not going to help us here.” She takes a moment to regain her temper. “I’m confident that this is not a trap based on what I could read off them, but keep your eyes and ears open. Let’s see if we can help them and figure out what happened here.”

Amber replies to the woman in the ruined Mountaineer, her calm tone a stark contrast to the woman’s panic. "It’s safe now, we’re here to help. You can come out. Do you require any medical assistance?" she said into the comms. She takes a deep breath as she says, “I’m afraid I have some bad news for you, your two companions did not make it.”

Once they have a moment to process their grief at the loss of their friends or family members, she asks them a few questions in a calm reassuring manner, “Who are you? Where were coming from and where were you headed? Can you tell us what happened?”

She takes a moment to turn her attention to the team’s comms once things settle down. “Calamity, any chance we can tow this scrap heap back to Perfection? Or is it too busted up?" she inquires.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
User avatar
Phinneas_Graves
Posts: 193
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Rolls Held

Really.....?

At Amber's chastising over the team comms, Jack looks directly at her and makes his way toward her vehicle. When he gets next to her door, Jack looks at her and says "Really? Do ya really think thats what she could have meant? Because, ya know, that completely didnt cross my mind. But maybe, just maybe, a possibly similar voice and name calling back to her could get them to come out faster than a group of strangers telling her that their companions are dead, and that they should come out now. Maybe we could have said their friends were dead AFTER they came out, hmm?"

Jack then walks back to the destruction and continues checking for any Ammo he can find while the rest of the group continues trying to get the survivors out.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
User avatar
Calamity John
Diamond Level Patron
Posts: 82
Joined: Tue Sep 18, 2018 8:59 am

Re: Shadows of Perfection

Post by Calamity John »

Perception 28% (+5% about a good deal): 1d100: [45] = 45
JIC d20: 1d20: [12] = 12
JIC d100: 1d100: [16] = 16

Calamity has his greed up a bit. Maybe that's the point of this scene in the Calmity John Show. John imagines a stagecoach full of gold bars and wills the scriptwriters that only exist in the merchant's mind to make it happen. "Hey David, pull us parallel to that wreck about 30 paces out. I bet good money if this isn't a setup the survivors are in the cargo pod. And.... If not I want to check it anyway for something worth trading. I think if this isn't a total mess our boss will have a burial detail too. Or we're taking the bodies to town for the same reason."
Do not PM this account. PM Tyrannosapiens Rex instead.

The oddest Merchant you've never met.
User avatar
Underguard
Dimension Master
Posts: 1333
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Shadows of Perfection

Post by Underguard »

Conditions wrote:Location: West of Kingsdale
Weather: Cloudy (-10* Celsius/22* Fahrenheit)
Date/Time: Early December, 4:15am, Saturday.
Much to Amber's expectation, there was a silence after Jackphin made the comment on the radio, though Amber is able to coerce the door to be unlocked. Inside there are three women, a middle aged woman with blood on her clothes, a teenager with a limp and a child that appears unharmed. "I'm Emily. These are my daughters, Cassidy and Elanor. Tom was my husband and Jack..." She turns to her elder daughter, Cassidy for a moment and takes a shaky breath. ".. my son. Please, help my daughters. Cassidy hurt her ankle." She says to Amber's request.

After a moment, she expands on what they were doing. "We were returning to Perfection ourselves... we never expected the beast to attack us." She explains. "No one has ever seen the beast and survived except for Virgil, he's back in Perfection too." She adds. Arvid collects the bodies of the slain men while Jackphin keeps an eye out around the perimeter with Minerva. Susan is confident that she can set the ankle in the teenager and that the mother is likely concealing another injury. [Field Surgery, Medical Doctor to properly assess the mother and set the ankle in the teenager]

Near the front of the truck, Calamity and David work to tow the vehicle and can tow it, but it'll be slow. There is no pressure on the steering wheel but the wheels can be unlocked and aren't completely shredded. On a cursory look, it probably needs a new engine and would be running again with some work. [Pilot Truck to properly get it hitched and secured.]





What are your intentions


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



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

User avatar
Calamity John
Diamond Level Patron
Posts: 82
Joined: Tue Sep 18, 2018 8:59 am

Re: Shadows of Perfection

Post by Calamity John »

Perception 28% (+5% about a good deal): 1d100: [68] = 68
JIC d20: 1d20: [18] = 18
JIC d100: 1d100: [63] = 63

Pilot: Truck 72%: 1d100: [48] = 48

"Yeah boss, tow can be done no problem. My rig could probably drag it even if its axles are locked up."

John escorts the survivors to the back of his Cargonaut and does his best to arrange the stuff in the back to make them comfortable. The clothes hound even opens up the wardrobe to offer them jackets to keep warm. The Black Marketeer can't fit them all in the cab without either himself or the newest hire getting stuck in the cargo instead.

This could still be a set up. John shakes his head. Hush sister. I'm sure this scene is just about adding an extra sense of foreboding to this episode.

This isn't the Calamity John Show, brother. You better let me take over before you get us both killed.

Not yet, sister. You handle the action scenes. Wait for your cue.

If he finds some scrap tarps or cloth in their rig, John will struggle heavily to wrap up the bodies in them and then he will lift them over his shoulder and stumble over to load them inside the damaged vehicle.

If he's out of luck on wrappings, he calls for help to lift them up and into the cargo compartment. "Hey David, grab the arms." John's clearly physically struggling with his part of the load.
Last edited by Calamity John on Fri Feb 07, 2025 6:10 pm, edited 1 time in total.
Do not PM this account. PM Tyrannosapiens Rex instead.

The oddest Merchant you've never met.
User avatar
David Swift
Posts: 26
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 24% 1d100: [47] = 47
JIC d20: 1d20: [7] = 7
JIC 1d100: 1d100: [88] = 88

Conditions/Stats:

Sense Rifts- Automatically senses rifts. Range is 150 miles. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
Sustain 54/96 hours (Cast Friday 10:00)
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes
  • Armor of Ithan: 50/50
  • Breathe Without Air
  • Chameleon
  • Escape
  • Float in Air (leaves no footprints, spd reduced by half)
  • Invisibility: Superior
  • Levitation
  • See the Invisible
  • Shadow Meld

PPE: 72/77 + 300/400 Energy Sphere
ISP: 26/30
HP: 24/24
SDC: 26/26

"Hey, it's Jack. It's safe out here now. Come on out."
Seriously, man? That's messed up.

David slowly exhales a worried breath as the people in the damaged vehicle are revealed to be just that. People. I really didn't want that to be a trap.
After a moment, Emily expands on what they were doing. "We were returning to Perfection ourselves... we never expected the beast to attack us." She explains. "No one has ever seen the beast and survived except for Virgil, he's back in Perfection too." She adds.
"Hey David, grab the arms." John's clearly physically struggling with his part of the load.
David say, "C'mon, folks, let's find you a better place to ride." He helps CJ rearrange things in the Cargonaut to let the group ride in the back. After helping them tuck in out of the weather, David turns to help John. "Yeah, let's get these poor people in the ruined car. Calamity, you'd better drive from here on out until we can stop towing. I don't trust my driving skill with that odd load."

Once everyone is on the move again and the children are (hopefully) asleep, David turns to Emily and asks as quietly as he can. "What can you tell us about what attacked you?"

Intelligence 54% 1d100: [3] = 3
Lore: Demons & Monsters 50% 1d100: [90] = 90
David Swift

Gear:

Carried/In Hand:
TW Storm Rifle

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

Utility Belt:
LP2 Laser pistol
E-clip
Canteen
Binoculars
User avatar
Amber Dach
Silver Level Patron
Posts: 325
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [92] = 92 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [5] = 5 | 1d100: [57] = 57



Skills Rolls
Charm/Impress: 55% = 1d100: [97] = 97
Invoke Trust/Intimidate: 84% = 1d100: [9] = 9
Paramedic 80% = 1d100: [83] = 83 (if Susan wants assistance for treating the survivors)
Intelligence 61% = 1d100: [84] = 84 (looking for any clues about the Beast or info on family)
Mythology: 40% = 1d100: [63] = 63 (looking for information about the Beast)
Lore: Demon & Monster 91% = 1d100: [31] = 31 (looking for information about the Beast)

Constant/Active Conditions
Sixth Sense: Range 180’
Mind Block Auto-Defence
Sense Supernatural Evil & Sense Magic Energy: Range: 700' (100’/level) when being is not using powers or abilities; 1700’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 94% = 1d100: [97] = 97
o Track by Psychic Scent: 105% = 1d100: [63] = 63 (103% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 120% = 1d100: [100] = 100 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days
Presence Sense: duration: 28 minutes; 240’ radius


Amber felt the weight of command settle heavily on her shoulders. Jack's radio comment about the locked door still lingered, a sour note in her mind. You didn't survive this long by being trusting, but Emily and her daughters seemed genuinely terrified, not cunningly deceptive. The sight of the three women, Emily, Cassidy, and Elanor, was far more affecting than any tense silence. The blood staining Emily’s clothes spoke volumes. Amber's Atlantean heritage, usually a source of steely resolve, felt strangely inadequate against this raw human tragedy.

Amber gestures for Emily, Cassidy and Elanor to sit down and sets Susan to assessing Emily’s concealed injuries and Cassidy’s ankle injury. She makes sure to have the survivors facing away from the grisly sight in front of them as they evaluate the ladies. “If you need any help, Susan. Let me know.”

She keeps an eye on the activity going on. She watches Arvid efficiently move with a gentle strength, carefully lifting fallen the bodies lying in the snow, his Asgardian grace a stark contrast to the brutality of the scene, reflecting pure honour and compassion. She nods approvingly at his actions. His selfless actions spoke volumes, a stark contrast to brutality, reflecting pure honour and compassion.

The mechanical challenges of the tow she leaves to John and David. John comes across as a cynical, cutthroat businessman, but he has a compassionate heart under that gruff exterior. He seems like a good pickup to our crew. She thinks as she watches him shuffling the survivors into his Cargonaut, and digging into his wardrobe offering jackets against the biting wind. David, too, is showing a calm, compassionate demeanour. I hope they both rub off on Phinneas who has become more… aggressive since he lost his arm.

Amber watched the team at work, a quiet hum of satisfaction running through her at their professionalism. Yet, a nagging suspicion lingered. The too-easy rescue, the cryptic mention of "the beast," and Emily's reluctance to fully divulge details. This all felt… staged somehow.

Amber approaches the wrecked vehicle as John and David finish their work to get it secured for towing. "Side-step," Amber said, her voice low and commanding, "since the survivors are going with you and Calamity, I want you to take the lead in questioning Emily. Press her gently, but be persistent. Maybe she is hiding something to protect her kids from whatever horror this is, but it may be something else. We need any details you can get from them. What does this ‘beast’ look like. What weaponry is it using. We need to know everything we can. I also want to know where they were coming from." She whispers. “Something feels off about this situation, so stay sharp.” She gives him a nod. “I’m going to poke around the vehicle a bit before we move on to Perfection and see what I can find. I doubt we’ll be able to get at it once we get there."

Amber moved with a practised grace, her senses heightened, alert for any sign of deception. She began a systematic search of the vehicle looking for something out of the ordinary. She searches through every compartment and looks for any hidden compartments or modifications. She searches under the seats and into any nook and cranny she can find. Tell me your secrets. What are you hiding?

Once her search is complete, she heads back to Amélie and readies to leave once everyone is ready. She turns to Minerva in the seat beside her. “What’s your read on this, mi hermana?”
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 163
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [53] = 53 +25% For Electrical 1d100 1d100: [64] = 64
JIC d20: 1d20 1d20: [4] = 4
JIC: 1d100 1d100: [75] = 75

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

Wilderness Survival 70% 1d100: [60] = 60
Hunting
Land Navigation 71% 1d100: [68] = 68

Arvid helps move the wreck vehicle, straight the bent frame where needed. Wields a towing hook and does other things where needed. Then moves into position behind another vehicle.

Next, he finds some rope and tarps to wrap the bodies up. He places the bodies inside the towed vehicle and secures them.
Rope Works 60% 1d100: [94] = 94 Freeze Water (10) keep body cold so that it doesn’t start rotting
Rope Works 60% 1d100: [58] = 58

Arvid then lets the boss know that it is Ready to roll, “Amber the bodies are secured, and it looks ready to go.”

Arvid thinks of how sad this is for the family if the bodies were not so mutilated he could have tried to bring them back. there was just to much damage and things were missing here or there. Sometimes it may be not worth trying to bring a someone back from the dead. I wish that I could have tried to save them.

He heads over to a large boulder and strikes it to help relieve his anger. He whispers a short prayer, "Odin, father, this family has suffered, if I cross paths with this monster and if it is your will allow me to strike it down."

Fist Damage: 6d6+15 6d6+15: [4, 1, 3, 3, 2, 6]+15 = 34
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

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

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

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


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
User avatar
Minerva
Diamond Level Patron
Posts: 301
Joined: Sat Jun 03, 2017 11:55 pm
Contact:

Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [22] = 22 /59%
JIC: 1d20: [10] = 10 / 1d100: [11] = 11

"That...that was awful." Minerva rouses herself from her trance and refocuses on the here and now. She looks at the now freed people from the vehicle. Poor poor women. We must get them to safety. Minerva approaches them as they're being tended to by Susan. She looks at Emily and for a moment is lost for words. When they do come to her, all she manages to say is. "Nunca más. Never again. We get you and the girls to safety, OK?" Looking to Susan, Minerva asks "May I offer healing? I do not wish to interfere with the hippopotamus oath." If Susan deems them needing of a healing touch, Minerva will
  • Touch of Health @ Mother: + 1d6*10: [5]*10 = 50 SDC, -15 ISP
  • Touch of Health @ Teen: + 1d6*10: [1]*10 = 10 SDC, -15 ISP
on both teenager and mother.

Once it's all done, she hops back into the Jeep with Amber.
Amber Dach wrote: Sat Feb 08, 2025 6:26 pm“What’s your read on this, mi hermana?”
Making sure the survivors are not in earshot to prevent them from reliving their worst day, Minerva retells what she experienced in her vision. Going over the details, she adds in her perspective about the scenario. "It was a truly sickening evil. Evil and anger. That is all it is made of. We must tread carefully and no matter what... we must get these three back to their home. They will suffer no more from this.
I swear it on the lives of my loved ones.
. "
Grace Minerva
Ledger
  • I.S.P.: 426
  • H.P.: 130
  • S.D.C.: 207
  • M.D.C.: 322 (during Supernatural Transformation)
User avatar
Phinneas_Graves
Posts: 193
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [47] = 47
JIC: 1d20: [13] = 13 | 1d100: [83] = 83

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [86] = 86
Detect Ambush 65% | 1d100: [13] = 13
Land Navigation 66% | 1d100: [29] = 29
Electronic Countermeasures 65% | 1d100: [56] = 56
Radio: Basic 80% | 1d100: [88] = 88

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

Jack patrols the perimeter as the others secure the bodies and wrecked vehicle, as well as attend the the survivors injuries. He is still somewhat perturbed with Amber and her handling of his attempt to get the survivors to come out.

So glad to see the perimeter is still a priority....

As the group finishes getting things together, Jack continues to closely monitor the area, unable to shake the feeling of something not being right.

No unused Ammo. No shell casings. No sign of a fight.

"Why were these people out here?" he inquires over the team comms. "Off the beaten path in an under-armored vehicle, with monsters on the loose. Seems like one hell of a risk for a family outing"

As the group begins to load up to head out, Jack returns to his Warbird and gets ready to join the convoy again.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
User avatar
Underguard
Dimension Master
Posts: 1333
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Shadows of Perfection

Post by Underguard »

Conditions wrote:Location: West of Kingsdale
Weather: Cloudy (-10* Celsius/22* Fahrenheit)
Date/Time: Early December, 5:45am, Saturday.
The team has somewhat of an awkward first encounter with the survivors, though they are able to safely load both the survivors and remains of the fallen into the vehicles. The trip is slowed a bit as everyone watches the perimeter. Shadows seem to dart around the lights that flicker from the vehicles, though no one could be sure if that wasn't just paranoia.

David tries to get more out of the survivors while Calamity keeps the truck smooth. "We knew the risks about traveling at night but it was an emergency to return to Perfection. We had a small farm some miles out of town, and last night something slaughtered our stock and tripped our emergency lights. We didn't chance it and abandoned the property in favor of coming back with the sheriff today. We didn't know we were being followed. " She explains to David. Both the younger girls are a bit shell shocked. "All I saw was when this monstrous claw ripped out our engine but before we could see anything else, Tommy got us to the shell and we sealed ourselves in as we heard a roar. We've been stranded for... 2 hours? I think." She finishes, her hand going up to a locket around her neck.

Amber and Minerva share ideas while Arvid scouts ahead. PhinJack asks some follow up questions about the validity of the survivors. Arvid can tell from the air that sunup will be at 7:07a. It takes the group collectively about an hour and a half to arrive at Perfection, arriving around 5:45am. Sunup is still an hour or so away, but already there is a lot of movement around the small town. Including two well-armed guards at the entrance, each with a duster and cowboy hat riding well barded horses. They have badges that say deputy displayed as one of them approaches the Horizon Group Convoy.

"Hoo! State your business!" The first deputy calls out.

What are your intentions


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



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

User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 163
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [12] = 12 +25% For Electrical 1d100 1d100: [96] = 96
JIC d20: 1d20 1d20: [7] = 7
JIC: 1d100 1d100: [99] = 99

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

As Arvid approaches the town in the early hours of the morning he sees with his superior vision and night vision.
It takes the group collectively about an hour and a half to arrive at Perfection, arriving around 5:45am. Sunup is still an hour or so away, but already there is a lot of movement around the small town. Including two well-armed guards at the entrance, each with a duster and cowboy hat riding well barded horses. They have badges that say deputy displayed as one of them approaches the Horizon Group Convoy.

Arvid calls out over the radio, “Boss, Eagle has town in in view. It seems to have people active and I see two guards.”
"Hoo! State your business!" The first deputy calls out.


When he approaches them and they ask him about his business in town Arvid brings his turbo down to street level and in his deep voice states, “Our group are here to bring some folk that were attacked on their way here. My boss will explain what happened and answer your further questions once we see that the wounded and dead have been helped. I think that would be the best. Where do we take them, and can you call ahead for some help.”

Uses his power of Empathic Charisma to try to speed things along.
Charm/Impress: 40% 85% Empathic Charisma 1d100: [14] = 14
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

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

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

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


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
User avatar
Amber Dach
Silver Level Patron
Posts: 325
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [51] = 51 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [15] = 15 | 1d100: [76] = 76



Skills Rolls
Charm/Impress: 55% = 1d100: [28] = 28
Invoke Trust/Intimidate: 84% = 1d100: [74] = 74

Constant/Active Conditions
Sixth Sense: Range 180’
Mind Block Auto-Defence
Sense Supernatural Evil & Sense Magic Energy: Range: 700' (100’/level) when being is not using powers or abilities; 1700’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 94% = 1d100: [23] = 23
o Track by Psychic Scent: 105% = 1d100: [18] = 18 (103% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 120% = 1d100: [86] = 86 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days

As they get closer to the outskirts of Perfection, Amber renews her Alter Aura (2 I.S.P.). She expects to meet the locals at any time and wants to keep some of her abilities under wrap if she can.

Amber, satisfied with Arvid’s measured response, steps out of the vehicle, her Cyber-Knight armour gleaming faintly in the dim light. Her heavily armoured and armed figure striking a non-threatening pose. She keeps her hands out to the side to show she means no harm. They are going to be a bit jumpy with whatever is going on out here. Let's keep things nice and friendly.

“Deputy,” she said, her voice calm and authoritative despite the tremor of anxiety thrumming beneath her skin. “We found these civilians stranded a few miles west of here. They were attacked; their vehicle disabled. We were able to recover them and the…remains of those who didn’t make it.” She gestured towards the transport with a gauntlet encased hand. “They are shaken. They mentioned they were returning to Perfection and were locals living out on a nearby homestead. Their names are Emily, Cassidy and Elanor. We also have the bodies of her husband Tom and her son Jack."

She fixed her gaze on the deputy, her eyes, the colour of the deep ocean, holding his. “We understand that dawn is fast approaching and you likely have other pressing matters. We would simply like to unload the survivors and the deceased at a suitable location. After, we would be grateful for the opportunity to speak with the Sheriff at his convenience. The attack may have been… unusual. And we have some questions ourselves.” Her tone was firm but respectful. She knew that cooperation, not confrontation, was the key to navigating this delicate situation. Perfection might hold answers, but first, they needed to earn its trust.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
User avatar
David Swift
Posts: 26
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 24% 1d100: [5] = 5
JIC d20: 1d20: [14] = 14
JIC 1d100: 1d100: [97] = 97

Conditions/Stats:

Sense Rifts- Automatically senses rifts. Range is 150 miles. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
Sustain 46/96 hours (Cast Friday 10:00)
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes
  • Armor of Ithan: 50/50
  • Breathe Without Air
  • Chameleon
  • Escape
  • Float in Air (leaves no footprints, spd reduced by half)
  • Invisibility: Superior
  • Levitation
  • See the Invisible
  • Shadow Meld

PPE: 72/77 + 300/400 Energy Sphere
ISP: 26/30
HP: 24/24
SDC: 26/26

She explains to David. Both the younger girls are a bit shell shocked. "All I saw was when this monstrous claw ripped out our engine but before we could see anything else, Tommy got us to the shell and we sealed ourselves in as we heard a roar. We've been stranded for... 2 hours? I think." She finishes, her hand going up to a locket around her neck.
After letting, the stricken family get to sleep, David reports to Amber what he found out. "I didn't recognize the description. I'll pass it around and see if anyone else knows what it is. But we don't have much info. If Emily let's me, I'll talk to the girls after they wake up. We'll probably have to talk to the town folk for more data. "

"Team push. Here's what we know about the attacker so far. One clawed creature reported. All the damage was done directly. No reported weapons. No other description yet."

After arriving at Perfection, "Emily, I know your girls have been through a lot, but we need to know what attacked you. They might have seen more than you did. May I interview them also?" asks David.

Assuming Emily says, "yes", David arranges to speak to each girl separate from the other. He makes sure to not get them out of Emily's sight but far enough away so the other child can't hear the discussion.

Cassidy: Intelligence 54% 1d100: [91] = 91
Eleanor: Intelligence 54% 1d100: [69] = 69
Lore: Demons & Monsters 50% 1d100: [54] = 54
David Swift

Gear:

Carried/In Hand:
TW Storm Rifle

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

Utility Belt:
LP2 Laser pistol
E-clip
Canteen
Binoculars
User avatar
Phinneas_Graves
Posts: 193
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [61] = 61
JIC: 1d20: [3] = 3 | 1d100: [84] = 84

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [45] = 45
Detect Ambush 65% | 1d100: [79] = 79
Land Navigation 66% | 1d100: [17] = 17

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

As Perfection comes into view, the group stops when they reach the guards at the gates. As Amber and the others interact with the guards and explain why the group has come, Jack seems completely uninterested.

Perfection? Might want to add "far from" to the name
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
User avatar
Calamity John
Diamond Level Patron
Posts: 82
Joined: Tue Sep 18, 2018 8:59 am

Re: Shadows of Perfection

Post by Calamity John »

Perception 28% (+5% about a good deal): 1d100: [85] = 85
JIC d20: 1d20: [13] = 13
JIC d100: 1d100: [64] = 64

Roadwise 92% (+10 for traveling merchants): 1d100: [19] = 19

John doesn't even notice the sheriffs until Arvid and Amber speak to them and maneuver. All the Black Marketeer does is click his tongue and downshift to slow down. If he's cleared by the sheriff he'll continue into town. If it seems like they want to inspect everyone, John naturally tenses up, but will bring the rig to a halt.

The moment he's unattended in town, John starts hunting for Fenrick's contact out here.
Do not PM this account. PM Tyrannosapiens Rex instead.

The oddest Merchant you've never met.
User avatar
Minerva
Diamond Level Patron
Posts: 301
Joined: Sat Jun 03, 2017 11:55 pm
Contact:

Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [28] = 28 /59%
JIC: 1d20: [20] = 20 / 1d100: [88] = 88

Minerva keeps a vigilant watch during the drive, eyes open for anymore shadow monsters that could potentially threaten the three women she deemed under her protection.

The sight of the lawmen gives her some relief. We're finally here. Arvid says all the right things and Minerva does what she can to support them. Whether that's getting the women settled in or helping relocate the bodies, she makes herself useful.

Whenever the introductions are done, she takes a gander at the town itself to get a feel for it.
Grace Minerva
Ledger
  • I.S.P.: 426
  • H.P.: 130
  • S.D.C.: 207
  • M.D.C.: 322 (during Supernatural Transformation)
User avatar
Underguard
Dimension Master
Posts: 1333
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Shadows of Perfection

Post by Underguard »

Conditions wrote:Location: West of Kingsdale
Weather: Cloudy (-10* Celsius/22* Fahrenheit)
Date/Time: Early December, 6:30am, Saturday.
Arvid and Amber greet the deputies, and once Amber discloses the names of those they encountered, one of them almost seems to jump off his horse. "Cass is back there? Cass!" The younger deputy gallops his horse to the truck with the refugees while the older one remains with Amber and Arvid. The deputy nods. "Well, thank you kindly for saving them. You can call me Deputy Wesson, friends call me DW. I'll get some of the boys to help you unload. Sheriff should be at the jailhouse, I can escort you." Wesson states then holds his hand up and circles in the air as he whistles. "Alright, boys. Let's get this family to the doc's. Ralph, Trenton. See too it that the perimeter is clear and check in with the watch towers. Come on, move, move!" Wesson states, clapping his hands and prompting some significant movement among those near the main road.

David and Susan go with Emily and the others to the doctor's building while Phinneas follows along with Amber and the others as they go to the jailhouse. Calamity peels off and starts scouting for Fenricks' contact and finds that he is relatively left alone as the town is waking up. He spots a traveling merchant that has a stall set up selling various, random items with a similar marking as he's seen around Fenrick's place. It is run by a Grackletooth who greets Calamity. "Name's Doug. What you looking for tiny?" The Grackle named Doug asks.

Inside with David and Susan, the pair try to get some additional information out of the girls. Cassidy seems to be escorted by one of the deputies about her age, it doesn't take long to figure out they might be involved from the way he is hovering over the family. Unfortunately, Cassidy and Elanor don't have much in the way of answers. It's large, doesn't have fur or feathers. Skin was leathery with black nails as claws. Had an unnatural roar, like a dinosaur almost. Neither of them saw what it looked like, the whole thing was a blur as they rushed to the safety of the compartment. The doctor appears to be a lighter skinned human with a gentle voice. "Alright, Em, time to take Elanor for a simple and quick check. Cassidy is doing great." She says and briefly pauses at David and Susan. "Oh, hello. Dr. Jessica D'Angelo" She says simply and moves on to help the girls.

Meanwhile, Amber, Arvid, Minerva and Phinneas meet with the Sheriff. An old and weathered human with a thick beard and layered duster. He wears a pair of revolvers on his hips. He greets the Horizon Group with a crusty but welcoming voice. "Hear we got you to thank for bringing Em and her family back to town. Damn shame about Tom and his boy. That makes the fifth attack this week." The Sheriff grumbles, his fingers tapping the grips of his revolver. "Ah, pardon me. Name's Jeremiah Santiago. Sheriff of Perfection." The Sheriff introduces himself. All four of those inside the Jailhouse notice only one cell is being occupied; by someone wrapped in a blanket.


What are your intentions


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



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

User avatar
David Swift
Posts: 26
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 24% 1d100: [79] = 79
JIC d20: 1d20: [2] = 2
JIC 1d100: 1d100: [48] = 48

Conditions/Stats:

Sense Rifts- Automatically senses rifts. Range is 150 miles. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
Sustain 51/96 hours (Cast Friday 10:00a)
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes
  • Armor of Ithan: 50/50
  • Breathe Without Air
  • Chameleon
  • Escape
  • Float in Air (leaves no footprints, spd reduced by half)
  • Invisibility: Superior
  • Levitation
  • See the Invisible
  • Shadow Meld

PPE: 77/77 + 300/400 Energy Sphere
ISP: 30/30
HP: 24/24
SDC: 26/26


We made it here, and no one stabbed anyone for no reason. That's an improvement over the last run near Tolkeen. Now for the rest of the job. David takes a moment to ready himself for the rest of the day.

"Team, no more information about the attacker just claws and leathery skin. Maybe we can learn more from a better look at the wreck," David reports to everyone.

After delivering his report, David heads back to the Cargonaut. Finding it empty, he heads to the Sheriff's office to get the lowdown on what's been happening in Perfection.
David Swift

Gear:

Carried/In Hand:
TW Storm Rifle

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

Utility Belt:
LP2 Laser pistol
E-clip
Canteen
Binoculars
User avatar
Phinneas_Graves
Posts: 193
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [58] = 58
JIC: 1d20: [9] = 9 | 1d100: [46] = 46

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

Did he say FIFTH attack this week?

Jack looks to the sheriff "Is it always like this or does something escalate it? You know, like the different phases of the moon making the crazies come out?" Jack chuckles to himself at his joke and makes his way toward the occupied jail cell.

"What's the burrito in for? he asks
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 163
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [85] = 85 +25% For Electrical 1d100 1d100: [26] = 26
JIC d20: 1d20 1d20: [19] = 19
JIC: 1d100 1d100: [39] = 39

Conditions:
Night Vision 200 ft
FIre and Cold resistant (does half damage) ,
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Skills:
Empathic Charisma still on % 85% 1d100: [3] = 3

Arvid let’s the Deputy do his thing. Then when the important stuff with the family is under control. Arvid hears the Deputy.
The deputy nods. "Well, thank you kindly for saving them. You can call me Deputy Wesson, friends call me DW. I'll get some of the boys to help you unload. Sheriff should be at the jailhouse, I can escort you." Wesson states then holds his hand up and circles in the air as he whistles. "Alright, boys. Let's get this family to the doc's. Ralph, Trenton. See too it that the perimeter is clear and check in with the watch towers. Come on, move, move!" Wesson states, clapping his hands and prompting some significant movement among those near the main road.
Arvid Follows Amber, Minerva and Phinneas to the Sheriff. Going through the door Arvid remembers to take his helmet off and duck his head, as with the armor he is over 7 feet tall. His youthful face showing for all to see.
the Sheriff. An old and weathered human with a thick beard and layered duster. He wears a pair of revolvers on his hips. He greets the Horizon Group with a crusty but welcoming voice. "Hear we got you to thank for bringing Em and her family back to town. Damn shame about Tom and his boy. That makes the fifth attack this week." The Sheriff grumbles, his fingers tapping the grips of his revolver. "Ah, pardon me. Name's Jeremiah Santiago. Sheriff of Perfection." The Sheriff introduces himself. All four of those inside the Jailhouse notice only one cell is being occupied; by someone wrapped in a blanket.
When the Sheriff mentions the fifth attack in a week. Arvid is Sure he has come to the right place at the right time.

Arvid responds to the Sheriffs greetings, “Arvid Hammerson.” He awaits the boss to state the conversation as is appropriate, for her position.

When Jack speaks and mentions “burrito in for?” he is unsure of what a small donkey is about. He has a confused look on his face. He turns to Minerva and ask in his deep voice, “What does a small donkey have to do with things?”
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

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

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

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


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
User avatar
Amber Dach
Silver Level Patron
Posts: 325
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [41] = 41 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [3] = 3 | 1d100: [2] = 2



Skills Rolls
Charm/Impress: 55% = 1d100: [9] = 9
Invoke Trust/Intimidate: 84% = 1d100: [2] = 2

Constant/Active Conditions
Sixth Sense: Range 180’
Mind Block Auto-Defence
Sense Supernatural Evil & Sense Magic Energy: Range: 700' (100’/level) when being is not using powers or abilities; 1700’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 94% = 1d100: [86] = 86
o Track by Psychic Scent: 105% = 1d100: [47] = 47 (103% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 120% = 1d100: [26] = 26 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days


The approaching figures had Amber on edge, what with their weapons drawn in front of her. She kept a calm demeanour, and relaxes as she sees the genuine relief etched on the faces of Emily's family, had quickly eased her apprehension. Now, as the sheriff’s deputy practically leaped off his horse at the mention of ‘Cass,’ Amber felt a flicker of curiosity.
"It was our pleasure to help, Deputy." she replied to Deputy Wesson, her voice tinged with relief. "We're just glad we found them when we did."

The Cyber-Knight felt a pang of something akin to hope as she watched him orchestrate the flurry of activity – dispatching deputies, ensuring Emily and her family received immediate medical attention. The efficiency was impressive, a welcome change from the fragmented state of affairs they'd encountered on the road. This little settlement, this Perfection, seemed to have heart, a fighting spirit in the face of the desolation. Seems like there is some backbone here and something worth fighting for besides the credits the Black Market is offering for this job.
Underguard wrote: Fri Mar 07, 2025 9:32 pm Meanwhile, Amber, Arvid, Minerva and Phinneas meet with the Sheriff. An old and weathered human with a thick beard and layered duster. He wears a pair of revolvers on his hips. He greets the Horizon Group with a crusty but welcoming voice. "Hear we got you to thank for bringing Em and her family back to town. Damn shame about Tom and his boy. That makes the fifth attack this week." The Sheriff grumbles, his fingers tapping the grips of his revolver. "Ah, pardon me. Name's Jeremiah Santiago. Sheriff of Perfection." The Sheriff introduces himself. All four of those inside the Jailhouse notice only one cell is being occupied; by someone wrapped in a blanket.
Following behind the deputy, she, Arvid, Minerva, and Phinneas soon found themselves inside the Perfection jailhouse. The Sheriff was a man hewn from the same harsh landscape as the town itself. His face told a story of hard choices and harder realities. “Sheriff Santiago,” Amber said, extending a hand. “It's a pleasure to meet you. Name's Amber." Her smile was genuine, a beacon of warmth in the stark, practical space. "We're just glad we could help Emily and her girls get back safe. What happened to Tom and his son is regrettable. I wish we could have gotten there sooner…" She trailed off, the words feeling inadequate.
Phinneas_Graves wrote: Sat Mar 15, 2025 9:10 am Jack looks to the sheriff "Is it always like this or does something escalate it? You know, like the different phases of the moon making the crazies come out?" Jack chuckles to himself at his joke and makes his way toward the occupied jail cell.

"What's the burrito in for? he asks.
Amber suppressed a sigh as Phinneas blurted out his questions. Phinneas was being… Phinneas again. He was a valuable asset, undeniably, but he lacked the tact of a rabid badger.

She shifted her gaze around the jailhouse. It felt oddly deserted, save for the muffled presence in that lone occupied cell. "You said there's been five attacks this week?" she prompted, her brow furrowed with concern. "What exactly is Perfection facing, Sheriff? We’ve seen things out on the road, some desperate folk. Are they responsible, or is there something else at play here?"

Amber’s eyes held a mix of genuine concern and a quiet determination. She might be an outsider, but the plight of Perfection, and the kindness of its people, had already started to resonate within her. She was here to help, and she needed to understand the landscape, both literal and figurative, if she was going to do any good. Understanding the true scope of Perfection's troubles was the first, crucial step.

Amber paused, then asked a more specific question. "So, Cass mentioned someone named Virgil. She said he survived an earlier attack. Do you know anything about him? We're just trying to piece together what's been going on." She held her breath, hoping the Sheriff could shed some light on the bleak situation and the fates of those caught in the crossfire.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
User avatar
Susan Lee
Diamond Level Patron
Posts: 365
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [45] = 45 / 38%
JiC: 1d20: [6] = 6 / 1d100: [19] = 19

CONDITIONS: See Invisible

As they unload the survivors, Susan considers how traumatized they must be and makes sure that they're stable at least physically.

Field Surgery: 1d100: [73] = 73 / 73%

When Deputy Wesson introduces himself, she decides not to ask if his first name starts with a 'D.' If he wants to be weird about pretending 'Deputy' is part of his nickname, we don't need to call that out yet.

At the clinic, she provides additional treatment as necessary and introduces herself to her colleague, "Dr. Susan Lee, Doctor. A pleasure to meet you. I'm happy to help as much as I can and feel free to call on me if you need support while we're in your lovely town."

Medical Doctor: 1d100: [67] = 67 / 90%

After David interviews Cass, Susan adds, "Can you please attempt to replicate the sound of the monster for me?" She records whatever noises the victims make, then plays them for the rest of the group when they rejoin the bulk of the team.

"I had them do at least three tries each," Susan points out.
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
Image
User avatar
Underguard
Dimension Master
Posts: 1333
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: Shadows of Perfection

Post by Underguard »

Conditions wrote:Location: West of Kingsdale
Weather: Cloudy (-10* Celsius/22* Fahrenheit)
Date/Time: Early December, 6:45am, Saturday.
Susan stays back with the family, Calamity off coms with his contact and the rest with the Sheriff. The sheriff leads the group back to his office to field the questions, motioning for whoever is last to shut the door behind them. "Somethin' been stalking Perfection for about a month. Slowly, all of our outlying farms were being torn through. Think it might have somethin' to do with a Marauder round these parts but that fella is damn near impossible to pin down." Santiago clarifies. "The attacks are increasing in frequency and as of this week have taken twelve lives." Santiago continues. To Phinneas, Santiago's eyes shift to and look through the window at the one behind bars. "For everyone's safety." Santiage says.

"After the second farm was attacked, we started investigating the aftermath. From what we can tell, whatever is doing it has large claws and body; probably the size of a backwards buggy. There are also been some signs of looting or rummaging. As if looking for something. Almost all of the livestock is lost." Santiago expands on what they've done so far. When Amber ask about Virgil, Santiago grimaces and nods his head towards the man behind bars.

"That's Virgil. Whatever he saw drove him insane. He doesn't speak any language I understand and is violent, trying to claw at anyone close. We had to restrain him and the Doc can't treat him." Santiago states, pointing to the one behind bars. "And as for this Marauder, well. He rode into town almost two months ago offering protection for a price. We laughed him out and he left saying only good luck. No clue where he is now." Santiago finishes.

Back in the medical clinic, Dr D'Angelo nods appreciatively towards Susan's offer to help. "Thank you, I am the only certified surgeon in the town. Any help is appreciated." D'Angelo says towards Susan and directs her to help Emily, Cassidy and Elanor. Susan effortlessly maneuvers around D'Angelo who operates with a similar precision, it's clear that D'Angelo is efficient at her job to Susan's trained eye. Fortunately, Elanor comes back in the green. D'Angelo finishes with Emily while Susan begins interviewing them and records their answers.

Cassidy describes the sound of the monster as a monstrous screech, something you would hear from a supernatural horror. While Emily describes it as high-pitched grinding of metal on metal and both of them give their best impressions of the sound for Susan to record. Em looks apologetically at Susan. "I'm sorry we can't help more. It all happened... so fast." Emily adds, taking a breath.

What are your intentions


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



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

User avatar
Phinneas_Graves
Posts: 193
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Underguard wrote: Sun Mar 16, 2025 10:28 pm"That's Virgil. Whatever he saw drove him insane. He doesn't speak any language I understand and is violent, trying to claw at anyone close. We had to restrain him and the Doc can't treat him."
Perception: 63% | 1d100: [8] = 8
JIC: 1d20: [4] = 4 | 1d100: [31] = 31

Skill rolls:
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% | 1d100: [69] = 69
Detect Ambush 65% | 1d100: [33] = 33
Land Navigation 66% | 1d100: [8] = 8
Electronic Countermeasures 65% | 1d100: [21] = 21
Radio: Basic 80% | 1d100: [49] = 49

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

Insane you say? What a coincidence....

Jack looks inquisitively at Virgil, tilting his head.

He then looks to Amber. "Deep down you're going to know this is a good idea. Let me talk to him"

Before Amber can voice her protest, Jack continues, "Nobody understands him because nobody understands insanity. Except for me. Let me talk to him. At the very least, maybe someone can record what he says and we can analyze it for whatever they're missing"

Jack looks at his nanobot arm. "I can even offer him this to see what his behavior is when he has the chance. He's the only survivor and we need that puzzle piece. You know it's the only way"
Last edited by Phinneas_Graves on Sat Mar 22, 2025 12:30 pm, edited 1 time in total.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 163
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [64] = 64 +25% For Electrical 1d100 1d100: [87] = 87
JIC d20: 1d20 1d20: [9] = 9
JIC: 1d100 1d100: [17] = 17

Conditions:
Night Vision 200 ft
FIre and Cold resistant (does half damage),
Racial Abilities
See the invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Skills:
Lore: Demons & Monsters 70% 1d100: [52] = 52

Arvid listens to the Sheriff, after he speaks of numerous attacks, he ask the Sheriff, "Do you have a map so we can see where and when the attacks happened and if there seems to be a pattern that we might be able to predict where the next attack will begin? Can we get someone to take us out to the sites to see what we can discover. Was there tracks from the Cattle? Or were they killed there? Any direction they were herded to? At the scene we were at we did not find any Tracks, as if it popped in then left.” I wonder Why they need the Cattle, are they reselling them any Where?


Arvid looks at Jack as he goes to talk to Virgil, Well, I hope. He can get some useful information.
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

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

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

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


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

Re: Shadows of Perfection

Post by David Swift »

Perception: 24% 1d100: [19] = 19
JIC d20: 1d20: [13] = 13
JIC 1d100: 1d100: [1] = 1

Conditions/Stats:

Sense Rifts- Automatically senses rifts. Range is 200 miles. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
Sustain 63/96 hours (Cast Friday 10:00)
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes
  • Armor of Ithan: 50/50
  • Breathe Without Air
  • Chameleon
  • Escape
  • Float in Air (leaves no footprints, spd reduced by half)
  • Invisibility: Superior
  • Levitation
  • See the Invisible
  • Shadow Meld

PPE: 72/77 + 300/400 Energy Sphere
ISP: 26/30
HP: 24/24
SDC: 26/26


As he heads toward the jail David keeps an eye out for any place that's advertising spellcasting services.
Jack looks inquisitively at Virgil, tilting his head.

He then looks to Amber. "Deep down you're going to know this is a good idea. Let me talk to him"
David walks into the jail and catches the end of the conversation. That sounds like Jack. Driving ahead in a way that makes everyone uncomfortable.

Using a private transmission to Amber, "Vixen, I have telepathy if you think that might be helpful with Virgil. It might not help if he's truly using an unknown language."

"Sheriff, has anyone examined him for possession or mental injuries?"
David Swift

Gear:

Carried/In Hand:
TW Storm Rifle

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

Utility Belt:
LP2 Laser pistol
E-clip
Canteen
Binoculars
User avatar
Amber Dach
Silver Level Patron
Posts: 325
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [71] = 71 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [1] = 1 | 1d100: [39] = 39



Skills Rolls
Charm/Impress: 55% = 1d100: [5] = 5
Invoke Trust/Intimidate: 84% = 1d100: [55] = 55
Intelligence 61% = 1d100: [32] = 32
Lore: Demon & Monster 91% = 1d100: [88] = 88

Constant/Active Conditions
Sixth Sense: Range 180’
Mind Block Auto-Defence
Sense Supernatural Evil & Sense Magic Energy: Range: 700' (100’/level) when being is not using powers or abilities; 1700’ (1000’ +100’/level) if using abilities or powers.
Sense Supernatural Evil & Magic Energy
o Identify Type/Race of Paranormal Creature: 94% = 1d100: [51] = 51
o Track by Psychic Scent: 105% = 1d100: [6] = 6 (103% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 120% = 1d100: [74] = 74 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days

Sheriff Santiago’s words echoed in her mind: driven insane, doesn't speak any language I understand. The attacks, the missing livestock, the twelve dead. It painted a grim picture, one that demanded a solution, and fast.

Arvid’s inquiries about patterns and tracks were logical, practical. A foundation upon which to build a strategy. "Good question, Bolt. Do you have any photos or videos… anything visual we can review of the scenes, Sheriff?" Amber asked, her voice measured. "Also, this Marauder that offered protection, could you describe him?"
Phinneas_Graves wrote: Fri Mar 21, 2025 4:43 pm Jack looks inquisitively at Virgil, tilting his head.

He then looks to Amber. "Deep down you're going to know this is a good idea. Let me talk to him"

Before Amber can voice her protest, Jack continues, "Nobody understands him because nobody understands insanity. Except for me. Let me talk to him. At the very least, maybe someone can record what he says and we can analyze it for whatever they're missing"

Jack looks at his nanobot arm. "I can even offer him this to see what his behaviour is when he has the chance. He's the only survivor and we need that puzzle piece. You know it's the only way"
But it was Phinneas, Jack, with his unsettlingly keen insight into madness, who held her attention now. She trusted Jack, in a way, even though he had become a little more erratic since losing his arm. She trusted his instincts in this, however twisted they might be. Still, caution was paramount. "I agree with you Jack and think that is a good idea you to do the talking to Virgil," Amber responded, "but I want a few minutes to inspect him first to make sure he isn’t possessed. And we’ll need to set up a recording to analyze what he says for later."

The nanobots on the other hand could overwhelm Virgil, further damaging his already fragile mind and not a gamble worth taking at this time. "Let’s keep that in our back pocket for now, Jack," Amber said, her voice barely a whisper. "I’ll come in with you to record. Let’s be careful, Jack. And if he gets too agitated, pull back."
David Swift wrote: Sat Mar 22, 2025 5:18 pm Using a private transmission to Amber, "Vixen, I have telepathy if you think that might be helpful with Virgil. It might not help if he's truly using an unknown language."

"Sheriff, has anyone examined him for possession or mental injuries?"
Amber shakes her head. “Thanks for the offer, Side-step. I think his mind and thoughts are going to be pretty chaotic and that my mental defences will be better suited to this task.”

“I’m going to read his Aura and then once we disarm, we’ll go inside. I don’t want to risk him taking one of our weapons and hurting either himself or anyone else. She activates her See Aura ability and looks at Virgil. The world shimmered, colours bleeding into reality, revealing the faint energy fields surrounding living beings.


Range: 60 feet and must be visible.
Duration: 2 melees (30 seconds).
I.S.P.: 6
Saving Throw: None, but a Mind Block will hide the presence of psychic abilities, the level of P.P.E., and possession by a supernatural force.

All things, organic and inorganic, have an aura. The aura has many distinctions and indicates things to the psychic normally invisible to the ordinary eye.
Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1 -3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what type or the power level).
• The presence of psychic abilities (again though, not the type or power level).
• High or low base P.P.E.
• The presence of a Possessing Entity.
• The presence of an unusual human aberration and/or indicates a serious illness, insanity, or that the individual is not-human, could be mutant or supernatural, but does not specify which. Note: A psychic can not tell one's alignment by using this power.


Once she has looked at Virgil’s aura and made sure he is not possessed by anything, she will prepare to go inside with Phinneas. She will set her helmet camera to record the interrogation/conversation and activates her Telepathy power. She will try to follow where Virgil's thoughts go as Phinneas speaks with him. If Virgil's mind becomes too overwhelming she will raise her mental defences to protect herself.



Range: Read surface thoughts up to 60 feet away or two-way telepathic communication up to 140 feet + 40 feet per level of experience.
Duration: 2 minutes per level of experience.
I.S.P.: 4
Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communications
as long as the block is up.

The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character.

Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry! " or "Stop! Don't do that." "Come here," "Look out" or "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abilities.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
User avatar
Susan Lee
Diamond Level Patron
Posts: 365
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [49] = 49 / 38%
JiC: 1d20: [14] = 14 / 1d100: [89] = 89

CONDITIONS: See Invisible
Underguard wrote: Sun Mar 16, 2025 10:28 pm Cassidy describes the sound of the monster as a monstrous screech, something you would hear from a supernatural horror. While Emily describes it as high-pitched grinding of metal on metal and both of them give their best impressions of the sound for Susan to record. Em looks apologetically at Susan. "I'm sorry we can't help more. It all happened... so fast." Emily adds, taking a breath.
Susan checks her sound systems and nods. "I appreciate what you've already told me. This is extremely important. We have so many potential threats that any minor detail can be the difference between fighting a vampire and fighting a robot pretending to be a vampire."

"I am sorry for your losses. What were you doing in the wilderness?"
she asks. Establish a rapport.

"Did any of you see the monster and can you describe it at all? I know this isn't the first time you've been asked, but the more information we have the better."

Once the interview is done, Susan leaves and rejoins the team.
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
Image
Post Reply

Return to “Horizon Group Adventure Forum”