Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

These fuckers are too stubborn to die.
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Tyrannosapiens Rex
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Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Tyrannosapiens Rex »

Location: About 100 miles southeast of Old Bones
Time: Approximately 3-4 pm according to sun.
Temperature: 23 F (-5 C)
Wind: light to moderate, to the north by northeast
Scouting Rocks!

After some debate about who gets to scout, John pulls seniority and is sent to check out the smoke.
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What he finds is a hardscrabble sign of civilization. It’s a blockhouse along what could generously be called a road but is more like a wide trail. With a chimney pumping out smoke. There’s a vehicle parked a ways off to the side with a bunch of stuff out on tables and a human-looking someone is tending a produce stand directly outside the blockhouse. Out back of the blockhouse looks like a garden and a cattle pen. A couple of lean-tos are off to the side of the blockhouse and at least the closest one is occupied by a human- the smoke from it’s campfire blocks out clear line of sight but the mutant’s radar shows bedroll shaped lumps in the other two.
road-side-fruit-stand-william-wetmore.jpg
anzypaj44fh61.jpg
Image


Right as John reaches audible range, a voice calls out from one of the windows. ”"Je vois un véhicule de quelque sorte en bas, au milieu de la vallée. Entrez les vaches et avertissez les voyageurs."* The human at the produce stand- an older Metis** woman now that she moved her blankets enough to be visible- gets up and moves at a slow pace toward the backside of the blockhouse.

Blockhouse.png
Down In the Valley

John takes off on foot, putting any land vehicle to shame. ”Man, he books it quick.” Baker says inside the RV to nobody in particular.

Jack spots a glint of reflection momentarily about 5 minutes later from roughly the source of the smoke. Someone was looking the Roughnecks way with either binoculars or a rifle scope.

Everyone else is distracted by the beautiful day and the picturesque view. There's a Moose down at the river drinking water. No antlers.

What are you doing?

*John doesn’t speak French.
But
'I see a vehicle of some sort down in the middle of the valley. Get the cows inside and warn the travelers.’
** https://en.wikipedia.org/wiki/M%C3%A9tis
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Nash
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Nash »

OOC Comments
Perception: 24% (+5% involving vampires or undead, +15% involving electronics or machines) / 1d100: [39] = 39
JIC: 1d20: [19] = 19 / 1d100: [70] = 70
+4 v HF, +9 HF involving machines, +2 v Lethal/Non-lethal Toxins, +8% vs Coma/Death, +4 vs Magic, +9 vs Insanity, +6 vs Psionics (10+)

HF: 12 when ID’d as a True Atlantean
HP: 31/31
SDC: 66/66
PPE: 27/27
ISP: 100/136
Sixth Sense – Always On


Nash watches John run off alone to scout the smoke. He pauses a moment, glancing at Will and the others. No one goes off alone. My old commanders would skin me.

It is hard for him to not rocket off as back-up, but he is new to the team and watches to see how they operate.
Last edited by Nash on Mon Apr 14, 2025 9:19 am, edited 1 time in total.
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Keiko
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Keiko »

Perception: 1d100: [44] = 44 /55%
JIC: 1d20: [7] = 7 ; 1d100: [73] = 73
Active Effects
Prior to the rift:

Keiko smiles and purrs slightly at Ven's touch. "My, you have gotten bolder since I last saw you. I don't dislike it." Keiko grins before looking back at the rest of the crew as she continues to talk to Ven, "But I get your meaning. Seems like it's been a major dude's club for a bit." Keiko gives Ven a sly grin, "Don't worry I won't take any you have claimed." She finishes with a wink to her old friend.

After the Rift:

Keiko, with her bearings on the direction they need to go, looks away from the smoke to the north, "So, We should going that way..." She pulls a Monroe as John rockets away on foot to scout the smoke. Not like she needed to as she's not wearing a skirt, but she just likes the effect. She looks around as everyone seems to be focused on the smoke. Keiko giggles at the speed and ridiculousness of John's reaction. "Ven. He always like that? I like the initiative, but that's the wrong direction to where the target was last seen...Oh. There goes Nash. My, My they are such an enthusiastic bunch aren't they."

Keiko will turn back to see Nash still sitting there. He voice is honey and her tone is sweet, "Oh. Your back? So soon...oh..wait...you changed your mind. What an indecisive one you are. Even the time stream seemed to think you'd left. I'm impressed you were able to find the little wrinkle there. Keiko winks at him as she twirls a finger through her hair seductively.

Keiko pinches her chin with her thumb and index finger. Its a very cute gesture. As she thinks her cheeks puff out a little before she speaks. "I guess if the target came through on foot they might have seen something if they aren't nomadic." Keiko looks around to everyone left, "So...We following them?" Keiko is a passenger in the ARTV, it's not like she can just run out like the others did and she definitely couldn't keep up at those speeds.
Keiko

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Jack Killian
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Jack Killian »

Jack up to Canada “You bet’cha”
Perception: 72% 1d100: [97] = 97
JIC d20: 1d20: [2] = 2
JIC: 1d100: [66] = 66

Conditions:
Sense the Presence of Spirits Amulet
Talisman Invincible 200 MD (OFF) waiting to be Recharged
Talisman of Mystic Invisibility
Altess Eviscerator Count Bustamante

Jack is surprised that he is getting used to quickly going from one Place to another with William. Ah, hell once you get spit out from a Volcano, this rifting or teleporting is nothing. Maybe William will explain the difference to me.

Count Bustamante “Rifting or Teleporting is going from point A to B. this is all you really need to know. Keep your mind on the job at hand. Concentrate on the fires.”

Jack responds, “Sure.”

Jack tries to concentrate on the fires when he gets in range. Currently 1600' 8 ISP
Sense Fire:
OOC Comments
This psionic ability enables the character to sense if there is fire as small as a burning candle nearby. To sense the fire, the Burster must stop and concentrate for a moment (15 seconds/one melee round). A moment later, he receives psychic impressions that indicate the approximate size (big, medium, small, tiny) and the approximate distance (near or far), the general direction (north, south, east, west, and, if in a building, up or down). He can also tell whether it is contained, spreading slowly, or raging out of control, whether it is a natural/accidental fire or an intentional/man-made or magical fire (arson), and how long it has been burning (minutes, hours, days). The psychic can also examine burnt objects or ashes and effectively "object read" them to get an impression of how long ago the fire last burnt and whether it was natural or man-made. This affinity with fire also enables the Burster to recognize fire Elementals and sense the presence of supernatural creatures of fire, including Fire Elementals of all kinds, Baal-Rog Demons, Seraph Spirits of Light (see Rifts® Conversion Book One), and Fire Demon Automatons (see Federation of Magic™), but not Fire Dragons or other Bursters, unless the latter has burst into flames or is controlling a psionically induced Fire Eruption. Note: This psychic power does not disclose who made the fire, nor how many people may have been involved, nor are exact locations revealed, although it can be used to track down a fire in a search. Also note that the sense fire ability applies to fires, not machines or engines that radiate heat.

“I’ll have to go out to touch the area to get any more information. Also, I can go into the Astral Plane to see what is out there in the buildings? Your call boss?”

Jack looks occasionally at the Kieko and wonders, I wonder if Bast set this one, seems like her and Ven know each other, Bast what does she care about me? I was just a Wingman. then why do I care. I wonder if I or We had a Daughter or Son. Foolish thinking Keiko is far to old I'm guessing.

Count Bustamante "Concentrate Lad, get your head in this game worrying about the Goddess Bast cares about you or not and any Children is irrelative. Though, I hear Cats are quite attached to there lovers and she was in South America, the women their have fiery tempers, especially with what they think is their own. Oh My, you are dead." Chuckles

Jack responds, "Thanks Count, Big help. I guess i should get on with living."

Count Bustamante "May be just get a Kitten and raise it? small thins first."

Jack quickly speaks up, "Was that a glint of light right over there?" Over the radio, "John I think I saw a flash of light. Someone might have eyes on us."
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
viewtopic.php?t=14446Jack Killian[/url]
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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Venenifer
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Venenifer »

Perception: 1d100: [39] = 39 /63%
JiC: 1d20: [20] = 20 / 1d100: [92] = 92

Conditions:
MDC: 640/640 | Barding MDC: 640/640(Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 144/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |
Range: Self, 20 feet (6.1 m) plus 5 feet (1.5 m) per level of experience.
Duration: Two minutes per level of experience.
I.S.P.: 8
Base Skill: 75% (+3%)
As the name implies, this power is an extended version of the Sensitive psionic power of Presence Sense, increasing the psychic's sensory perception at the expense of sensing range. While this power reduces the actual range of sensing (compared to the Presence Sense ability), it does increase the psychic's level of sensory detail. This power essentially functions like the standard Presence Sense power, yet also allows the psychic to pinpoint the exact number and location of all sentient beings in the area of effect. Otherwise, this power is identical to the standard ability
Standard Ability: Presence Sense is a psionic probe and awareness that alerts the psychic to the presence of supernatural beings, creatures of magic and other monstrous life forms. The ability cannot pinpoint the location of the presence, but will give the psychic the impression of whether it is near (within 50 feetll 5.2 m) or far (beyond 90 feetl27.4 m). It will also
give the character a vague idea of how many presences there are; one or two, a few (3 to 6), several (7 to 1 5), many (20-70) or an army or a swarm (100 or more). The psychic can also tell if one or more of the supernatural presences is small (something not too powerful), medium (Lesser Demon and most Supernatural Predators), big (Greater Demon and nasty monsters) or huge (Demon Lords, Dark Gods, Ancient Evil or Alien Intelligence).
The psychic can also sense human!D-Bee presences, but with much less accuracy. It is more of a feeling of "We are not alone." The person's distance is undeterminable and the number of people is limited to a sense of one or two or many, and that is only right half of the time. The only exception is if a place has been deserted, cleared out of human and animal life, then, the psychic can sense that one or more humans are above, below, north, south, etc.
[45ft radius | 10 minutes]

SKills:
Extended Presence Sense: 1d100: [45] = 45 /75%

Post:

Ven shrugs it off as John decides to scout the smoke, leaning back in her seat and listening over the radio as John heads out. "Mm, he'll call if he finds anything important." Ven replies to Keiko nonchalantly as Nash flies off without a word, presumably after John. Hmm, not saying anything and just going? Maybe we need to check if his radio broke. Ven thinks amusingly looking back to Keiko. "Not yet. Let's take a look around our landing spot while they go look at the smoke. The way we need to go is back that way, isn't it?" Ven asks pointing to the original direction Keiko pointed too apart from the smoke trail.

Ven will disembark from the vehicle and take a look around the immediate area and twirls her Storm Staff as she looks. "Hmm, much colder than I expected." Ven says playfully as she fishes for her Gem of Direction just to get a confirmed sense of north. She'll also activate her Extended Presence Sense to get a feel of the immediate area.
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


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John Altfeld
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by John Altfeld »

Perception: 1d100: [62] = 62 / 86%
JIC: 1d20: [2] = 2 / 1d100: [44] = 44

CONDITIONS: John is at +1 foot, See Invisible (500'), Radar (1100'), Immune to Possession, Sixth Sense, Mindblock Autodefense, can't be touched by undead, can't be mind controlled by vampires, etc. Unless otherwise noted, he's not running at faster than 50 mph except in a crisis.

Keiko thinks I'm a "Major Dude!"


John tongues his helmet. "Hey, uh, I'm looking at your standard hole in the woods but this one needs to be absolutely burned to the ground. We've got a main building that's supposed to be either a dick or a mushroom, but they built it like they only had access to square things in some kind of boring video game."

You could smooth all that crap out with an adhze or a lathe, guys.

As he keeps looking around from within the treeline, John continues, "We've got guests here hanging out. More importantly, they've got a produce stand with entirely out of season fruit and vegetables. There's, uh... stuff I've never seen before even. We're looking at some very exotic fruit production."

"I think they're reacting to you all, they're on alert now. This is either a terrifying trap or a trap that's weak and badly camoflagued," he finishes.

Staring directly at the pineapples, he starts muttering in Demongogian. "What's up, guys? Is the time ripe?"
Dice rolls
1d100: [5] = 5
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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Serrano
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Serrano »

Perception: 1d100: [91] = 91 /24% (+15% regarding machines and/or magic)
JIC: 1d20: [7] = 7 / 1d100: [51] = 51

Sixth Sense always on
Pilot Motorcycle 72% / 1d100: [65] = 65
Everyone else is distracted by the beautiful day and the picturesque view. There's a Moose down at the river drinking water. No antlers.
Serrano sees the moose through the window. What is that?? He activates his telescopic sight on his multi-optic goggles. Without taking his eyes off the huge beast, Serrano connects his goggles to his personal recorder with a cord. ” Now I can take some pictures so I can research it better when I have time.” His tail starts to swish back and forth in excitement. ”What is that thing?” While watching, he takes a bunch of pictures of the moose to be looked at later. ”Never was taught photography, but i can click the button a few times and hope i get a good one.”

After a few moments, he turns back towards the others. Letting his imagination stop running wild, he comes back to the present. Seeing John and Nash gone and Ven leaving the vehicle, Serrano scrambles to get ready. He turns off his goggles, and replaces his helmet, then gets on his bike and starts it. ”Where do you need me?” He checks and preps his gear while he awaits orders.
Once done with the check, he revs his bike and does a quick doughnut by braking the front wheel and hitting the throttle. Finishing his stunt, he looks around and says ”Ready!!”
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William Summers
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by William Summers »

Perception: 1d100: [40] = 40 /51% (+15% regarding machines and/or magic)
JIC: 1d20: [6] = 6 / 1d100: [31] = 31

"Alright, 'Necks! We're through. Now we wait for our scout to report back, then we work on finding out about our missing guy. Check and double check your equipment, I don't want to have to save you because you forgot something that could have been loaned to you. Also, check out that moose. I haven't seen one of those in a long while."
Keiko wrote: Sun Apr 13, 2025 9:13 am Keiko, with her bearings on the direction they need to go, looks away from the smoke to the north, "So, We should going that way..."
"Let's wait a sec and see what we get from this scouting. Maybe someone's seen something. Or maybe we can get the lay of the land from these folks."
Jack Killian wrote: Tue Apr 15, 2025 8:48 am “I’ll have to go out to touch the area to get any more information. Also, I can go into the Astral Plane to see what is out there in the buildings? Your call boss?”
"Hold for now, Fireman. I want to see what we get from Pebbles."
John Altfeld wrote: Thu Apr 17, 2025 12:47 amJohn tongues his helmet. "Hey, uh, I'm looking at your standard hole in the woods but this one needs to be absolutely burned to the ground. We've got a main building that's supposed to be either a dick or a mushroom, but they built it like they only had access to square things in some kind of boring video game."
"No burning villages down because they look funny, Pebbles."
John Altfeld wrote: Thu Apr 17, 2025 12:47 am"We've got guests here hanging out. More importantly, they've got a produce stand with entirely out of season fruit and vegetables. There's, uh... stuff I've never seen before even. We're looking at some very exotic fruit production."
"Copy that. Supplies for later."
John Altfeld wrote: Thu Apr 17, 2025 12:47 am "I think they're reacting to you all, they're on alert now. This is either a terrifying trap or a trap that's weak and badly camoflagued," he finishes.
Jack Killian wrote: Tue Apr 15, 2025 8:48 am Jack quickly speaks up, "Was that a glint of light right over there?" Over the radio, "John I think I saw a flash of light. Someone might have eyes on us."
"Why does everything devolve so quickly." He keys his radio and says "Pebbles, hold for backup. I'm sending in Ven and Nash." He turns to his team and says "Venenifer. Nash. I want the two of you to head toward this produce stand city, let them know we mean no harm and negotiate a base of operations for us. We just need a place to park the ATRV for now."
Serrano wrote: Thu Apr 17, 2025 2:30 pm”Where do you need me?”
"You're here with me. Let's see if we can get eyes on what's in the other direction that Keiko pointed out. If not, we wait for our exploratory crew to report back and then get ourselves settled."
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Nash
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Nash »


HF: 12 when ID’d as a True Atlantean
HP: 31/31
SDC: 66/66
PPE: 27/27
ISP: 100/136
Sixth Sense – Always On


Nash stays near the tree line, both for cover and to be ready to rocket into action. Listening intently Nash also allows his mind to settle. The feeling of connection to his Hawk is reassuring, as if they become an extension of each other.
William wrote: "Why does everything devolve so quickly." He keys his radio and says "Pebbles, hold for backup. I'm sending in Ven and Nash." He turns to his team and says "Venenifer. Nash. I want the two of you to head toward this produce stand city, let them know we mean no harm and negotiate a base of operations for us. We just need a place to park the ATRV for now."
Happy to have guidance Nash moves closer to Ven to coordinate. ”Uh, Ven, Right? Do you have a vehicle? I can run about 70 mph, but flying is faster and louder. I could carry you, but that might be uncomfortable.”

Nash will wait for the senior member to issue guidance. This not knowing what most of the team can do is difficult. We will need to remedy that when there is more trust.
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Serrano
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Serrano »

Perception: 1d100: [5] = 5 /24% (+15% regarding machines and/or magic)
JIC: 1d20: [18] = 18 / 1d100: [3] = 3

Sixth Sense always on




As he completes his second circle, Serrano looks up and sees the boss speaking. He stops his bike and removes his helmet. There is a grin on his face as he looks around. ’Sorry.” He pops the kickstand and sits on his bike as Will finishes giving orders.

As he listens, Serrano sees that most of the others have dog tags in various forms worn as jewelry. ”What are those?? Some kind of team thing? I wonder how long till Nash and I get ours??” Anyone watching him sees a little playful smile on his face, while he pops some wood chips in his mouth.
Will wrote:"You're here with me. Let's see if we can get eyes on what's in the other direction that Keiko pointed out. If not, we wait for our explorator
Serrano puts his feet down and throws a two finger salute. ”Yessir. Whatever I can do” As soon as his hand is back down, he winces. ”First mission and I throw a two finger salute? What kind of idiot am i? Get with it. Still the FNG, but trained well. Now act like it.”

Serrano jumps off his bike and grabs the CP-40 rifle. Moving towards a window or hatch in the desired direction, he says ”Attempting eyes, sir.” Opening the hatch/window, he uses the scope of the rifle to check the area in a slow back and forth pattern. ((range: 2000 ft))
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Venenifer
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Venenifer »

Venenifer wrote: Wed Apr 16, 2025 10:25 am Perception: 1d100: [39] = 39 /63%
JiC: 1d20: [20] = 20 / 1d100: [92] = 92

Conditions:
MDC: 640/640 | Barding MDC: 640/640(Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 144/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] |
Range: Self, 20 feet (6.1 m) plus 5 feet (1.5 m) per level of experience.
Duration: Two minutes per level of experience.
I.S.P.: 8
Base Skill: 75% (+3%)
As the name implies, this power is an extended version of the Sensitive psionic power of Presence Sense, increasing the psychic's sensory perception at the expense of sensing range. While this power reduces the actual range of sensing (compared to the Presence Sense ability), it does increase the psychic's level of sensory detail. This power essentially functions like the standard Presence Sense power, yet also allows the psychic to pinpoint the exact number and location of all sentient beings in the area of effect. Otherwise, this power is identical to the standard ability
Standard Ability: Presence Sense is a psionic probe and awareness that alerts the psychic to the presence of supernatural beings, creatures of magic and other monstrous life forms. The ability cannot pinpoint the location of the presence, but will give the psychic the impression of whether it is near (within 50 feetll 5.2 m) or far (beyond 90 feetl27.4 m). It will also
give the character a vague idea of how many presences there are; one or two, a few (3 to 6), several (7 to 1 5), many (20-70) or an army or a swarm (100 or more). The psychic can also tell if one or more of the supernatural presences is small (something not too powerful), medium (Lesser Demon and most Supernatural Predators), big (Greater Demon and nasty monsters) or huge (Demon Lords, Dark Gods, Ancient Evil or Alien Intelligence).
The psychic can also sense human!D-Bee presences, but with much less accuracy. It is more of a feeling of "We are not alone." The person's distance is undeterminable and the number of people is limited to a sense of one or two or many, and that is only right half of the time. The only exception is if a place has been deserted, cleared out of human and animal life, then, the psychic can sense that one or more humans are above, below, north, south, etc.
[45ft radius | 10 minutes]

SKills:
Extended Presence Sense: 1d100: [45] = 45 /75%
Nash wrote:
Will wrote:"Venenifer. Nash. I want the two of you to head toward this produce stand city, let them know we mean no harm and negotiate a base of operations for us. We just need a place to park the ATRV for now."
”Uh, Ven, Right? Do you have a vehicle? I can run about 70 mph, but flying is faster and louder. I could carry you, but that might be uncomfortable.”
Ven rolls her neck back towards Will as she turns to face him and then looks over to Nash then back to Will. "I suppose you'd like me to charm them to acquiesce to your request" Ven says playfully, walking back towards the RV and stopping at Will and Nash. I do enjoy meeting new people. Ven considers then looking towards Nash. "You're sweet, but I won't need a ride. If you can run quieter than you can fly, run. I can keep up with you in the air. I'll stay low then we can walk up on them and hopefully not surprising them. Do me a favor when we meet them, let me start the talking and keep a sharp eye on them for any questionable movements." Ven says with a smile. "But please, if you see or hear anything, interrupt." Ven adds then appears to simply levitate on the ground, her cloak billowing around as he does so. "Shall we?" Ven asks Nash, then looks to Will. "I'll be in touch, oh, and do watch my friend, Keiko. She might be worse than me." Ven says with a wink towards Will and Keiko if Keiko is nearby before flying off.

Ven will match Nash's speed towards the village hut thing. About three hundred feet away, Ven flies ahead of, then stops and lands in front of Nash. "Let's approach a bit more peacefully now." Ven says looking back at Nash and will walk (or float if the snow is deep) the rest of the way there. Ven will look for any movement or people around the building. If she sees civilians, farmers or the like, she will approach without hesitation, casting Tongues and then moving to greet them. "Hello there. My name is Ven, this here is Nash. My friends and I are passing through, and we wonder if we might be able to park our vehicle here?" Ven asks warmly. Trust: 1d100: [37] = 37 /63% | Charm/Impress: 1d100: [58] = 58 /107%
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


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Nash
Posts: 38
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Nash »

Ven wrote: You're sweet, but I won't need a ride. If you can run quieter than you can fly, run. I can keep up with you in the air. I'll stay low then we can walk up on them and hopefully not surprising them. Do me a favor when we meet them, let me start the talking and keep a sharp eye on them for any questionable movements."… Ven adds then appears to simply levitate on the ground, her cloak billowing around as he does so. "Shall we?" Ven asks Nash, then looks to Will. "I'll be in touch, oh, and do watch my friend, Keiko. She might be worse than me." Ven says with a wink towards Will and Keiko if Keiko is nearby before flying off.
Nash simply nods as Ven speaks. He prefers to not have to do the taking anyways. Seeing Ven float, then fly Nash runs in the direction of the smoke, keeping it to about 40 mph to limit noise. I really need to up my game and equipment.

As they travel Nash attempts to pick the most open path avoiding brush and other loud materials. He keeps an eye on both Ven and his sensors.
Ven wrote: Ven will match Nash's speed towards the village hut thing. About three hundred feet away, Ven flies ahead of, then stops and lands in front of Nash. "Let's approach a bit more peacefully now." Ven says looking back at Nash and will walk (or float if the snow is deep) the rest of the way there.
When Ven lands Nash finds himself nodding again. I know I am the FNG, but I feel like I spend most of my time nodding and asking questions.

Nash takes up a post about 20’ and to the side of Ven so that he can keep a good view. He does his best to look non-threatening. At least as non-threatening as anyone in power armor can be.
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John Altfeld
Diamond Level Patron
Posts: 469
Joined: Wed Aug 23, 2017 4:48 am

Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by John Altfeld »

ROLLS HELD

CONDITIONS: John is at +1 foot, See Invisible (500'), Radar (1100'), Immune to Possession, Sixth Sense, Mindblock Autodefense, can't be touched by undead, can't be mind controlled by vampires, etc. Unless otherwise noted, he's not running at faster than 50 mph except in a crisis. John is naked except for his helmet and covered by the illusion of clothes.

Oh good, John thinks, Ven is here! Also, New Ash is here.

He eyes the fruit suspiciously while keeping an eye on the rest with radar.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 148/148
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 1100'
• See the invisible
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Tyrannosapiens Rex
Game Master
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Tyrannosapiens Rex »

Nash’s internal debate about leaving a man without a wingman results in Keiko seeing the rare sight of actually seeing a new dimension form. Forget Schrödinger cat, Nash is both here and already gone. How different that universe actually turns out to be may be a curiosity that the Temporal magic specialist can choose to follow up on later at her option.*

Serrano’s distraction with the moose and his rapid button clicking does in fact miraculously result in at least 1 good picture. His look from the top of the ATRV doesn’t provide much, except he spots several trails that way converge into something that might actually be a macadamized road in the distance at the edge of the valley.

The glint of light Jack noted came from the direction of the settlement John reported on already.

William ponders, briefly, a career in lion-taming while directing the team. However, things manage to work themselves out. John didn’t light the place on fire yet, the moose didn’t transform into a tentacled horror from the depths when Serrano photographed it, and you are on Earth. It’s still a good day.



As John watches, there is a flurry of activity and incomprehensible gibberish from the people in the vicinity of the blockhouse. The older woman who was tending the fruit stand is shooing a couple cows and a horse toward the backside of the blockhouse.
The two human males in the lean-tos are checking their arms and packing up their bedding and having a conversation in their funny sounding language.
The fruit on the fruit stand are motionless and silent to John’s whispers. Almost like they’re just fruit. But that can’t be right.
Pondering the demonic nature of produce is put on the back burner as John spots Nash and Ven arrive.
The first person Ven spots is the older woman from the fruit stand. Out of her mouth comes: “Bonjour. Je m'appelle Ven, et ici, c'est Nash. Mes amis et moi sommes de passage et nous nous demandons si nous pourrions garer notre véhicule ici.”**
The woman nods, stone-faced.“Les voyageurs sont toujours les bienvenus à condition qu'ils fassent du commerce.”*** She gestures at the mostly cleared land around the blockhouse.

*In case it ever matters, Keiko’s ability to travel to this parallel would be at the 'visited it once' level.
**This is what Ven meant to say, but nobody else in the group understood it.
***Something along the line of ‘Travelers are always welcome as long as they do some barter/trading.’
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Venenifer
Posts: 146
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Re: Stuck Between a Dwarf and a Cold Place (Roughnecks Adventure)

Post by Venenifer »

Perception: 1d100: [30] = 30 /63%
JiC: 1d20: [10] = 10 / 1d100: [55] = 55

Conditions:
MDC: 640/640 | Barding MDC: 640/640(Barding BR: 2d6/melee) | P.P.E.: 136/136 | I.S.P.: 144/152
| HF (when identified as a dragon): 11 (13 w/Frills extended in Dragon Form) | Nightvision: 200ft | See Invisible (at will) | Shadow Meld (at will) | Cold/Fire 1/2 DMG | Impervious to All Forms Of Paralysis | Bio-Regen: 1d4*10 MDC/min | Sense Ley Lines/Nexuses/Dragons 20mi | Visually ID dragons within 4,000ft | Sixth Sense [Inactive, 2ISP] | Tongues [15 mins | Understand/Speak any language] |
Range: Self, 20 feet (6.1 m) plus 5 feet (1.5 m) per level of experience.
Duration: Two minutes per level of experience.
I.S.P.: 8
Base Skill: 75% (+3%)
As the name implies, this power is an extended version of the Sensitive psionic power of Presence Sense, increasing the psychic's sensory perception at the expense of sensing range. While this power reduces the actual range of sensing (compared to the Presence Sense ability), it does increase the psychic's level of sensory detail. This power essentially functions like the standard Presence Sense power, yet also allows the psychic to pinpoint the exact number and location of all sentient beings in the area of effect. Otherwise, this power is identical to the standard ability
Standard Ability: Presence Sense is a psionic probe and awareness that alerts the psychic to the presence of supernatural beings, creatures of magic and other monstrous life forms. The ability cannot pinpoint the location of the presence, but will give the psychic the impression of whether it is near (within 50 feetll 5.2 m) or far (beyond 90 feetl27.4 m). It will also
give the character a vague idea of how many presences there are; one or two, a few (3 to 6), several (7 to 1 5), many (20-70) or an army or a swarm (100 or more). The psychic can also tell if one or more of the supernatural presences is small (something not too powerful), medium (Lesser Demon and most Supernatural Predators), big (Greater Demon and nasty monsters) or huge (Demon Lords, Dark Gods, Ancient Evil or Alien Intelligence).
The psychic can also sense human!D-Bee presences, but with much less accuracy. It is more of a feeling of "We are not alone." The person's distance is undeterminable and the number of people is limited to a sense of one or two or many, and that is only right half of the time. The only exception is if a place has been deserted, cleared out of human and animal life, then, the psychic can sense that one or more humans are above, below, north, south, etc.
[45ft radius | 10 minutes]

SKills:
Extended Presence Sense: 1d100: [69] = 69 /75% [Keep track of any moving signals nearby that might be hidden or unknowns]

Post:
Local Woman wrote:“Les voyageurs sont toujours les bienvenus à condition qu'ils fassent du commerce.”
Ven listens to woman and nods, clasping her hands together in appreciation. "Ah, c'est formidable. Nous sommes ici pour affaires. Je suis sûr que nous pouvons trouver une solution."
Ah, wonderful. We are here on business. I am sure we can work something out.
Ven says with a warm smile despite the local woman's cold demeanor. "Puis-je connaître le nom de notre hôte ?"
May I know the name of our host?
Ven asks with a trusting smile. Business we can handle. I do hope these people are as simple as they seem, I would hate to have to hurt any of them. Ven considers internally, quite liking the idea of a lone cabin in the woods away from people. After the woman gives her a name or doesn't, Ven will politely bow her head and turn to Nash.

"Traders are always welcome, so long as we are willing to barter we can park here." Ven says to Nash to offer him a quick update before queuing her radio. "Dear William, we are welcome to park our vehicle here if we need too so long as we are willing to offer business or trade. A quaint people from the looks of it." Ven informs William and the others over the radio.
Venenifer, the Royal Frilled Dragon

P.P.E.: 136 | I.S.P.: 152 | Natural A.R.: 13 | Personal MDC: 630 | Barding MDC: 630D/315H
(+ 1 on all other saving throws not listed here) )
Coma/Death: 28%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +11
Psionics (varies): +9
Mind Control (varies): +3
Horror Factor (varies): +6

HF/Awe: 11/13 when frills flared. | Nightvision 200ft | See Invisible at Will | Shadow Meld at Will | Half Damage Fire/Plasma/Cold | Impervious to all forms of Paralysis | Bio-Regen: 1d4*10 MDC/minute | Sense Ley Lines, Nexuses, Pyramids and Dragons within 20 miles | Visually see past other dragon's illusions within 4,000ft


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