Shadows of Perfection

Look to the Horizon, spread your wings and fly.
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Calamity John
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Posts: 84
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Re: Shadows of Perfection

Post by Calamity John »

Perception 28% (+5% about a good deal): 1d100: [25] = 25
JIC d20: 1d20: [12] = 12
JIC d100: 1d100: [82] = 82

Save vs. HF 12: 1d20: [14] = 14

Seeing bosslady is busy with... something gross, John decides to wait to share that there's also a gunman in the area, not just monsters attacking farms and whatever caused that gross wound. "I got some word. We'll talk later."

If he fails his save, John's outside hurling. Dead men look like that, not still living ones.
Do not PM this account. PM Tyrannosapiens Rex instead.

The oddest Merchant you've never met.
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Phinneas_Graves
Posts: 201
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 63% | 1d100: [77] = 77
JIC: 1d20: [7] = 7 | 1d100: [2] = 2
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 listens to the sheriff's warning and has a thought that just might help.

"We can't touch him without restraining him, so what about that fly paper thing you used on Eight when we were on the death planet? If he can't move, then Amber can do her hand wavey stuff on him without worrying"

He looks a little closer at Virgil and begins pointing to the festering wound. "Then maybe we can figure out what caused this, and if we're going to survive this one."

As Jack points at Virgil's wound, the fingertip of his nanobot hand starts to stretch out until it is about a foot away from the man. Jack starts to swirl circles with his fingertip around the wound. As he notices the rest of the group watching his new found skill, he quickly withdraws the finger as his hand returns to normal.

Damn.....didn't really want to show that off yet....

He tries to take the attention away from himself. "It sounds good in theory anyway"
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
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David Swift
Posts: 32
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 24% 1d100: [27] = 27
JIC d20: 1d20: [5] = 5
JIC 1d100: 1d100: [43] = 43

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 60/96 hours (Cast Friday 10:00)
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes, 30 PPE cost.
  • 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: 70/77 + 300/400 Energy Sphere
ISP: 26/30
HP: 24/24
SDC: 26/26


As Jack points at Virgil's wound, the fingertip of his nanobot hand starts to stretch out until it is about a foot away from the man. Jack starts to swirl circles with his fingertip around the wound. As he notices the rest of the group watching his new found skill, he quickly withdraws the finger as his hand returns to normal.
David thinks, That's something different. Whatever Jack's doing doesn't look like a telescoping finger. I'll ask when we're NOT in the field.
Susan wrote:"You haven't been touching him, have you? Is David here? Did he try to touch this man?"
David mutters, "She really needs to get over her obsession with me. It can't be healthy for her."

David says, "Amber, if you're worried about him fighting back, I can cast Carpet of Adhesion on him. It'll hold for 10 minutes or so. Would that be long enough for what you need to do?"

Spell Strength 13+, Carpet of Adhesion, 10 PPE. As many times as Amber needs.
David Swift

Gear:

Carried/In Hand:
TW Storm Rifle

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

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

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [52] = 52 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [11] = 11 | 1d100: [56] = 56


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: [84] = 84
o Track by Psychic Scent: 105% = 1d100: [38] = 38 (103% if supernatural being is also using magic)
Sense the Presence of Vampires and Vampire Intelligence: Range: 1000' radius
Recognize Vampires Recognize Vampires by Appearance (special): 120% = 1d100: [76] = 76 (+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
Susan Lee wrote: Sat Apr 05, 2025 7:04 pm When she catches her first glimpse of Virgil, she stops in shock. "By all that is holy and scientific! What happened to this man?!?"

She immediately goes into doctor mode, pulling out her portable lab, getting gloves on and otherwise making herself as safe as she can from potential infection. "You haven't been touching him, have you? Is David here? Did he try to touch this man?"
Amber enquired, "We haven’t touched him yet. I figure I should be safe locked up inside my EBA, and I'll cleanse myself afterwards to make sure any ick doesn't contaminate me. That good with you, Doc?"
Calamity John wrote: Thu Apr 10, 2025 3:13 pm Seeing bosslady is busy with... something gross, John decides to wait to share that there's also a gunman in the area, not just monsters attacking farms and whatever caused that gross wound. "I got some word. We'll talk later."
Amber catches John’s eye and nods in understanding. “That complicates things. But we’ll talk about it later. One thing at a time."
Phinneas_Graves wrote: Thu Apr 10, 2025 4:47 pm Jack listens to the sheriff's warning and has a thought that just might help.

"We can't touch him without restraining him, so what about that fly paper thing you used on Eight when we were on the death planet? If he can't move, then Amber can do her hand wavey stuff on him without worrying"

He looks a little closer at Virgil and begins pointing to the festering wound. "Then maybe we can figure out what caused this, and if we're going to survive this one."

As Jack points at Virgil's wound, the fingertip of his nanobot hand starts to stretch out until it is about a foot away from the man. Jack starts to swirl circles with his fingertip around the wound. As he notices the rest of the group watching his new found skill, he quickly withdraws the finger as his hand returns to normal.
"Good idea, Jack," Amber said, nodding at Phinneas' suggestion about immobilizing him. Seems he can't quite control that thing yet. Need to keep an eye on that.

She glanced at Virgil, slumped against the cell wall, his eyes vacant. "We need to get him in a position first so that he can't flail about and potentially hurt himself more. I have an idea, too. Raptor, could you T-K him into the air just above an area that Side-Step creates on the floor. Then you lower him onto it. That should get all of his limbs stuck down.” She pauses for a second. “Think that would work?"

"Once he’s stuck down, I'll get on with it. This can take anywhere from about 5 minutes to over 30," Amber instructed David.

Once Virgil is successfully glued to the floor, she takes a deep cleansing breath. As she looks down on Virgil on the floor of the cell, she quietly says to him, "Okay Virgil. You can do this. Keep fighting the poison within you. I'm here to help get it out of you." Sure hopes this works. She closes her eyes, focusing her psychic abilities. Her mind delved into the depths of Virgil's broken body as she sought to expunge the evil that was destroying the man before her.

Amber Dach wrote: Thu Mar 27, 2025 6:19 pm (Psychic Purification: 6d6: [6, 2, 2, 5, 3, 6] = 24 minutes of meditation.)



Psychic Purification
Range: Touch.
Duration: Immediate.
Length of Trance: 6d6 minutes of meditation.
I.S.P.: 8
Saving Throw: None.
The healer can use his abilities to slow a person's metabolism and destroy chemicals, drugs, poisons, and toxins in the body. The effects of the drugs/impurities are immediately halted at the beginning of the meditation, and completely destroyed/negated by its end. Damage sustained prior to the psychic's intervention still remains.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
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Arvid Hammerson
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Posts: 167
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

Perception: 64% 1d100: [91] = 91 +25% For Electrical 1d100 1d100: [68] = 68
JIC d20: 1d20 1d20: [4] = 4
JIC: 1d100 1d100: [6] = 6

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:
Arvid tries to Detect any electrical device on the patient or near him.
OOC Comments
The psychic can sense or feel electricity and pinpoint its exact location as well as the approximate
amount of electricity at the source (tiny, small, big). Range: 100 feet (30.5 m) +10 feet (3 m) per level of experi ence.
Duration: Two minutes of extreme sensitivity so he can pin point every source of electricity in the area.
LS.P. Cost: Two
Arvid sees the others attending to the man in jail. He is concerned for all. What beast did this to humans, it is weird it kills like a mad beast but this one lives and is wounded by small slashes?
John decides to wait to share that there's also a gunman in the area, not just monsters attacking farms and whatever caused that gross wound. "I got some word. We'll talk later."
Arvid responds to John, “Yes, more information is better.”

Arvid likes the plan that the team came up with. He speaks up, “I could do a brain scan, but it requires touching him.”
The BOLT
https://www.pbprpg.org/forums/viewtopic ... Hammerson
OOC Comments
Avrid Hammerson
Zapper/Air Warlock
OOC Comments
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.

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

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

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


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
OOC Comments
• Attachment: Canteen Lower Back
• Attachment: Secure Universal Card: 26,000 credits
• Attachment: Vibro-Sword Across Back
• Attachment: Knife Left Boot
• Attachment: NG-B50 "Thunderer" BigBore Combat Hammer
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
• Attachment:[4]BB Shotgun rounds
• Attachment: [4]BB Shotgun rounds
Backpack
OOC Comments
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
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Susan Lee
Diamond Level Patron
Posts: 368
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [11] = 11 / 38%
JiC: 1d20: [1] = 1 / 1d100: [27] = 27

CONDITIONS: See Invisible

Susan looks at the poor, suffering man in the cage. Awful. I wonder if we'll be able to save him. Or if he'll explode into a shower of evil limbs or fungus or something. Perhaps if I remove the infection site...

She pulls out a boing-go and licks it, putting the tablet back into its container.
Amber Dach wrote: Mon Apr 14, 2025 6:25 pm Amber enquired, "We haven’t touched him yet. I figure I should be safe locked up inside my EBA, and I'll cleanse myself afterwards to make sure any ick doesn't contaminate me. That good with you, Doc?"
Susan shrugs. "It's magic. Do magic at it, I suppose. Perhaps we'll take a sample and see if the sample is magic. In theory, Phinneas's new appendage may be resistant. Who knows, it's magic."

She lets out a humorless laugh, then looks at Phinneas. "Why do hunters make good sexual partners, Phinneas?" she asks.

"Arvid is probably immune?" Susan adds. "Just kidding. Arvid should not risk immediate death or whatever is going on here."
It's DNA, all the way down./Ledger
Conditions
H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
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Phinneas_Graves
Posts: 201
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Rolls held
Susan Lee wrote: Tue Apr 15, 2025 11:16 pmShe lets out a humorless laugh, then looks at Phinneas. "Why do hunters make good sexual partners, Phinneas?" she asks.

Jack looks at Susan as she makes her unexpected inquisition. Given the circumstances, he finds it odd.

She may be more like me than either of us wants to admit

He gives her a mildly confused look and replies "Um.....something about David touching?

He then gives her a small and puzzled looking grin.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
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Minerva
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Posts: 304
Joined: Sat Jun 03, 2017 11:55 pm
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Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [58] = 58 /59%
JIC: 1d20: [20] = 20 / 1d100: [57] = 57


Minerva pulls her attention from the map to the goings-on near the jail cell. "I'm sorry Vixen, my head was in this city layout. You want what?" When Amber reiterates her request, Minerva nods. "Si señora. It will be done." Minerva uses Super Telekinesis (-20 ISP, 200 lbs) to pick the man up from his bed in the cell and lay him down gently in the Carpet of Adhesion for secure and easy access.

"Whenever you have your information, we should review this map, the attacks, and what it means for our involvement here." To Calamity, she says "Tell us about this gunman. That cannot be coincidence. That all of Perfection's troubles come knocking together."
Grace Minerva
Ledger
  • I.S.P.: 426
  • H.P.: 130
  • S.D.C.: 207
  • M.D.C.: 322 (during Supernatural Transformation)
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Underguard
Dimension Master
Posts: 1383
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, 8:10am, Saturday.
The group, working together, are able to successfully restrain Virgil. The moment Minerva lifts him with TK, his entire body tenses up as though his body is attempting to writhe. Arvid doesn't sense any technology on the man. Virgil screams out, more in fear than in pain, as he is lifted and moved in position with David securing him with a targeted Carpet of Adhesion. Amber approaches and gently touches Virgil near the wound. Amber spends the next twenty minutes focusing her mind on curing whatever ailment is afflicting Virgil.

Susan watches as Amber is in a deep meditation, the trained eye of the doctor can see the enflamed veins across his skin seem to be receding, though the wounds remain. The marks around the wound seem to lessen or become cleaned as Virgil's screams die down to whimpers. David has to recast Carpet of Adhesion twice to keep it from failing during Amber's purification. Though, almost exactly 24 minutes later Amber's eyes flutter open as she removes her hand. The wound on Virgil's leg looks much better, but is still visible almost fresh.

When Amber is done, Minerva, Susan, Calamity and Amber notice he is unconscious or passed out. The Sheriff walks up to the bars with his mouth slightly agape then nods. "First time his eyes have been shut since he's been in here." Santiago says, suggesting the man had been awake for days likely in constant pain. Susan's medical mind leads her to think that Virgil exhausted himself by screaming and attempting to writhe for almost 25 straight minutes he eventually succumbed to physical exhaustion after the pain had been dulled.

What are your intentions





Amber:
Susan:
Phinneas:
Arvid:
Minerva:
Calamity John:
David Swift:
Rifts: Earth Dimension Master
Palladium Fantasy Dimension Master
Cyberpunk Dimension Master
Heroes for Hire (H4H) GM || The Horizon Group (THG) GM || Palladium Fantasy GM ||
PCs: | Exe (PW GA) | Ronan (SS) | Venenifer (Roughnecks) | Glitch (PW GR) | Ashrak (Void Reavers) | James Syndulla(BattleTech) | Korosu(BattleTech)
╭∩╮(︶︿︶)╭∩╮

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Phinneas_Graves
Posts: 201
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 88% | 1d100: [85] = 85
JIC: 1d20: [20] = 20 | 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.

As the more magically inclined of the group start their "treatment" of Virgil, Jack feels a slight shudder of the heebie jeebies run down his spine.

Magic........ugh........

Jack makes his way out to the front of the sheriff's office and takes a seat on one of the steps. Looking out on the town, Jack feels a bit of disappointment as he takes in the dust bowl setting.

Gonna have to keep ol' Phin underwater until something exciting comes along. Ol' Jack is getting a little bored

As he sits on the step, he starts playing with a new trick he's learned with the nanobots. He makes a fist and squeezes it tightly. When the hand opens, about a half dozen small pieces of metal that resemble caltrops fall to the step beside him. Placing his hand down flat next to them causes them to liquify and rejoin his hand.

Soooooo......boooooored
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
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Amber Dach
Silver Level Patron
Posts: 331
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [12] = 12 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [2] = 2 | 1d100: [44] = 44


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: [61] = 61
o Track by Psychic Scent: 105% = 1d100: [8] = 8 (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: [64] = 64 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days


Amber smiled faintly, a mixture of relief and exhaustion etched onto her face. The cleansing hadn't been easy; she'd felt the insidious corruption clinging to Virgil, a dark energy that fought back with vicious intent. It had been a battle of wills, a clash between the Atlantean’s healing and the unknown force that had ravaged Virgil's body. But she had won. Make that, Virgil had won.

Now to give him an even better chance of surviving. She thought. And to test out her purchase from Ignatos and see if it was worth the creds she had spent on it. Reaching into a pouch on her belt, she retrieves a small, slim tapered Jade crystal that is carved on one end with a sculpted rose, the symbol for healing among Atlanteans. Closing her eyes, Amber focuses, drawing on the reserves of mystical energy that thrummed within her blood.

The crystal warmed, becoming almost incandescent in her hand as the energy flowed into it, then into Virgil’s body. A faint green luminescence emanated from the crystal, bathing his leg in an ethereal glow hopefully knitting the wound and healing his ravaged body.


- 15 P.P.E. to heal wounds. When 15 P.P.E. is pumped into the wand and it is waved over a wound it magically closes and heals the wound and restores 5d6 Hit Points.
Heals Virgil for 5d6: [1, 1, 1, 5, 4] = 12 Hit Points


As the glow subsides. She exits the cell and finds a chair to sit down in before removing her helmet and wiping the sweat from her brow. “I’ve done what I can to mend his body, but what may have happened to his mind..." She shrugs. "It's up to him and the Gods now.”

She sighs wearily. “I could use a bit of a rest but I know that we have other issues to figure out here. Let’s figure out what is going on here.”
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: 32
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 24% 1d100: [25] = 25
JIC d20: 1d20: [16] = 16
JIC 1d100: 1d100: [85] = 85

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 64/96 hours (Cast Friday 10:00)
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes, 30 PPE cost.
  • 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 + 270/400 Energy Sphere, PPE 300-30=270 after 3 Carpets of Adhesion.
ISP: 26/30
HP: 24/24
SDC: 26/26


David thinks, The family is safe in town. Virgil looks much better after that. Now for the main reason we came out here.
Amber Dach wrote:She sighs wearily. “I could use a bit of a rest but I know that we have other issues to figure out here. Let’s figure out what is going on here.”
Looking around everyone is here. "I agree. This was important, but a sideshow. We have either the monster circling the town or the person who threatened trouble. It sounds like someone's trying to either take over or something.

"Arvid, I was busy but it sounded like the attacks are going in a circle around the town. I'm in favor of finding a likely spot and setting an ambush."

Over the radio link with the team, "We also need to consider comm security and information control. Please use the radio for any info we don't want our opposition to know."

And if there is a spy or information source, that bit about an ambush, might just have them try one on us, David plots.

"BTW, Sherriff, you mentioned a mage by the name of Dorian. Do you know of any ley lines in the area he might have used," asks David?
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
Minerva
Diamond Level Patron
Posts: 304
Joined: Sat Jun 03, 2017 11:55 pm
Contact:

Re: Shadows of Perfection

Post by Minerva »

Perception: 1d100: [83] = 83 /59%
JIC: 1d20: [15] = 15 / 1d100: [43] = 43

Ψ
Range: 900' (+100'/level)
Duration: 3/18 minutes.
I.S.P.: 10 to lift/move/hurl an object that weighs 100 lbs, +10 I.S.P. per each additional 100 lbs.
Damage:
  • 1D4x10 S.D.C. per 100 lbs of weight.
  • 6 oz-1 lb: 1D4 S.D.C.
  • 1.5-2 lbs: 1D6 S.D.C.
  • 2-4 lbs: 2D4 S.D.C.
  • 5-10 lbs: 3D4 S.D.C.
  • 11-25 lbs: 3D6 S.D.C.
  • 26-40 lbs: 4D6 S.D.C.
  • 41-60 lbs: 5D6 S.D.C.
  • 61-80 lbs: 6D6 S.D.C.
  • 81-100 lbs: 7D6 S.D.C.
  • 101-120 lbs: 8D6 S.D.C.
  • 121-140 lbs: 9D6 S.D.C.
  • 141-160 lbs: 10D6 S.D.C.
  • 161-180 lbs: 11D6 S.D.C.
  • 181-200 lbs: 12D6 S.D.C.
  • M.D. is only possible when hurled object is 100 lbs or heavier and is a hard material like stone, wood or metal (not people). Does 1D4 M.D./100 lbs.
  • Can use Super Telekinesis to manipulate as many as one object per level of experience.
  • +3 to Strike (no other bonuses)
  • +4 to parry (no other bonuses)


ISP: 406/426



"He is looking much better. Not that it would take much. He did not look good earlier." Minerva watches the previously agitated man as he gets some rest. "Sheriff, when did this happen to Virgil? How long has he been like this?" Podría tocar la mente de Virgil y descubrir todo lo que necesito saber. Pero hay más peligro cuando alguien se ve perturbado así.
Translation
"I could touch Virgil's mind and find out everything I need to know. But there is more danger when someone is disturbed like this."
Turning her attention back to the map, Minerva brings up tactics. "Vixen, do you think we should split up? Two groups. Each of us watching over one of the farms in case of an attack? Doctor, can you put your babies on lookout? If one farm is attacked, we coalesce and defend."
Grace Minerva
Ledger
  • I.S.P.: 426
  • H.P.: 130
  • S.D.C.: 207
  • M.D.C.: 322 (during Supernatural Transformation)
User avatar
Arvid Hammerson
Diamond Level Patron
Posts: 167
Joined: Mon Mar 14, 2022 10:16 am
Location: San Antonio, TX

Re: Shadows of Perfection

Post by Arvid Hammerson »

‘Perception: 64% 1d100: [79] = 79 +25% For Electrical 1d100 1d100: [25] = 25
JIC d20: 1d20 1d20: [10] = 10
JIC: 1d100 1d100: [2] = 2

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:

Arvid looks at what the team has accomplished, This is a good start
He seems to be on the road to recovery, it might be long.


David
"Arvid, I was busy but it sounded like the attacks are going in a circle around the town. I'm in favor of finding a likely spot and setting an ambush."


Arvid speaks up, “That is what I was suggesting. But the commander needs to hear from all.”
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
Susan Lee
Diamond Level Patron
Posts: 368
Joined: Thu Oct 19, 2017 7:24 am

Re: Shadows of Perfection

Post by Susan Lee »

Perception: 1d100: [21] = 21 / 38%
JiC: 1d20: [13] = 13 / 1d100: [12] = 12

CONDITIONS: See Invisible

Susan throws her hands up in exasperation. “Fucking magic! Why did I even go to medical school?!?”

She pouts for a few seconds. “I’m glad that the man is better. He’s actually just exhausted. I could give him a stimulant if we need to talk with him, but it might go badly in his current condition.”

Susan pauses, as if thinking, then adds, “Or you could just do magic at it.”
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: 1383
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, 8:20am, Saturday.
Phinneas watches in boredom, Susan watches in disgust, the others more accustomed to magic and psionics don't bat an eye. Amber uses her wand to affect some level of healing on the man. Though what happened to his mind is anyone's guess. David moves over to the Sheriff to ask about Dorian and the Sheriff shrugs. "I heard about one of them things some miles north, but I ain't never venture far enough to see it." The Sheriff responds while the rest of the group start talking about tactics to stop the ambush.

Soon, the man that was a drooling mess begins to rise. Amber and Susan are the first two to see him stumble up, crawling into the chair. Susan is the first to the man's side and can see his pupils are dilating and responding to light, he doesn't appear to be jittering anymore. The wound on his leg is still there like a freshly healed over scab. To Susan's eye, the wound needs to be properly cleaned to prevent infection. Amber is as perplexed, as it seems like somehow the wound persisted through her wand's magic. The man turns his head and looks directly at Susan, reaching out with his weakened arm.

"Sweet Rosa, is that you?" He asks, his mind apparently still in a bit of a haze. Susan can guess hasn't fully processed since waking. However, with some coaxing, Susan is confident that he can stabilize enough to answer some questions. Santiago approaches with his jaw near dropped and looks over to anyone nearby as he says in a whisper. "Rosa died in the attack." Santiago says cautiously. Both Amber and Susan can spot his hand rest on his pistol as if untrusting of Virgil based on his comment.

What are your intentions





Amber:
Susan:
Phinneas:
Arvid:
Minerva:
Calamity John:
David Swift:
Rifts: Earth Dimension Master
Palladium Fantasy Dimension Master
Cyberpunk Dimension Master
Heroes for Hire (H4H) GM || The Horizon Group (THG) GM || Palladium Fantasy GM ||
PCs: | Exe (PW GA) | Ronan (SS) | Venenifer (Roughnecks) | Glitch (PW GR) | Ashrak (Void Reavers) | James Syndulla(BattleTech) | Korosu(BattleTech)
╭∩╮(︶︿︶)╭∩╮

User avatar
Amber Dach
Silver Level Patron
Posts: 331
Joined: Sun Mar 29, 2020 9:50 am

Re: Shadows of Perfection

Post by Amber Dach »

Perception: 78% = 1d100: [26] = 26 (+5% on Perception Rolls regarding vampires and the undead)
JiC: 1d20: [19] = 19 | 1d100: [49] = 49



Skills Rolls
Charm/Impress: 55% = 1d100: [63] = 63
Invoke Trust/Intimidate: 84% = 1d100: [83] = 83

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: [34] = 34
o Track by Psychic Scent: 105% = 1d100: [82] = 82 (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: [43] = 43 (+10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires. -30% skill penalty to recognize Master Vampires).
Sense Rifts and Ley Lines: Senses Ley Lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away.
See the Invisible: 200’
Alter Aura to change her aura in the following ways:
• The general level of experience can be made to seem much higher (1d4+3 levels higher) than it really is.
• Conceal the I.S.P. levels to be show them to be minimal (like a minor psychic).
• Conceal the presence of magic.
• Lasts for 8 hours. 8 hours remaining. Costs 2 I.S.P. [/size]
Critical Strike on an unmodified roll of 18, 19 or 20.
Sustain: Duration: 7 days

Amber watched the man stir, a knot tightening in her gut. Not from fear, but from a deeper, more unsettling frustration. "That's...odd," she murmured, her voice barely a whisper. My magic should have done more. The fact that it didn't...it's almost like something is actively preventing the healing. It was healed, but it wasn't gone. What had gone wrong? Was it the nature of the injury? The man's own ravaged state? Or something else entirely? It was perplexing to her. I’ll have to get David’s input on this later.

She saw him stumble up, Susan immediately moving to his side. Good. Susan was pragmatic, capable of handling the immediate physical assessment. Amber’s attention remained fixed on the man's face as he looked at the doctor, his eyes cloudy with confusion, yet somehow fixated. Then he spoke, the words slurred but undeniably clear. "Sweet Rosa, is that you?"

Amber’s gaze flickered to Santiago as he approached, his whispered revelation cutting through the low hum of tactical discussion happening elsewhere. “Rosa died in the attack.”

Amber's focus snapped to Santiago. She noted the wide, almost horrified look in his eyes, the way his jaw had dropped, and the immediate, telling movement of his hand going to rest on the grip of his pistol. Suspicion, sharp and sudden, radiated from him. He saw the man, Virgil, miraculously restored from a vegetative state, and instantly linked him to the tragedy, seeing not a victim brought back from the brink, but a potential ghost or something worse.

But Amber felt another instinct overriding the suspicion – the need for information. Confused or not, he was a survivor of whatever had happened here. His muddled mind might still hold fragmented pieces of truth they desperately needed. Susan's assessment that he could be stabilized was key.

"Sheriff," Amber's voice cut in, low and even, carrying the quiet authority of a leader who saw all the angles. Her eyes met his for a brief moment, a silent command passing between them. "Hold. He's disoriented. Not a hostile." She didn't dismiss his caution entirely; his point was valid. But drawing a weapon on a confused, wounded man was counterproductive.

She then turned slightly towards Susan, her focus shifting, though her peripheral vision kept Santiago and the man in view. "Susan," She says softly. "Work on getting him talking. See if he remembers anything before he went down. Anything about the attack, what hit them." She keeps close by, ready to protect Susan if Virgil does anything untoward.

Amber took a shallow breath, the stale, dust-laced air of the sheriff’s office filling her lungs. The tactical planning the others were engaged in was crucial. David talking to the Sheriff might yield local details. Phinneas was just being Phinneas. But this man, Virgil, was a direct link to the threat on Perfection, that might hold the key to the town surviving. The mystery of her incomplete healing gnawed at her, her mind refusing to accept an unsolvable problem, but the immediate threat of the ambush took precedence. Information, now, was more vital than understanding a magical anomaly. She would revisit the strange scab later, in the quiet solitude of her thoughts. For now, the man's confused ramblings and Santiago's suspicion were immediate variables to manage, layered onto the grim certainty of the ongoing unknown threat to Perfection.
Amber Dach

Current Conditions
Conditions
P.P.E.: 71/71
I.S.P.: 155/165
H.P.: 42/42
S.D.C.: 110/110
M.D.C. (on M.D.C. worlds): 168
User avatar
Phinneas_Graves
Posts: 201
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

Perception: 88% | 1d100: [65] = 65
JIC: 1d20: [5] = 5 | 1d100: [11] = 11

Skill rolls:
Detect Ambush 65% | 1d100: [36] = 36

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 he sits on the steps outside the sheriff's office, Jack's enhanced hearing can pick up that the group seemed mostly successful in their treatment of Virgil.

Might have been kinder to just put the poor old bastard out of his misery by the sound of it

With the cramped quarters of the entire group inside the building and the possibility of more magical use, Jack gets up on his feet and starts to walk down the main drag of the town, looking for anything particularly seeming out of place.

Come out, come out, whatever you are.....

Jack makes his way to the local watering hole and sets up at the bar. "Barkeep, a bottle of your finest.....a bottle of whatever you got". As he sits there and pours himself a drink, he looks around the room.

"We're here to save you! Who wants to tell ol' Jack what's going on around here?"
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
User avatar
David Swift
Posts: 32
Joined: Tue Oct 08, 2024 4:38 pm

Re: Shadows of Perfection

Post by David Swift »

Perception: 28% 1d100: [55] = 55
JIC d20: 1d20: [18] = 18
JIC 1d100: 1d100: [10] = 10

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 65/96 hours (Cast Friday 10:00)
Duster MDC: 28/28
Pants MDC: 8/8
Wraith Suit Spells last 10/10 minutes, 30 PPE cost.
  • 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 + 270/400 Energy Sphere
ISP: 26/30
HP: 24/24
SDC: 26/26


Underguard wrote:David moves over to the Sheriff to ask about Dorian and the Sheriff shrugs. "I heard about one of them things some miles north, but I ain't never venture far enough to see it."
"Thank you, Sherriff, I appreciate the information. " David thinks, Depending on what we discover as we go on that leyline may be the source of the issue. In addition if we're here long enough, I might need it to recharge my Energy Sphere spell.
Amber wrote:She then turned slightly towards Susan, her focus shifting, though her peripheral vision kept Santiago and the man in view. "Susan," She says softly. "Work on getting him talking. See if he remembers anything before he went down. Anything about the attack, what hit them." She keeps close by, ready to protect Susan if Virgil does anything untoward.


That'll keep Susan busy for a bit and be right up her alley.

And Jack's wandered off, probably because of boredom. CJ's out there somewhere also. And we don't know how safe this place really is.


Murmuring to Amber, "I'm going to do a radio check on our two out of sight members."
Stepping out the front door of the Sherriff's office, David looks around to spot Jack and keys his radio, "Calamity, Jack, this is Sidestep. Respond for a safety check, please." While waiting for the check-in, David sweeps his eyes across the area looking for anything that feels off.

David's already given his thoughts to Arvid. He'll let the senior group members plan the next step and expand on that step as needed.
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: 201
Joined: Sun Feb 06, 2022 11:29 am

Re: Shadows of Perfection

Post by Phinneas_Graves »

ROLLS HELD
David Swift wrote: Sun May 18, 2025 8:29 amMurmuring to Amber, "I'm going to do a radio check on our two out of sight members."
Stepping out the front door of the Sherriff's office, David looks around to spot Jack and keys his radio, "Calamity, Jack, this is Sidestep. Respond for a safety check, please."
Unfortunately for Sidestep, Jack has removed his earpiece while he has his drink and tries to excite whatever crowd may be in the saloon. The safety check goes unanswered.
Phinneas Graves
Current stats
S.D.C. 134/134
Right Arm: 50 M.D.C
M.D.C. N-F40A: 110/110
P.P.E. 21/21
Ammo - NG-R50: 192/183
Ammo - AF-115:
Mini Missiles - Left: 5 Plasma SRM/5, Right: 5 Plasma SRM/5
Rails cannons - Left: 4000/4000, Right: 4000/4000
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