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.
10542066-large.jpg (29.38 KiB) Viewed 1266 times
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.
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.
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.’
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.
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.
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."
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'
| 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.
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.
(+ 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
Please Do Not PM This Account, PM Underguard Instead╭∩╮(=^ェ^=)╭∩╮
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
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!!”
"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."
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.
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))
| 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.
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%
(+ 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
Please Do Not PM This Account, PM Underguard Instead╭∩╮(=^ェ^=)╭∩╮
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.
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
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.’
| 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.
(+ 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
Please Do Not PM This Account, PM Underguard Instead╭∩╮(=^ェ^=)╭∩╮
Perception: 24% (+5% involving vampires or undead, +15% involving electronics or machines) /
1d100: [97] = 97
JIC:
1d20: [14] = 14 /
1d100: [46] = 46
+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
Ven wrote: 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."
Nash stands attempting to pay attention to everything, his radar (30 mile radius), everyone in the group, and the conversation he does not understand. With little to do but wait he begins to list the modifications to his armor he wants next. Ok, integrated language translator, thermal imaging, sound dampening system, force field, either magical or standard…. Maybe I can get Serrano to help with these….
Ven wrote: "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.
Nash nods in thanks to Ven for translating, but keeps his position. He will continue to watch his radar and be wary of the new people. Afraid he might do something stupid to mess this up Nash will not move until Ven or John does and then only to shadow them like a little brother might.
Conditions:
Sense the Presence of Spirits Amulet
Talisman Invincible 200 MD (OFF) waiting to be Recharged
Talisman of Mystic Invisibility Altess Eviscerator Count Bustamante
William, “Hold for now, Fireman. I want to see what we get from Pebbles."
Jack stops and replies, “OK boss, Jacks on hold. But if there is a Fire fight, I should be the one with the fire..” Pebbles aways smashes things before I can turn them in to Ash. That is Funny Ash is not the Nash I was thinking about.
Count Bustamante, “It isn’t that funny. But you are right you have a tendency to turn things to Ash, before we can properly investigate things.”
"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."
Jack responds out in the open, “Yea I don’t think I need to burn the place down just for a parking place.” “Any good fruit or hard drinks will be welcomed Ven, and if they need a Healer I’m here to help.”
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'
CONDITIONS: John is pebbles. 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.
John stays hidden and continues to keep watch in case a trap is sprung after the ATRV arrives. He turns into pebbles so that he won't appear on infrared.
"Staying hidden for now. I don't trust these simple people who have fresh, out-of-season, exotic fruit. Probably it's all fine."
He whispers at the fruit stand again from his hiding place, "Ques ce se, du fromage? Je suis le papa gateau."
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
As Keiko feels the dimensional energies shift around her with the indecision she witnesses the splitting of the Dimensions at the focal point of the decision. Nash's complete commitment to each path the catalyst. However the most miraculous event was yet to reveal itself for Keiko. Keiko's fur stands at attention as she sees the dimension behind the others. All the dimensions whip past her in an instant and she see it. The dusty barracks room, poorly lit, with the rattling air-conditioner attempting to hold back the Arizona heat. A suitcase still on the floor indicating the temporary location. Several uniforms strewn out on the bed behind the desk. Right next to a stack of energy drinks sits a toaster and plastic plate. Quite the dismal room. The poor bastard sitting at the desk typing away in shorts and a t-shirt. She finally understands. A smile forms as she now knows...the undeniable truth about her existence. The smile is returned, as everything returns to the way it was. Not even a blip on anyone's radar. It was just for her. Whether by chance or...It wasn't chance. You made a deal with the GM...Maybe I should be calling him Bahb the Great...Bahb the All Mighty...or The One and Only T-REX!!!!! Oh whatever, just keep going. Where was I? Oh right we were still figuring out where we were going.
Keiko smooths down her fur as listens to the radio calls as they come in. She looks over to Will and smirks at him, "So. Sounds like we have a parking spot. I guess we could try and get info from them on our target before we follow his route. Which is the direction I already mentioned when we first arrived through the rift." Keiko moves with the ARTV when they decide to move it down to the small village.
Keiko casts tongues on herself to ensure communication. (-12 PPE from Personal PPE)
Once they are all down in the village, Keiko will skip up to Ven and Nash. Keiko eyes Nash as she walks up. Not in a threatening manner...maybe...almost like a cat with a toy, "Hey guys! Nash! I have to thank you. You helped me witness a supremely rare event." Keiko's tone comes out like honey, "You forever have my thanks. I hope you don't ignore me this time." Keiko's smile is just a little unsettling, almost like what one would give a cornered animal. Her eyes are also looking right through you to something deeper. Just as fast as she was there, Keiko moves away to slide up next to Ven and throws her arm over her friend's shoulder. Keiko's whiskers and fur tickle Ven's cheek as Keiko gently kisses her before whispering in her ear, "Happy Birthday." Keiko grins from ear to ear as she pulls away. "So. We still just chilling here? Or what up?"
At one point Keiko does look deliberately up, "Come on. Proof read...There you go...Gods you're a terrible speller."
Serrano reenters the main cabin. ”So we landing?” Upon getting an affirmative, he moves to a window on the side where he can see the area. ”Seems like a quiet village.””I may not need the heavy gear. *looks at the others* Especially with this crew.” With a nod, he heads to his berth and removes the heavy armor. After securing it and his borrowed rifle, Serrano heads back out to his bike.
He will sit on it and wait to land. Using his radio, ”While I was up top I saw some trails that seemed to converge at the edge of the valley into something you could call a road." He then takes a moment and saves the photo to his personal computer.
Serrano listens to the others as they talk on the radio. ”Trade?? Maybe I can fix some stuff in exchange for items, like fresh food.” After a quick check of his finances, by looking in his pouch, Serrano hits the radio once again. ” Feel free to trade my mechanic work in trade. I am on my way.” With a satisfied grin, he revs his bike and heads off to join the others. Serrano gets his eyes open for anything that may let him use his skills as he drives.
Eye of Odin (Patron Item, left eye) Greater Rune Item Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws. Greater & Special Abilities
Cast incantations:
See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
The Eye knows only the six spells but can cast them in any combination.
The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
P.P.E. recovers at a rate of 10 every three hours.
Spells are equal in power to a sixth level wizard.
The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)
Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.
8th Ring of Elder Magic Features:
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.
Venenifer wrote: ↑Tue May 20, 2025 8:51 pm"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."
"I knew I sent the right one. Good work, Venen."
John Altfeld wrote: ↑Sat May 31, 2025 5:08 pm"Staying hidden for now. I don't trust these simple people who have fresh, out-of-season, exotic fruit. Probably it's all fine."
"Pebbles, did they have nectarines? I love nectarines. Never mind, I'll check it out myself."
Serrano wrote: ↑Mon Jun 02, 2025 4:03 pm”While I was up top I saw some trails that seemed to converge at the edge of the valley into something you could call a road."
"Could be useful later. Keep that place in your mind."
Keiko wrote: ↑Sun Jun 01, 2025 12:09 pmShe looks over to Will and smirks at him, "So. Sounds like we have a parking spot. I guess we could try and get info from them on our target before we follow his route. Which is the direction I already mentioned when we first arrived through the rift." Keiko moves with the ARTV when they decide to move it down to the small village.
"You read my mind. Wait, can you read minds?"
He looks to everyone present (not already at the village). "'Necks, load up or roll in to town. We've got clearance to park while we get ourselves situated."
Will hops in the ATRV and drives it into town. Following instructions on where to park it, he turns off the engine, exits, and latches the doors on his way out. Can never be too careful.
Keiko wrote: ↑Sun Jun 01, 2025 12:09 pm"So. We still just chilling here? Or what up?"
"Excellent question from my new friend with the fur. Now that we're parked, let's spread out, get some information from the locals about the area. Then we figure out if we're sleeping here, or starting to head in the direction Keiko's picked up until nightfall. Baker, you get to guard the ATRV. You brought a gun, right?"
Keiko wrote: "You forever have my thanks. I hope you don't ignore me this time." Keiko's smile is just a little unsettling, almost like what one would give a cornered animal. Her eyes are also looking right through you to something deeper. Just as fast as she was there, Keiko moves away
Immersed in the Hawk’s sensors and thoughts on upgrades Nash only half notices Keiko at his side. Without even turning in her direction he responds, ”Uh, sure…glad I could help?”
Realizing she continued Nash turns his attention to her just in time to see her walk away. He begins to apologize, then just lets the comment slowly fall off. ”Sorry, I missed most of what…ok.” Nash quickly goes back to what he was working on. That is one odd little furry.
Will wrote: Will hops in the ATRV and drives it into town. Following instructions on where to park it, he turns off the engine, exits, and latches the doors on his way out. Can never be too careful.
Hearing the sound of Serrano’s bike and noticing the rest of the team arrive Nash looks up and nods to his fellow new meat. Upon hearing Will issue the various commands he attempts to catch the leader’s eye. ”Hey boss. Want me to do a little mile high recon?” To emphasize Nash points up.
If Will agrees Nash will rocket straight up 1,000’ and begins a 5 mile radius loop looking for anything out of the ordinary.
William Summers wrote: ↑Mon Jun 02, 2025 7:56 pm "You read my mind. Wait, can you read minds?"
"Excellent question from my new friend with the fur. Now that we're parked, let's spread out, get some information from the locals about the area. Then we figure out if we're sleeping here, or starting to head in the direction Keiko's picked up until nightfall. Baker, you get to guard the ATRV. You brought a gun, right?"
Keiko give Will a bashful smile as she places her hands together in front of her which presses her shoulders closer together. She twists side to side gently as she doesn't really answer Will's question, "Mayybee...Maybe Not...TeeHeehe" Suddenly Will hears Keiko in his head, "Just surface thoughts. Nothing too deep. That's Ven who can really rip into someone's mind." (-4 ISP for Telepathy)
Keiko grins and shrugs her shoulders at the direction to gather information. "Sure thing! I guess we have to give the Great T.R. something to work with don't we." Keiko giggles to herself.
Nash wrote: ↑Tue Jun 03, 2025 4:27 am
Hearing the sound of Serrano’s bike and noticing the rest of the team arrive Nash looks up and nods to his fellow new meat. Upon hearing Will issue the various commands he attempts to catch the leader’s eye. ”Hey boss. Want me to do a little mile high recon?” To emphasize Nash points up.
If Will agrees Nash will rocket straight up 1,000’ and begins a 5 mile radius loop looking for anything out of the ordinary.
Keiko listens and watches as Nash shoots into the air at Will's command. She watches and tilts her head as she gauges his movements. Keiko, still standing near Will mostly just talks to herself, "Huh. I thought a mile was five thousand two hundred eighty feet? Oh well...The sound is still getting further away. Hahaha. Five miles out? He does know we are in a mountainous forested area. At only a thousand feet his radio signals are likely to have a lot of interference at that distance. Oh...you think he'll bite it out there? No? Ya you're right. Even with that kind of bone head move of being five miles from any friendlies, the Great T.R. will likely not out right kill him." Keiko looks back to Will without breaking stride. The various comments coming from Keiko are enough to give him whip lash. Will is not sure if she was talking to him before, but she clearly is now. Which leaves the question...who was she talking to before? "I'll chat up the locals with Ven to see if they've had any one matching our guy's description rolling through. Think we can get rolling out of here soon though. Feels like we've been here for months." Keiko turns away from Will and winks. "Don't take me too seriously. Just keep doing your best!" Keiko bounces away from Will.
Keiko moves back over to where Ven is and the fruit cart. "Ven! Hey. Oh fresh fruit? How did they manage to get this in the middle of the cold? No matter." Kieko looks at the fruit vendor, "Comment as-tu fait pour que les fruits poussent par ce froid ? Peu importe. Je peux en avoir dix de ces pommes ? Merci."
"How did you get fruit to grow in this cold? No matter. I can get a ten of these apples? Thank you."
Keiko's transcendental wall-breaking makes her seem more aware of reality while Nash proves that repeating the same actions can in fact have varying results.
Baker happily agrees to William’s request to watch the vehicle and hang out with Dave. He looks slightly insulted by the question of if he is armed, and then laughs and just nods.
Everyone safely makes their way to the blockhouse trading post.
Ven Gathers Information from the locals.
OOC Comments
The host is a french hunter/trapper named Laurent Tuedecoup (Which Vennifer’s Tounges also translates as a corruption of ‘the one-shotted’). The fruit stand does have nectarines.
In addition to the woman, who avoids giving a name, calling herself ‘Fruit Lady’ in a language distinctly different from the French the rest of the area uses.
There are a pair of hunter-trappers who are currently camping outside, and several traders inside while Laurent and another watch out the second floor.
There is a extended family-run farm adjacent to the blockhouse that works together with Laurent to provide food for security and a way to sell crops.
This is as far as Ven gets before the ARTV arrives.
Nash scouts the skies with both his eyes and his sensors.
OOC Comments
It is confirmed this is a mountain valley. There seems to be little activity at the western end, there is a smattering of farms in the lowland floodplain, just out of sight of where the party arrived. There seems to be proper roadways at the eastern end, and the sensors pick up what is probably referred to in the computer databanks as ‘heavy earth-moving equipment’ at the extreme western end of the valley.*
John interrogates the fruit
OOC Comments
While they reveal nothing verbally, some of the fruit at this stand has some sort of stickers on it. Ones with… barcodes?
William’s experienced eye catches something when he arrives about the Metis woman that the others missed.
OOC Comments
The woman shows in her garb several subtle signs she is some kind of Native shaman. Which is unusual because she also is wearing at least some modern apparel, normally not accepted by the traditionalist Native shamans.
| 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: [38] = 38/75% [Keep track of any moving signals nearby that might be hidden or unknowns]
Post:
When Keiko whispers in Ven's ear, the dragon blinks in confusion. "What is a birthday? Such an odd phrase. Some other mortal custom or something? Why is it mine?" Ven muses to Keiko, genuinely appearing confused and or intrigued at the idea of a birthday. Almost like an alien completely ignorant of earth based customs who has an inclination towards fire is amused by such odd rituals. Birthdays? Is that like the day when I hatched, or the day my egg was laid? Something else? And Keiko is acting strange too. Mm, still, it's more amusing than the past few hours have been. Ven considers as she studies Keiko's newly displayed odd behavior with a curious look, like a cat watching another cat play with a bug. "My dear, are we hearing voices now?" Ven asks Keiko playfully, running her hand up Keiko's shoulder before walking past her friend.
Ven approaches with John and Keiko as Nash takes off. Ven shrugs off his departure and trusts Will to manage the rabble. As Keiko goes on a train of thought out loud, Ven continues to eye her friend with continuously renewed interest. Each random word out of place catching the sharp mind of the psionic dragon. Her curiosity nearing a point she is going to ask. Ven will approach Will and inform him of what
The host is a french hunter/trapper named Laurent Tuedecoup (Which Vennifer’s Tounges also translates as a corruption of ‘the one-shotted’). The fruit stand does have nectarines.
In addition to the woman, who avoids giving a name, calling herself ‘Fruit Lady’ in a language distinctly different from the French the rest of the area uses.
There are a pair of hunter-trappers who are currently camping outside, and several traders inside while Laurent and another watch out the second floor.
There is a extended family-run farm adjacent to the blockhouse that works together with Laurent to provide food for security and a way to sell crops.
This is as far as Ven gets before the ARTV arrives.
she was able to gather and allows William to make the proper threat assessment.
Keiko wrote:"Ven! Hey. Oh fresh fruit? How did they manage to get this in the middle of the cold? No matter."
Ven smiles and follows, taking the fruit and offering some gold coins in exchange. Ven doesn't ask for a price and likely provides more than its worth. "My thanks." Ven coos towards Keiko then the vendor before looking back to her friend. "Perhaps underground farms. You know I don't eat food." Ven says with a smirk as she passes the fruit back to Keiko after they are out of earshot of the vendor as to not offend. "Now if they have a fine wine, we'll share it." Ven offers Keiko with a playful wink.
(+ 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
Please Do Not PM This Account, PM Underguard Instead╭∩╮(=^ェ^=)╭∩╮
Perception: 24% (+5% involving vampires or undead, +15% involving electronics or machines) /
1d100: [88] = 88
JIC:
1d20: [9] = 9 /
1d100: [3] = 3
+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
Radio Basic (75%):
1d100: [14] = 14 - To make sure communications are good.
Pilot: Robots & PA (85%):
1d100: [28] = 28 - In case I need to do an emergency maneuver.
Nash lets out a whoop of joy as he rockets into the sky. In less than 30 seconds he is approximately 5 miles from the fruit stand. Glancing at his Altimeter he sees he is approximately 2,00’ above sea level, well above the surrounding peaks, though one area to the northwest rises higher. Without realizing it Nash had taken off in the direction of the rift they emerged from. Only a mile short, he takes a moment to check for the moose no matter how likely it is he not will spot it. Hmmmm, I was worried when John took off on his own and I just did the same bone headed thing. Glad to know I fit in.
Hovering he slowly turns in the direction of old bones, 100 miles to the northwest, and the mountains behind it. If he focuses Nash can still see the clearing he just left.
With one eye on his radar, Nash takes a moment to appreciate the beauty all around him. He then begins a slow circle making sure to keep about the same distance from his team. It is beautiful up here.
Nash opens comms with the group, ”Doing a loop around your point at 5 miles out.”Should have probably told the boss what I was doing before rocketing off. If something had gone wrong they may have had trouble finding me.
”We appear to be in the foothills and lower, outer mountains of a range. The mountains proper are to the northwest, so between us and our objective. Some roadways on the eastern end may provide a way through. No hostiles on the radar, but looks like mostly farms to the west. I am picking up heavy earth-moving equipment at the far western end of the valley.”
Nash debates returning having done an initial recon, but is enjoying this too much. ”Boss, you want me to come back, or keep circling. With radar that would give us about an extra 45 miles of warning if hostiles approach."
Waiting for a response, Nash climbs an additional 500’ and continues to circle.
OOC Comments
I did look to get an idea of the topography. If I read and measured correctly, it appears we are somewhere near the black line/in the yellowed area. But I could be wrong.
Serrano drives at a leisurely pace so he can watch for mechanical or electrical things he may be able to fix. As he approaches, Serrano notices the nod from Nash. He gives a wave to his new teammate as he pulls up. He stops mid-wave as he sees Keiko out of the corner of his eye.
Keiko wrote: Keiko gives Will a bashful smile as she places her hands together in front of her, which presses her shoulders closer together. She twists side to side gently
Slamming the brakes, Serrano quickly looks away. ” What? Huh?? Damn, why does the cat have to be hot? That ain't right.” With a quick shake of his head to clear his thoughts, he looks around carefully. ” Okay. Let's see. Rural landscape, low tech by all appearances. Rustic, but a variety of people.” The only thing that seems to jump out at him is the native american woman. ” Historically. Natives wouldn't be alone near rural folk. Maybe in a bigger town, but out here it seems unlikely.”
He realizes that all his training and magic skills leave him useless in this situation. With a visible slump of his shoulders, Serrano parks his bike, uses the kickstand, removes his helmet, and gives himself a stretch. He places his helmet on the seat with one hand and uses the other to pop some wood chips into his mouth.
As the taste hits his tongue, his eyes light up. ” I wonder if they have anything good or new to gnaw here. Maybe something new!” He walks over to the fruitstand and looks to see what is there. He is not just looking at the fruit, but also at whether there is anything he could enjoy gnawing on.
[occ] Must chew on wood, concrete, or metal to wear down their ever-growing teeth[/occ]
He hears Nash’s radio call as he looks over the stand. He will use his nose to follow any scents he enjoys, as well as to see if apples are apples here. ((using apples as a blanket term for the fruitstand))
Identify scents: 50% /
1d100: [40] = 40
Nash wrote: Nash opens comms with the group, ”Doing a loop around your point at 5 miles out.”
”We appear to be in the foothills and lower, outer mountains of a range. The mountains proper are to the northwest, so between us and our objective. Some roadways on the eastern end may provide a way through. No hostiles on the radar, but it looks like mostly farms to the west. I am picking up heavy earth-moving equipment at the far western end of the valley.”
”Boss, you want me to come back, or keep circling. With radar, that would give us about an extra 45 miles of warning if hostiles approach."
Using his radio, Serrano puts in his 2 cents. ” As we came in, I saw a road of some kind. Comes in at the edge of the mountain range.” Using his handheld computer, Serrano shows Nash where he saw it with a dropped pin and GPS.
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 speaks to William, “I’ll go out and spread some good will, no pun intended.” Jack smiles and continues, “Healing some if need be. Gathering information on this Dwarf. I hope the translator will work with the Aussie accent.”
Jack heads outlooking for some locals to see if he can find out where he should go to see if he can help heal people. He also use some of his powers to help him, See Aura ( 6 I.S.P.) and Enhanced Perception (10 I.S.P.)
Jack approaches a small group of citizens and speaks using the electronic translator, Translate English to French. “Excuse me, my Name is Jack, I’m offering my services as a Healer. I wonder if you can direct me to a doctor or other place where I can try to heal some in your community.” French: "Excusez-moi, je m’appelle Jack, je propose mes services en tant que guérisseur. Je me demande si vous pouvez me diriger vers un médecin ou un autre endroit où je pourrais essayer de guérir certains membres de votre communauté.
Basic Radio, 79% for the communicator
1d100: [53] = 53
Jack smiles at them the taps the device, "Forgive me, is this thing working properly? I'm not to good with these thing, better with Drinking!" « Pardonnez-moi, est-ce que ça marche bien ? Je ne suis pas très doué avec ça, je préfère boire ! »
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'