Roughnecks Operations Compound (206a)

Dockside, Airport, and outskirts of MercTown.

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Re: Roughnecks Operations Compound (206a)

Postby Mercedes » Thu Jan 31, 2019 7:47 am

Perception: 1d100 = 73
Just in Case d20: 1d20 = 7;JIC d100: 1d100 = 93
Imitate Voice (for her accent) 1d100 = 40/80%

"I'm fine, I guess I just had a bit of a flashback." Mercedes explains rather haughtily, avoiding any detail of what she experienced.
Wouldn't you like to know? She puts up a mind block, just in case.

Keeping her paranoia to herself, Mercedes subtly glances at each person present in turn. Who did that? I'll figure it out and make them pay. Painfully!

"Your welcome to come too."

"For what?", she demands unpleasantly, sounding annoyed.
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

Miniaturized Tolkeenite PPE Battery: 160/180 P.P.E.

Knock-Knock: 1/6 shots remaining
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Re: Roughnecks Operations Compound (206a)

Postby Jack Killian » Thu Jan 31, 2019 2:36 pm

(((Rolls Carry Over)))

Murdoc turns to Jack, "If you wanna burn some of that cash, lets hit it." He turns to Dave, knowing full well the robot received the transmission as well, and shrugs as what can you do kind of motion, "Little Willie likes his soup. If you could oblige the man, that would be great."

He looks to Mercedes, "Your welcome to come too.


Jack looks at Murdoc and Mercedes with eyes wide open, “I like the idea of burn some cash, I’m good at burning. Usually cash isn’t that important. Where I come from it is trade goods. And you have such high-tech items. I want to see what you have.”

Jack speaks to, "Come on Mercedes, maybe you can help a country bumkin like me turn into a gentleman?”

Jack checks his credits, as he sees Murdoc does. Then he follows Murdoc. Once under way Jack ask, “Do they restrict us from having anything?”

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OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

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.


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Re: Roughnecks Operations Compound (206a)

Postby Mercedes » Sat Feb 02, 2019 4:51 pm

Perception: 1d100 = 87
Just in Case d20: 1d20 = 19;JIC d100: 1d100 = 8
Imitate Voice (for her accent) 1d100 = 88/80%

"Oh, very well. You're all so clearly helpless without me, so I may as well."
Hades, does my head ever hurt. I guess it happened to Jack, too.

Mercedes decides to forgo her body armor but keeps her sword with her, choosing to dress in her business attire.
I may as well look somewhat harmless out in the town.

Magefire Weapons to spend wait...spend?! That's not in my nature!
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

Miniaturized Tolkeenite PPE Battery: 160/180 P.P.E.

Knock-Knock: 1/6 shots remaining
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Re: Roughnecks Operations Compound (206a)

Postby Bettie Houser » Tue Feb 05, 2019 6:15 pm

Perception: 1d100 = 5% (34% base)
JIC: 1d20 = 16
JIC: 1d100 = 70


Bettie either enters through the garage or heads directly for it, whichever is quicker, in order to have a look at her brand new hover bike. "Oooooh, so shinny!", she runs her hand over the freshly painted flames on the crafts nose. If anyone else is in the garage she smiles at them, "So what do you think?".
Bettie Houser
M.D.C.: [190/190]
Armor:
- Armored M.D.C. Biker’s Jacket & Streetwolf M.D.C. Combat Pants
M.D.C.: [15/15] & [8/8]
Weapons:
- Kisentite Sword
- (2) NE-6SLs
Misc.:
- Sunglasses
- Cred cards
- IRMSS kit
- Wilk's PRC-5
- (8) Speed loaders
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Re: Roughnecks Operations Compound (206a)

Postby Augur » Wed Feb 06, 2019 6:49 am

Absolutely nobody is present at the compound. Even Dave is absent.
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Re: Roughnecks Operations Compound (206a)

Postby Bettie Houser » Wed Feb 06, 2019 11:25 am

((Rolls carried over))


Bettie pokes her head into every room that is not outright locked saying, "Hello? Aaaaanybody heeeere?". Finally, after checking ever nook and cranny Bettie simply shrugs, "Eh, oh well...I wonder what Wak's room is like? No, no, no, Bad Bettie! Wait until he at least invites you into his room once!". Having decided against invading the team leaders privacy, at least for now, Bettie realizes there is some work to be done. She grabs all her new clothes, armor, weapons, and other gear and heads to her room. Once there she spends the time attaching the Wilk's sights to the pair of NE-6SL's and sighting them in. Next she adjusts the fit of both the Man-Killer EBA and the old suit of Mega-Juicer EBA that John gifted her, "Well, both these are going to need a paint job...hmmm, I wonder if any of the others can paint? That or I can take both suits over to Wellington and see if they'll do the same paint job as they did on the AHB.". Once that is done she dons her new armored clothes, "Now why didn't they dream this stuff up sooner?".

A. No-one has returned yet.

If she finishes all this up before anyone returns she spends her time getting familiar with the base and the bar. Seeing that the wet bar is woefully under stocked, Bettie frowns and starts making a new shopping list in her head for Dave, "I really don't see how these guys consider themselves mercs with such a limited supply of alcohol.", she mutters to herself as she works.

B. Someone returns in the meantime.

Hearing someone else returning Bettie comes out of her room to greet them, "Hey, how'd your shopping go?".
Bettie Houser
M.D.C.: [190/190]
Armor:
- Armored M.D.C. Biker’s Jacket & Streetwolf M.D.C. Combat Pants
M.D.C.: [15/15] & [8/8]
Weapons:
- Kisentite Sword
- (2) NE-6SLs
Misc.:
- Sunglasses
- Cred cards
- IRMSS kit
- Wilk's PRC-5
- (8) Speed loaders
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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Wed Feb 06, 2019 2:12 pm

Perception: 1d100 = 74
JiC d20/d100: 1d20 = 1 / 1d100 = 93

John comes in the compound gate. Quiet in here... I guess everyone went to that meeting and Dave the Robot is hiding. I wonder if he has an all-metal servant's room.

"Oh, hey, Bettie. It went pretty well. Suprisingly little to buy here right now - I don't really collect weapons for the sake of collecting. One of the shops actually closed behind me and the guy went on vacation. Well, he was sort of a demi-god, but still."

He shrugs, "Did you find anything exciting? Have you heard anything about this mission? Also, it's pretty crazy that we get to town and the same day we're already up for getting hired. No rest for the wicked awesome."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: Roughnecks Operations Compound (206a)

Postby Bettie Houser » Wed Feb 06, 2019 5:48 pm

((Rolls carried over))


John Altfeld wrote:John comes in the compound gate. Quiet in here... I guess everyone went to that meeting and Dave the Robot is hiding. I wonder if he has an all-metal servant's room.

"Oh, hey, Bettie. It went pretty well. Suprisingly little to buy here right now - I don't really collect weapons for the sake of collecting. One of the shops actually closed behind me and the guy went on vacation. Well, he was sort of a demi-god, but still."

He shrugs, "Did you find anything exciting? Have you heard anything about this mission? Also, it's pretty crazy that we get to town and the same day we're already up for getting hired. No rest for the wicked awesome."



"Heya John. Demi-god on vacation...wow. Guess everyone needs some time off now and then. I was just working on another shopping list for Dave, need to stock the bar.", Bettie hops up and sits down on the bar top, "As for anything exciting, I got myself a brand spanking new Wellington hover cycle. It's out in the garage. Uh, got a new suit of armor, a pair of those Naruni make plasma revolvers, bought 4 fully loaded drums of rounds for that plasma gattling, a spiffy Wilk's walkie talkie, these N-G Streetwolf threads I've got on. Oh, and I placed an order to get one of those Naruni two handed swords techno-magic modified to make it lots faster when I need it.", Bettie grins, "I was trying to find a claymore style sword made out of the same metal as the one I've got now, but so far no luck. The guy over at Weapons of Wonder is keeping an eye out for me. Although he did tell me weapons like it can be found at some pirate town up river. Queensbay or something I think? If we happen to head that way sometime soon, it'd give me a chance to pick up what I've been looking for.".
Bettie Houser
M.D.C.: [190/190]
Armor:
- Armored M.D.C. Biker’s Jacket & Streetwolf M.D.C. Combat Pants
M.D.C.: [15/15] & [8/8]
Weapons:
- Kisentite Sword
- (2) NE-6SLs
Misc.:
- Sunglasses
- Cred cards
- IRMSS kit
- Wilk's PRC-5
- (8) Speed loaders
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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Wed Feb 06, 2019 9:46 pm

ROLLS HELD

"It's hard to.. He's like a dragon? So a soft god? And he oozes light out of his eyes? It's more like a power category. But yeah. He obviously loves showing off and giving bad customer service. Is there a god of bad customer service? I think we had the same problem. I couldn't find a giant sword anywhere except for this one from Naruni for robots. I'm not a robot."

John pauses. "Those are some nice new clothes. Wait... did you say Weapons of Wonder?!? That's the guy I broke by talking! He left! That's the demi-god!"
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Fri Feb 15, 2019 11:41 am

ROLLS HELD

John and Bettie’s radios fire up, spewing the dulcet tones of Murdoc all over the place like a first-timer at Mardi Gras.

John asks if everyone was supposed to go to the meeting contrary to the previous communication, then turns to Bettie. “I think they’re jealous because we are the strongest ones there is. Also best looking.”
Last edited by John Altfeld on Fri Feb 15, 2019 11:50 am, edited 1 time in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
User avatar
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Re: Roughnecks Operations Compound (206a)

Postby Bettie Houser » Fri Feb 15, 2019 11:45 am

((Rolls carried over))

John Altfeld wrote:"It's hard to.. He's like a dragon? So a soft god? And he oozes light out of his eyes? It's more like a power category. But yeah. He obviously loves showing off and giving bad customer service. Is there a god of bad customer service? I think we had the same problem. I couldn't find a giant sword anywhere except for this one from Naruni for robots. I'm not a robot."

John pauses. "Those are some nice new clothes. Wait... did you say Weapons of Wonder?!? That's the guy I broke by talking! He left! That's the demi-god!"



Bettie quirks and eyebrow, "I didn't have any trouble with the guy at Weapons of Wonder that I remember. I asked if he had any swords made outta whatever this one is and he said no, but he was able to point me towards that Queens Bay place.", when John mentions his Naruni made sword she grins, "Aye, ended up with one of those as well. It's over at Armstrong-Bennett getting modified for speed. Not sure how all the techno-magic thing works, but if it helps me lay out the enemy better and faster, I'm all for it!". As the pair continue to wait for other members of the team to return Bettie wonders aloud, "Wonder where the rest are at? Any idea John?".
Bettie Houser
M.D.C.: [190/190]
Armor:
- Armored M.D.C. Biker’s Jacket & Streetwolf M.D.C. Combat Pants
M.D.C.: [15/15] & [8/8]
Weapons:
- Kisentite Sword
- (2) NE-6SLs
Misc.:
- Sunglasses
- Cred cards
- IRMSS kit
- Wilk's PRC-5
- (8) Speed loaders
User avatar
Bettie Houser
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Posts: 62
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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Fri Feb 15, 2019 12:17 pm

ROLLS HELD

“Apparently we’re invited to the big meeting. It’s probably faster if we run, rather than get a taxi.”

John then leaves at a jog to Mercenary Plaza and Blackman’s office.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
User avatar
John Altfeld
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Joined: Wed Aug 23, 2017 4:48 am

Re: Roughnecks Operations Compound (206a)

Postby Bettie Houser » Sat Feb 16, 2019 12:42 pm

((Rolls carried over))

John Altfeld wrote:“Apparently we’re invited to the big meeting. It’s probably faster if we run, rather than get a taxi.”

John then leaves at a jog to Mercenary Plaza and Blackman’s office.



Bettie glances over at the door to the garage area, "I was thinking of taking my new cycle, but yeah...lets just hoof it.".


Bettie grabs a couple more things from her room, just not the illegal stuff, and follows John to the meeting.

http://www.explorersunlimited.com/eu/viewtopic.php?f=170&t=6431&start=50

{OOC: Swapping a few pieces of gear out on Bettie's sheet}
Bettie Houser
M.D.C.: [190/190]
Armor:
- Armored M.D.C. Biker’s Jacket & Streetwolf M.D.C. Combat Pants
M.D.C.: [15/15] & [8/8]
Weapons:
- Kisentite Sword
- (2) NE-6SLs
Misc.:
- Sunglasses
- Cred cards
- IRMSS kit
- Wilk's PRC-5
- (8) Speed loaders
User avatar
Bettie Houser
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Posts: 62
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Re: Roughnecks Operations Compound (206a)

Postby Mercedes » Tue Apr 02, 2019 3:02 pm

Perception: 1d100 = 7
Just in Case d20: 1d20 = 4;JIC d100: 1d100 = 46
Imitate Voice (for her accent) 1d100 = 68/80%

Arriving at the Roughneck's stronghold, Mercedes addresses teammates nearby.
"Good night, boys."
She goes straight to her room, right to the shower, with her Battle Fury Blade never out of reach.
I think that I may hate the Spooks already. I suppose friendly fire does happen sometimes though. That would be a shame.
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Constant Effects: allergic to salt, shape-changed to appear as a beautiful human woman with deep red hair and blue eyes, sixth sense, mystic knight abilities (i.e. impervious to energy, ley line abilities)

Mercedes! Greed unbound!

P.P.E.: 24/104
I.S.P.: 24/38
H.P.: 26/26
S.D.C.: 65/65

Miniaturized Tolkeenite PPE Battery: 160/180 P.P.E.

Knock-Knock: 1/6 shots remaining
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Posts: 251
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Location: Waterloo

Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Tue Apr 02, 2019 11:19 pm

Perception: 1d100 = 22
JiC d20/d100: 1d20 = 17 / 1d100 = 20

John comes in, slightly buzzed from the Reaper Madness shots in the Ogre's Den. Mercedes goes to her... lair. And he considers the potential consequences of his 'insight' into her greed.

John then pulls out his helmet. Which is also a phone. And calls Menelaus Clotho.

"Hi Menelaus, sorry to be bothering you so late. I hope the information on the vampires and Splugorth was helpful to Kingsdale. I also hope we're now resistant to the creepy brain worm. I didn't like that thing.

Me and some... people are heading out to murder a... thing? Named Nxla? The Soulharvester?

If you can provide any information I'd appreciate it.


Also.

Souls are real? I have one? how can I protect that? Because I don't like the potential of having my... soul? ripped out?"
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
User avatar
John Altfeld
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Posts: 302
Joined: Wed Aug 23, 2017 4:48 am

Re: Roughnecks Operations Compound (206a)

Postby Hannibal » Wed Apr 03, 2019 12:49 pm

John enters the code to call Menelaus and the line rings through. A Voice on the other end answers in a soft groggy tone ”Hello…”

John Replies to the voice, "Hi Menelaus, sorry to be bothering you so late. I hope the information on the vampires and Splugorth was helpful to Kingsdale. I also hope we're now resistant to the creepy brain worm. I didn't like that thing.

The voice responds, ”John, is that you? What time is it John? What are you talking about? Worms?” The man's voice sounds more awake and aware this time.

John continues, Me and some... people are heading out to murder a... thing? Named Nxla? The Soul harvester? If you can provide any information, I'd appreciate it.

The voice is quiet for a second, then responds, ”John, are you drunk? What the hell are you talking about? Why would you murder someone or something? I mean really John. That is not something you call to tell people. What kind of information on murder would you expect from me? The man seems oblivious to the name Nxla and has no reaction when John mentions it

John continues slightly unphased by the man’s misinterpretation of the call still reeling from the shots. ”Also, Souls are real? I have one? how can I protect that? Because I don't like the potential of having my... soul? ripped out?"

A great laughter erupts on the other end of the line. Loud and long it seems to go on for a good two or three minutes before calming down. The voice attempts to gain it composure. ”You can protect your soul by avoiding murder for starters. John, did someone slip something in your drink? Where you having a bad dream man? What is all this about. It is very early in the morning and would really like to get back to sleep. What is this all about? The man on the other line seems humored and concerned simultaneously.
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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Wed Apr 03, 2019 1:53 pm

John slows down, realizing he wasn't being very clear. And that Menelaus is from a different place, so might not understand slang. He refuses to take into account his buzz.

"Hi, yes, sorry, it's me. John. I would have called tomorrow but the group I work with is shipping out."

When Menelaus asks if John had something slipped in his drink, John laughs. "I haven't been slipped anything, unfortunately. We've been hired to fight some kind of major supernatural evil from another dimension named Nxla. We can't seem to turn up any useful information on the threat, but I thought maybe you'd know, since you're one of the most experienced people... ever. It sounds like something on par with a vampire intelligence, but it can steal souls. Presumably that's how it got the nickname 'The Soulharvester.'"

John pauses for a second. "I have to say that I'm kind of shocked that everyone else is being so blase about the fact that souls are definitely real and can be stolen."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: Roughnecks Operations Compound (206a)

Postby Hannibal » Thu Apr 04, 2019 4:39 am

John Altfeld wrote:"Hi, yes, sorry, it's me. John. I would have called tomorrow but the group I work with is shipping out."

John laughs. "I haven't been slipped anything, unfortunately. We've been hired to fight some kind of major supernatural evil from another dimension named Nxla. We can't seem to turn up any useful information on the threat, but I thought maybe you'd know, since you're one of the most experienced people... ever. It sounds like something on par with a vampire intelligence, but it can steal souls. Presumably that's how it got the nickname 'The Soulharvester.'"
John pauses for a second. "I have to say that I'm kind of shocked that everyone else is being so blase about the fact that souls are definitely real and can be stolen."


Menelaus listens silently as John attempts to clear up the confusion. John finishes and there is a long moment of silence. An awkward moment that would lead someone to ask if the other person is still on the line. Then the reply, "A situation you have on your hands John. Do not apologize for waking me. I would be glad to help of course. As for your Nxla, I am sad to say I know very little. I have read something of him in a book once. A terrible being. An eater of souls. More important and something to be more mindful of, he gains the power of the souls he feasts on."

There is a brief breathy sigh on the other end of the call. Brief silence again, then, "Yes John, souls are real. There are battles for our souls all around us. You must be conscious of this. There is no way for you to protect your own soul. You can only be true to your nature. Pray to your God should you have one and hope they will draw it to them when you pass to the other side." The man's tone has changed, more alert, more aware. Behind it some nervousness can be detected.

The man pauses again, "John, If you want to protect yourself from this creature. From this monster. Don't go. Don't go John. That is how you will protect your soul. Blissful ignorance will serve you well. Find a young women to serve your needs and you will never have to worry. Live out the rest of your life, no matter how short or long in peaceful ignorance of what may lie ahead. A brief breathless pause. Then he finishes, "If you do go. If you must. I will keep you in my thoughts. I will remember you, should you not come home." In this final breath of advise John can detect a bit of nervous desperation. A bit of fear for what might be.
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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Thu Apr 04, 2019 8:47 am

ROLLS HELD

Any buzz John still had disappears immediately. I don't pray to gods, I punch gods.

"I appreciate your help, Menelaus. And if the fate of the world weren't on the line, I'd probably take your advice."

John stops talking for too long. "Is there a way to free these captured souls?"
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: Roughnecks Operations Compound (206a)

Postby Jack Killian » Thu Apr 04, 2019 4:30 pm

Perception: 64% 1d100 = 83
JIC d20: 1d20 = 7
JIC: 1d100 = 78


there Jack goes over to the robot, Dave and speaks, "Hey, did you get any E-clips and grenades?"
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

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.


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Re: Roughnecks Operations Compound (206a)

Postby Hannibal » Fri Apr 05, 2019 6:48 am

John Altfeld wrote:ROLLS HELD

Any buzz John still had disappears immediately. I don't pray to gods, I punch gods.

"I appreciate your help, Menelaus. And if the fate of the world weren't on the line, I'd probably take your advice."

John stops talking for too long. "Is there a way to free these captured souls?"


Menelaus pauses to consider the question. John can hear him breathe, sigh and wrestle with it over the connection. "John, I think not. I could be wrong. I would say the best you can do for those trapped or on the verge is offer them mercy. Do not allow them to suffer the pain of the physical for long. They will have eternity to suffer the ephemeral pain, no need to make it worse."

John can tell the man has no happy tones in his voice. "I will keep you in my thoughts John. If I come up with something else I will try to seek you out. For now, I am an old man and I need my rest. Good night John. God Speed."
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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Fri Apr 05, 2019 7:51 am

ROLLS HELD

John wishes he could drink himself to sleep and makes a mental note to be REALLY sure he wants to talk to Menelaus before he reaches out to him in the future. Or maybe to stick to topics like puppies.

"Yes, thank you. I will try to be careful and I appreciate you talking to me even though it's late. Sleep well."

John then hangs up his helmet and looks around at the dark compound.

I won't be telling the others about this conversation, I think...

He then goes to bed and tries to sleep, though it ends up being a night of fitful tossing and turning.

When he knows the stores will be open, he gets up, showers (might be the last time for a while!) and heads out to Badgerbold Cartographers.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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John Altfeld
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Posts: 302
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Re: Roughnecks Operations Compound (206a)

Postby Wakiza » Sun Apr 07, 2019 9:04 pm

Perception: 1d100 = 71 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 17 1d100 = 30

When Wak gets back he will go to Dave, "Hey Dave, please load up the spare mini-missiles in the RV and head out first thing and pick up 4 full reloads for the WI-GL20 Automatic Grenade Launcher. Mixture of frag and armor piercing. Comes out of the group fund. Also, make sure the medical gear and the e-clip recharger is loaded into the RV. Thanks bud." Wak then goes to sleep for the night.

In the morning, he tells people, "Get packed and everything loaded in the RV. If you still need anything, go get it now and get back here ASAP, so we can get on the road soon. John, don't forget about the maps."

He heads HERE.
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 219/219
H.P.: 80/80
S.D.C.: 124/124
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 90/90; Force Field: 75
• Helmet: 50; Arms: 40 each; • Legs: 50 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 76 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
Soul of a Man
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Location: Roughnecks PC

Re: Roughnecks Operations Compound (206a)

Postby Wolf Whitaker » Fri May 15, 2020 9:10 am

Perception: 1d100 = 16/24%
JIC: 1d20 = 19;1d100 = 93


Paranoia Thought Text


Active Effects:
  • HF: 10 (When threatening or being attacked)


Wolf rides up to the HQ with the rest of the Roughnecks. Nice place. Room 5 looks empty. And should bee good to be next to the garage...you are away from the exit. Don't back yourself into a corner...It's not in a corner. Also it should give us the space needed if anything pops off here. Straight line to the exit...well not the most ideal, but work able...Good. Now I don't think I need to drop much gear. Need to get those upgrades with the money we got paid...Yes you do. You might also want to learn how to use that short sword you found...Good idea. I can practice with it later...Magic seams to be the great equalizer. You may wish to get something enchanted or a TW item...I need to be able to activate it as well. I can't do that just yet. I guess I'll put that on my to do list as well...A throwing knife would be good...I was thinking the survival knife in my boot...Oh good idea...As a backup in case i need something that won't run out of bullets.

Wolf checks out his room, finding everything in order he leaves the two bottles of wine he "Acquired" in his room as he departs. To the group Wolf says, "I'm heading into MT to get some upgrades and other things. I was planning to take Minerva up on her offer for drinks. Anyone else coming? Alright. I'll be back later."
Wolf departs for the Northern Gun Store.
Wolf Whitaker

Reputation-Based Horror Factor: 10

Weapons
NE-6SL 3/6
NE-6SL 1/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6

Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
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Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Fri May 15, 2020 10:22 am

Perception: 1d100 = 18
JiC d20/d100: 1d20 = 3 / 1d100 = 69

As the Roughnecks return to base, John looks around thoughtfully. It's not home, but we're back. Oh! Looks like the backpack got delivered. Good stuff. Lots of people died, but not us. It's better to be the ones who didn't die, I think.

He says to the others, "If we're going to a party later, I'm going to get showered and do some light shopping. I'll have my helmet, just let me know where we end up going. It's good to be back!"

Then he goes to the Swap Meet
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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John Altfeld
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Posts: 302
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Re: Roughnecks Operations Compound (206a)

Postby William Summers » Fri May 15, 2020 11:42 am

Perception: 1d100 = 93/48%
JIC: 1d20 = 6/1d100 = 62

Hopping out of the APC, Will stretches his legs and does a cartwheel. "I've never been happier to be back in MercTown. We're alive and the world isn't ending." Will heads to his room at the ROC and removes his gear. He notices a note on his table.

Brianna Clarke wrote:Letter

OOC Comments
October 2nd, 111PA

Hi Will!!

How are you? It was so great to hear from you. I'm doing all right – I just got back from a long mission and am exhausted, but we get some time off so I can rest up and explore Merctown a little bit. I've 'lived' here for awhile, but haven't really gotten to know the place, so I figure now's the time.

Yeah, I am with a different group now – it's kind of a long story, but when I was working with Explorers Inc, I asked for some time off to work through some things since I've arrived here (like I said, long story, but if you want, I can explain). They let me have the time off, but then said I didn't need to come back. Kind of rude, if you ask me.

That's how I met the AAPS team. When I was out on 'vacation', so to speak, I ran into them during my travels. I helped them out with their job and ended up joining them. They're a good group and things have been going well. I was just promoted to be the XO of the group, so I must be doing something right!

Maia is good! Well, mostly. I think she's feeling a little insecure. On our last mission, I was gifted a new weapon – a dagger named Mesi. Our mission was that we had to rescue a goddess. Yes, an actual goddess, Isis! Mesi talks in my head the same way Maia does, but she also has a few magic spells! It's really awesome!! I think she was worried that Mesi was going to replace her, but that won't happen. Both Maia and Mesi are irreplacable.

I'd definitely like to get together if we're ever in Merctown or in the same area of the world and get something to eat. It'd be really nice to see you again.

Stay safe out there!

Bri


"Oh. Oh man. Oh wow. She... She wrote back! She. Wrote. Back. Yeah!!!" Will does a happy dance in the privacy of his own room. OK, cool. Uh... take care of business first. Then we talk to the cool lady.

After a shower and getting dressed in street clothes, Will gives Wak the heads up that he's going to be in town to get his surgery taken care of.
The Man in Black


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Location: Roughnecks - PC

Re: Roughnecks Operations Compound (206a)

Postby Wakiza » Sat May 16, 2020 11:01 pm

Perception: 1d100 = 64 / 82% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 12 1d10 = 8

Conditions:
-Every couple of minutes Wak shifts his MOE to thermal to see if he can spot anything invisible.

Wak gets off the RV and heads to his quarters, he strips down and takes a long shower and tries to wash off the sh*t he has seen in the last few days. Been a long few days. Got to take care of a few things, but I think I'm gonna talk a short nap first. After he has cleaned off he lays down and passes out for a few hours.

Once he is up he takes a few laps in the pool, gets dressed back up and heads back out to the compound. When he sees his newly modified rifle he smiles ever so slightly. He kooks over the modified TX-17. Nice, they did a damn good job. he looks a the team that is still there, "I'll see you guys at the bar later, heading out to a few stores." He grabs the Roughnecks credstick on the way out.

Heading to Northern Gun Store
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 219/219
H.P.: 80/80
S.D.C.: 124/124
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 90/90; Force Field: 75
• Helmet: 50; Arms: 40 each; • Legs: 50 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 76 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
Soul of a Man
User avatar
Wakiza
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Posts: 495
Joined: Sun Aug 31, 2014 11:20 am
Location: Roughnecks PC

Re: Roughnecks Operations Compound (206a)

Postby Jack Killian » Mon May 25, 2020 1:41 pm

Perception: 64% 1d100 = 24
JIC d20: 1d20 = 6
JIC: 1d100 = 64

Jack arrives at the Roughnecks Compound

Jack arrives and he is hoping to put this part of his life behind him. Got to look forward mate sometimes you’re a hero, sometimes you’re a zero. Well maybe not a big zero, you did do some good. Just have ta remember that you can’t let the flame, completely into the game. That battle is over, pick yourself up and move on.

He heads over to drop his stuff off. He store his goods in the Romper Stomper. The feel of his old ride is fantastic. he closes the door and he feels like he is in the womb , it is quiet and he is in his own world.

He is glad to be going to relax. Yea but first get some shopping done. I think i'll do some shopping too.

Ah to the Ogres den there is always tomorrow.
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian

P.P.E.: 4
I.S.P.: 196/196
H.P.: 37/ 37 MD
S.D.C.: 78/ 78

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.


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Jack Killian
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Re: Roughnecks Operations Compound (206a)

Postby Wakiza » Wed Jul 01, 2020 10:06 pm

Perception: 1d100 = 96 / 91% (+15% for either cybernetic hearing or vision if applicable)
JiC: 1d20 = 15 1d100 = 70 1d10 = 1

Conditions:
-Every couple of minutes Wak shifts his MOE to thermal to see if he can spot anything invisible.

He leads Lux into the front gate of their humble little compound. "There is the garage, the next building is our lounge, and as you can see we have a pool. Here, you can throw your stuff into chalet number 9. It is next to me. The armory is over there. We have a clinic that hasn't seen much use since our doc took off. Maybe you can clean it up." Always good to have a healer around. If anyone is around he will introduce Lux, "This is Lux, a friend from the war. She actually nursed me back to health after I lost my eye. Be nice to her! She is joining up with us as of today. Lux is a mage and a good one."
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 219/219
H.P.: 80/80
S.D.C.: 124/124
MDC from Psychic Body Field: 90/90 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 90/90; Force Field: 75
• Helmet: 50; Arms: 40 each; • Legs: 50 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 76 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 73, Upper Legs: 21 each, Forearms: 16 each, Shoulders: 14 each, Back/Shoulder Plate: 21 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
Soul of a Man
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Wakiza
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Joined: Sun Aug 31, 2014 11:20 am
Location: Roughnecks PC

Re: Roughnecks Operations Compound (206a)

Postby John Altfeld » Sun Jul 05, 2020 3:53 pm

Perception: 1d100 = 63 / 78%
JiC d20/d100: 1d20 = 8 / 1d100 = 98

CONDITIONS: John is +1 foot

John comes in, carrying his shopping.

He bows to Lux, then extends his hand to shake with her. "It's good to meet you. I'm John. I'm always thrilled to have additional magic backup. Or magic items. Magic."

He pauses. "Huh, so if you hadn't saved Commander Shades, someone else would be running the Roughnecks. Weird."

He looks over at the new cabin. "Oh, my backpack's here! I better get that outfitted before we have to go anywhere else."

OOC: Since we're supposed to be here for two months, John's doing the interior carpentry for the backpack cabin himself.

Carpentry (building the wooden interior features of the Ex-APT Cabin Backpack): EP SKILL CRIT
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290

Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400'
• See the invisible
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Re: Roughnecks Operations Compound (206a)

Postby Wolf Whitaker » Sun Jul 05, 2020 4:19 pm

Wolf:

Perception: 1d100 = 80/30%
JIC: 1d20 = 1;1d100 = 66


Paranoia Thought Text


Active Effects:
  • HF: 12
[*](Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ... ) and again if and when he first draws his weapon on a character. Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Gunslinger in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the gunslinger isn't aware the character plans to attack.)[/list]
[*]Integrated Sensor Pod - NE Armor
  • 360° scanning capability
  • Allows user to dodge all attack, even those from behind and/or surprise
[/list]



The rhythmic thumping of hooves precedes Wolf as he returns to the HQ. Wolf slows his horse to a walk as he enters the HQ. Wolf tips his hat to Lux when he is introduced. "It's a pleasure, Miss. I'm Wolf. I'm sure we'll get better acquainted. I'm new to the Roughnecks, but given the jobs they take, there's going to be a lot of need for a good medic." Wolf tuns to Waz. "Hey boss I wanted to talk to you about putting in a small shooting range in between my room and the garage. Nothing too fancy I was looking to get some targets for my SDC pistols. Just too keep in practice. Oh is the Operator here? It's going to be cheaper to fix Dusty with him rather then going to a store."
Another new person?...Looks like someone Waz trusts, She's really tall...Yes she is. Be weary of her. I don't like it...Oh come off it.

Wolf will drop some things off in his room, work on cleaning his weapons, and hope the Operator is here to work on Wolf's gear.
Wolf Whitaker

Reputation-Based Horror Factor: 10

Weapons
NE-6SL 3/6
NE-6SL 1/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6

Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
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Re: Roughnecks Operations Compound (206a)

Postby Lux BaghDach » Wed Jul 08, 2020 7:26 am

Perception 1d100 = 21 /42
JIC 1d20 = 16
JIC 1d100 = 53

Lux always readied herself in the same way in any new situation, especially when meeting any new people. Deep breath in, smile softly. Her appearance, namely her size and tattoos, easily give the wrong impression, and opening with what could be perceived as a display of audacity usually sends the wrong message.

Lux nods in response to John "It is a pleasure to meet you." Lux then looks at Wolf, and to his horse, and back to Wolf "I'm looking forward to getting to know everyone."

Lux takes a minute to look around the compound and take it all in. It is going to be a nice change of pace to have a bed to lay my head on at night.
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