Adventure 4: Annular Space

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Adventure 4: Annular Space

Postby Venatus Vinco » Sun Dec 11, 2016 6:08 pm

Rift with a Twist
With the Star Heart in play Pieter and the Warlock Marine Magic Specialist are able to power up the Dominator Obelisk and open up a rift...well half a rift anyway. This particular portal doesn't have another end, rather it stops midway into space time and hangs out there. It is a strange and dangerous place to being going, especially on purpose. With the portal open the Star Heart can be disconnected and returned to Samantha - the ambient PPE from the nexus is sufficient to maintain the rift for now.

As they look upon the portal a few things are immediately apparent: This Rifts looks like nothing any of them have seen before - looking through it is like looking into a void - and it is much too small for robots and vehicles to pass through. This excursion must be taken on foot. Looking at the control panel Pieter determines the portal will only remain open for a few short minutes so the decision to go through must be made quickly. He also notices a read out on the screen. From what he can decipher it is a simple report on the dimension being entered, much like a read dimensional portal incantation might produce,

Annular Space
Image

Type of Dimension: Annular Space
Primary Dimensional Medium: Magic.
Atmosphere: The dimension has a breathable atmosphere and is a constant 23 degrees centigrade.
Density of Dimensional Fabric: Impenetrable.
Magic Level: Super.
Dimensional Energy Matrix: None.
Flow of Time: Unaffected.
Quirks: Dimensional Focal Point/Linked (Rota Nexus)

As head looks at the report Pieter also sees a countdown until the portal closes:
2:00 minutes
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Re: Adventure 4: Annular Space

Postby Raga Grimcrow » Sun Dec 11, 2016 6:46 pm

Raga Grimcrow
Perception: 1d20+7 = 17:
10

JiC d20/d100: 1d20:
3
/ 1d100:
69

MDC: 137 PPE: 113/73 ISP: 48/20
Conditions: Superhuman Agility (8.00m/6.30m), Tongues (12.00m/10.00m), Enhanced Perception (20.00m/18.30m), Enhance Reflexes (8.00m/6.30m), Mind's Eye (8.00m/6.30m),


Lore: Magic--55% 1d100:
74


"I'll go first and secure the location!" roars Raga, who is after all a zealot now engaged in a religious war. Unless stopped Raga charges through read to kill any who stand in his way. Odin guide me into this unknown realm so I may work your will!!

APM 8
Initiative:1d20+10 = 17:
7



[1]Power punch/stab giant 1d20+8 = 14:
6
,1d4*10 = 40:
4
+ 1d8+2 = 10:
8

[2]Power punch/stab giant 1d20+8 = 18:
10
,1d4*10 = 30:
3
+ 1d8+2 = 8:
6

[3]Power punch/stab giant 1d20+8 = 24:
16
,1d4*10 = 30:
3
+ 1d8+2 = 9:
7

[4]Power punch/stab giant 1d20+8 = 16:
8
,1d4*10 = 10:
1
+ 1d8+2 = 5:
3

[5]Power punch/stab giant 1d20+8 = 12:
4
,1d4*10 = 40:
4
+ 1d8+2 = 8:
6

[6]Reserve: Movement, Dodge, Recast AoI etc. 1d20+17 = 23:
6

[7]Reserve: Movement, Dodge, Recast AoI etc. 1d20+17 = 33:
16

[8]Reserve: Movement, Dodge, Recast AoI etc. 1d20+17 = 34:
17


Parries: 1d20+13 = 27:
14
, 1d20+13 = 15:
2
, 1d20+13 = 25:
12
, 1d20+13 = 23:
10
, 1d20+13 = 24:
11
, 1d20+13 = 24:
11
, 1d20+13 = 17:
4
, 1d20+13 = 20:
7
,
Autododges: 1d20+6 = 15:
9
, 1d20+6 = 15:
9
, 1d20+6 = 16:
10
, 1d20+6 = 19:
13
, 1d20+6 = 21:
15
, 1d20+6 = 20:
14
, 1d20+6 = 24:
18
, 1d20+6 = 7:
1
,
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Re: Adventure 4: Annular Space

Postby Sazzir » Wed Dec 14, 2016 10:26 pm

Perception: 1d20+5 = 19:
14

JiC: 1d20:
12
1d100:
52


Conditions: Listening through Translator, but when he responds to teammates it is in American, Headache from the Nexus!

Z just looks on in amazement and just pretends he understands the explanations of where this portal is going. What in the HELL! No fraking way. Z speaks up! "This is a bit much for a simple grunt like me. You guys go ahead, I will help the marines mop up. Maybe afterward, I will wander about in, what do the call it . . . the megaverse? Sarik, keep them out of trouble. Good luck Grunts. See you in the next life!!" Sazzir turns to report to either Firmus or a marine, "What do you need?"
Sazzir Rawat
P.P.E.: 13
I.S.P.: 57
H.P.: 84
S.D.C.: 65

Active Powers
-Sense Psychic and Magic energy - 52% (See Character Sheet)
-Identify Supernatural Beings (also detect whether person is possessed) - 64%
-Judge distance and precise location of sound source - 90%
-Recognize and ID prey by sounds - 82%


Sazzir heard this quote sometime in his young life and it always stuck with him:
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid."
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Re: Adventure 4: Annular Space

Postby Rocky » Fri Dec 16, 2016 6:32 pm

Battle at the Nexus
Perception: 1d20+3 = 22:
19

JIC d20: 1d20:
20

JIC d100: 1d100:
49


"I'll go first and secure the location!" roars Raga


Rocky listens to others and gets ready to go it the opening to nowhere, “Looks like we go without the heavy support gear."

Z speaks up!
"This is a bit much for a simple grunt like me. You guys go ahead, I will help the marines mop up. Maybe afterward, I will wander about in, what do the call it . . . the megaverse? Sarik, keep them out of trouble. Good luck Grunts. See you in the next life!!"


Rocky wonders if Sazzir is quitting the group all together, “Everything OK Sazzir?”
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Beckett » Sun Dec 18, 2016 9:53 am

Perception: 1d20+2 = 6:
4

Initiative: 1d20+5 = 10:
5

JiC d20 | d100: 1d20:
3
| 1d100:
55


Samantha grabs the Star Heart from Pieter with the small robotic arm and brings it up to the cockpit. Within a few moments, she realizes that her Logan fighter, which is about twice the size as the largest member of the party wouldn't make it through the rift. Okay, time to switch gears... She quickly starts to store the Star Heart inside the Logan, and then realizes they may need it to get back. Time to get the backpack She pulls out her military hard-sided rucksack, and stores the Star Heart within it. She grabs her rifle, knife and then hops down out of the Logan.

The servo's in her upgraded armor whine as her feet hit the ground. "Alfred, button it up, and keep the engine's hot. Listen to Cole, he has my authority." She finishes her statement to her Robot with authorization code, "Bravo, Alpha, Mike, Foxtrot, One, One, Niner, two" The cockpit of the Logan, closes up and the engines idle, waiting for further commands.

"Allright, I'm ready... let's go!" She places the backpack on her back and the magnetic locks lock the hardware into place. She hefts her rifle into position and follows the rest of the team through the breach.
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Re: Adventure 4: Annular Space

Postby Pieter Dravnos » Mon Dec 19, 2016 9:57 am

Perception: 1d20+6 = 21:
15
+3=24 (vs Magic, Technology, or its combination)
JIC: 1d20:
5
, 1d100:
3

Lore: Magic (General) 29%/1d100:
12
- Dimensional Energy Matrix???!?

Reading the output, Pieter is confused. "Magic level I get, what's dimensional energy matrix?"If he remembers or the Warlock Marine troop speaks up, He immediately grabs Beckett's, Rocky's amd Daphne's shoulders and gives them strength and the ability to breath. "Less than two minutes to get through folks. Step up if your armor is tech so I can empower it" He doesn't waste much time second guessing Sazzir. Perhaps the ley line was messing with his head so much. He knew it made CS mutants ill at ease due to the energies.

Action 1: Realize that tech may not work
Action 2: Grab onto Beckett, enchant armor with Breathe without Air (6th lvl prof)
Action 3: Enchant Beckett's armor with Superhuman Strength (6th lvl prof)
Action 4: Grab onto Rocky and enchant his armor with Breathe without Air (6th lvl prof)
Action 5: Enchant Daphne's armor with with Breathe without Air (6th lvl prof)
Pieter "Bossman" Dravnos
Personal Info
MA: 16:
PB: 13
    Charm/Impress vs everyone: 20%
    Invoke Trust/Intimidate vs everyone else: 40%
    Invoke Trust/Intimidate vs military or paramilitary type forces: 45%
PPE: 124 (See sheet for current state)
PPE (Tear of Hecate): 100 (See sheet for current state)
ISP: 45 (See sheet for current state)
HP: 43 (See sheet for current state)
SDC: 24 (See sheet for current state)

Perception: +6 (+9 vs. Machines, Magic, or their combination)
APM: 5, Parry Bonus: +3(5 w/Speed), Dodge Bonus: +3(9 w/Speed)

Psionics: Machine Ghost, Mind Block, Object Read, Speed Reading, Telemechanics and Total Recall .

Armor Worn : Flying Dragon Power Armor

M.A.R.S. a division of Paragon Acquisition Services
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Re: Adventure 4: Annular Space

Postby Daphne » Mon Dec 19, 2016 10:06 am

Perception: 1d20+1 = 19:
18

Just in Case: 1d20:
14
/1d100:
2

Conditions: None.

Daphne see's everyone getting out of their robots and such, and decides to do the same. after flipping a few switches to put the Kittani fighter into standby, Daphne climbs out and closes the fighter up.

Pieter Dravnos wrote:"Less than two minutes to get through folks. Step up if your armor is tech so I can empower it"


Daphne shrugs and heads towards Pieter, mostly because he said so and she had no real idea what was going on. "Here I am boss." Daphne says, witing for Pieter to do his thing before following the group to wherever the portal went.
Daphne
Daphne "The Phoenix" Ross.
P.P.E.: 6/6
H.P.: 29/29
S.D.C.: 43/43
Equipment & Gear
See Here For accurate list.
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Re: Adventure 4: Annular Space

Postby Venatus Vinco » Mon Dec 19, 2016 5:16 pm

Into The Breach
Image

Pieter checks the readings and confirms a zero energy matrix means nothing of a technological nature will work. Only items powered by magic. As Sam dismounts the Magic Specialist hands her the Star Heart, "You may need it to get back."

Raga dives headlong into the portal, as he exits the other side he charges onto a platform just floating in what appears to be nothing. The "sky" crackles with purple and blue hues and everything radiates with mystical energy. It is like being in the middle of a nexus point. In his haste he almost runs right off the platform and stares precipitously "down" into a seemingly endless expanse of void and energy. Miraculously, the place seems to have a sort of breathable atmosphere and downright balmy temperate compared to the ice ball he left behind. He also notices any technological items on his person no longer work but magic and TW work just fine.

As the others pass through the portal they join Raga on the platform. Like him they realize all technological items are now dead weight, no amount of fiddling, tinkering, or adjusting can bring them back online. Rocky, and any other psychic sensitives, suddenly feel a great sadness emanating from somewhere within the void. A huge, pained, psychic presence is out there...somewhere

The technically minded who examine the platform notice it is made from similar technology to the obelisk they just left behind. The gateway has a control panel with a similar interface. It seems to be in a sort of temporal-synchronous relationship to the frozen colony world. The lonely mountain nexus point is the only way in or out of this dimension. There are other controls that require further study to deduce their meaning.
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Re: Adventure 4: Annular Space

Postby Sarik » Tue Dec 20, 2016 3:21 am

Initiative: 1d20+5 = 8:
3

Perception: 1d20+2 = 17:
15

JIC: 1d20:
18
1d100:
39


Sazzir wrote:Z just looks on in amazement and just pretends he understands the explanations of where this portal is going. What in the HELL! No fraking way. Z speaks up! "This is a bit much for a simple grunt like me. You guys go ahead, I will help the marines mop up. Maybe afterward, I will wander about in, what do the call it . . . the megaverse? Sarik, keep them out of trouble. Good luck Grunts. See you in the next life!!" Sazzir turns to report to either Firmus or a marine, "What do you need?"


Sarik was somewhat surprised by Sazzir's sudden decision to depart, but then he could understand it at the same time. He felt well in over his head at this point to say the least. "Good hunts to you brother. Do try to keep on the good path." are his parting words to the battlecat.

With time short and the apparent plan on going through this mysterious portal, Sarik turned his attention to it and the others. He momentarily hesitated before stepping through into the unknown once again. It's kind of like being an explorer I guess. Never expected life to take this direction but... here goes nothing. and with that the Pantheran steps through the portal, sword held at the ready just in case.
Sarik Osefice Rasharr
Constant Conditions:
Radioactive, Can see UV, Impervious to HF, Impervious to Possession, Impervious to Magic (1/2 damage from physical magic such as TW weapons, Rune Weapons, Fireball, Lightning, Ice Shard. Also see OCC Special ability.)

OOC Comments
Personal Stats:
HP: 24
SDC: 131
P.P.E: 120

Armour Worn:
Pantheran FAS Suit
A.R.: 16
S.D.C. (M.D.C When Empowered) by Location:
• Helmet: 85 (170)
• Arms: 100 each (200)
• Legs: 150 each (300) (Left Leg: 283/300)
• Main Body: 200 (400)
Modifiers:
• -10% to skills requiring prowess


Carried Weapons:
Rasharr's Fang (back)
Legendary Enchanted Ōdachi
Damage: 3D6 M.D.
Magic Features
• Indestructible: Cannot be destroyed by any means, save alchemy.
• Deevil & Demon Slayer: inflicts double damage to Deevil & Demons.


Stomper Machine Pistol (right leg)
• Range: 610'
• Damage: 5D6 or 1D6x10 for micro-jet or explosive rounds
• Rate of Fire: Single shots only
• Payload: 2 internal magazines of 6 rounds each, 12 round total payload
• Modifiers: None


Charged Particle Pistol (Left leg)
• Range: 900'
• Damage: 5D6 M.D. per shot
• Rate of Fire: Each single blast is one melee attack/action
• Payload: 8 shots
• Notes: Irradiated particles slow bio-regeneration for supernatural creatures by half


Dwarven Forged Tsurugi (left hip)
Damage: 3D6+4
• +2 Parry, +4 Damage


Soundtrack:
Avicci: Hey Brother, Dead Can Dance: Host of Seraphim, The Arrival and Reunion, Daft Punk: Born to get Lucky, Lady Gaga: Starstruck, Carmina Burana: I. O Fortuna - Salzburg Mozarteum Orchestra, Nickleback: When we Stand Together, Enrique Iglesias: Tonight (I'm F****** you),
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Re: Adventure 4: Annular Space

Postby Raga Grimcrow » Wed Dec 21, 2016 5:36 pm

Raga Grimcrow
Perception: 1d20+7 = 26:
19

JiC d20/d100: 1d20:
18
/ 1d100:
87

MDC: 137 PPE: 113/73 ISP: 48/20
Conditions: Superhuman Agility (8.00m/6.00m), Tongues (12.00m/9.30m), Enhanced Perception (20.00m/18.00m), Enhance Reflexes (8.00m/6.00m), Mind's Eye (8.00m/6.00m),


“Fenrir’s Cock and Balls! What godless abomination is this!?' Oh no! Have we been sent to Odin’s Rock!?
“One-Eye! don’t forget me here again you miserable brigand!”

Is all Raga says as he snorts and stamps about, apparently gone out of his freaking mind.
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Re: Adventure 4: Annular Space

Postby Rocky » Fri Dec 23, 2016 10:51 am

Into the blackness
Perception: 1d20+3 = 16:
13

JIC d20: 1d20:
6

JIC d100: 1d100:
76


Rocky, and any other psychic sensitives, suddenly feel a great sadness emanating from somewhere within the void. A huge, pained, psychic presence is out there...somewhere


Rocky battles the mild headaches that is so often caused by the nexus, after all he has gotten use to them while living in Psyscape but the ghost can feel the great pain, “I’m picking up extreme sadness. Let me see if I can locate something or someone.”

Rocky realizes his Psyscape powers are useless at nexuses and leylines. This means he will have to use other means like Remote viewing and
Rocky uses his psi power Remote Viewing and Heightened Presence senses to navigate this strange landscape
Heightened Presence senses 76% 65’ Doubled? 1d100:
82


Remote Viewing’ works only if there is a photograph or image. Rocky knows the machines are down but we should have wanted posters to see these guys. Next he tries an alternative method to ask questions, Which direction do we go to get to this guy?
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Daphne » Mon Dec 26, 2016 5:23 pm

Perception: 1d20+1 = 8:
7

Just in Case: 1d20:
7
/1d100:
40

Conditions: None.


Daphne timidly steps through the portal following the others. On the other side she struggles to keep her stomach down. This is above my pay grade. Daphne thinks as she quickly shuffles to stand closer to Pieter. She stands a little shocked and awed at how calm some of the others seem, until Raga goes off, which startles the usually unflappable Robot Gladiator. "So what now Pieter?"
Daphne
Daphne "The Phoenix" Ross.
P.P.E.: 6/6
H.P.: 29/29
S.D.C.: 43/43
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Re: Adventure 4: Annular Space

Postby Pieter Dravnos » Mon Dec 26, 2016 10:35 pm

Perception: 1d20+6 = 10:
4
+3=__
JIC: 1d100:
4
, 1d20:
7


Before he sends Daphne through, Pieter charges her armor with enhanced strength she'll feel immediately. He declines to try and charge Sark's armor for fear it will not work. Pieter also realizes the sheer utility of an anti-magic specialist in a world of super magic. He also unslings his rifle and hands it to the robogladiator. "Just point and shoot. Just powered by magic instead of technology. And here's a reload for it." He detaches a pouch which will hook to her own utility belt. It contains a spare PPE-Clip. Pieter then steps through himself. Thoar would be fine, as would Raga and Sarik. Once through he immediately begins to examine the other side, preferably before it shuts down.

Action 1: Supernatural Strength on Daphne
Action 2: Hand rifle to Daphne
Action 3: unhook PPE-Clip Pouch
Action 4: Hand it to Daphne
Action 5: Step through
Action 6: Look at controls on the other side. TW Construction/Usage 1d100:
99
Pieter "Bossman" Dravnos
Personal Info
MA: 16:
PB: 13
    Charm/Impress vs everyone: 20%
    Invoke Trust/Intimidate vs everyone else: 40%
    Invoke Trust/Intimidate vs military or paramilitary type forces: 45%
PPE: 124 (See sheet for current state)
PPE (Tear of Hecate): 100 (See sheet for current state)
ISP: 45 (See sheet for current state)
HP: 43 (See sheet for current state)
SDC: 24 (See sheet for current state)

Perception: +6 (+9 vs. Machines, Magic, or their combination)
APM: 5, Parry Bonus: +3(5 w/Speed), Dodge Bonus: +3(9 w/Speed)

Psionics: Machine Ghost, Mind Block, Object Read, Speed Reading, Telemechanics and Total Recall .

Armor Worn : Flying Dragon Power Armor

M.A.R.S. a division of Paragon Acquisition Services
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Re: Adventure 4: Annular Space

Postby Daphne » Fri Jan 06, 2017 8:18 am

Perception: 1d20+1 = 4:
3

Just in Case: 1d20:
12
/1d100:
98

Conditions: Superhuman Strength.

Daphne waits patiently while Pieter casts his spell on her, enjoying the rush of strength that fills her body upon it's completion. When Pieter hands Daphne the rifle she smiles. "This I can work with. Thanks, I'll give it back to you s soon as we're done in here." Daphne says as she looks the rifle over. Looks pretty standard, doesn't seem to be much different from a standard energy rifle. Daphne thinks as she cradles the rifle in the crook of her elbow and proceeds to follow the group on it's trek across Annular Space.
Daphne
Daphne "The Phoenix" Ross.
P.P.E.: 6/6
H.P.: 29/29
S.D.C.: 43/43
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Re: Adventure 4: Annular Space

Postby Venatus Vinco » Mon Jan 09, 2017 5:15 pm

We're Here...
Standing on the platform the group surveys their bleak surroundings. As far as their eyes can see is empty void, rippling with magic energy. Deep within the void Rocky can feel a deep psychic sadness. The sense of it is nearly overpowering. While Raga screams into the void in an nihilist gesture, Pieter organizes the troops handing out techno-wizard weaponry and casting spells on those who need it. Nearby, Thoar looks into the expanse as if looking with his mind's eye. Whatever the elf is doing is lost on the group for the moment. Nearby, the human woman who arrived with the tribal Blucie also stands on the platform - she must have followed the group in but still yet remains silent.

When Pieter turns his attention to the platform controls he can't make heads or tails of them. Suddenly the screen blinks to life and starts what appears to be a countdown. Turning his gaze from the void to the controls Thoar chuckles, "Ja, now they vill know ve are here."

As if on cue, Rocky can feel the huge psychic presence looming closer. Whatever it is Pieter seems to have summoned it to their position!

A great shape slowly forms into view. While scale is almost impossible to tell in the void the group guesses it is almost a mile long and a quarter mile across. As it draws closer they can make out what appears to be a single eye peering at them - it almost looks sad. For Rocky the sense of sadness is almost overwhelming as if the thing itself is doomed or trapped. The old psychic nearly breaks into tears.
Image

Before too long the giant creature comes alongside the platform and a hole opens up in it's side revealing a long hallway made of organic material. It appears the creature is a living ship.

What are your intentions?
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Re: Adventure 4: Annular Space

Postby Beckett » Mon Jan 09, 2017 8:44 pm

Perception: 1d20+2 = 15:
13

Initiative: 1d20+1 = 15:
14

JiC d20 | d100: 1d20:
8
| 1d100:
60


Conditions:
Breath Without Air [6th Level - 73 Melees]
Superhuman Strength [6th Level - 11 Melees]


Lore: Zentraedi -- 1d100:
19
/ 70%
Robotechnology Engineering -- 1d100:
40
/ 85%

As Pieter enhances Samantha's suit of armor, she can definitely feel the strength of her suit seem to enhance. The ability of picking up her feet, seem to be quicker as she walks. Her rifle in hand seems to be lighter than normal as her fingers flex around the handle. Stepping through the portal unnerves her, even though she has now done it about a half dozen times. I don't think I'll ever get used to portal jumping like this. Her eyes scan the horizon. As she tries to utilize the built in electronic systems, she quickly realizes that her electronics are not working. Smirking behind her helmet, Smart Sam, no wonder Pieter made it a point to say his mystical words.

"Okay, we are here... and what is that thing?" She slings her rifle over her shoulder since it was quite useless, and pulls out her blade. She strains her eyes through the polarized glass of her helmet to see if she has seen or heard anything like it before. Organic, living creature? Could it be grown? Her mind quickly starts to calculate how strong it would need to be in order to survive under its own mass.
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Re: Adventure 4: Annular Space

Postby Daphne » Tue Jan 10, 2017 9:29 am

Perception: 1d20+1 = 15:
14

Just in Case: 1d20:
15
/1d100:
1

Conditions: Supernatural Strength

Daphne watches the "Vehicle" move up. "Whelp that is the strangest and ugliest thing I've ever seen." Daphne says aloud to no one in particular. Organics used as vehicles isn't so weird, but riding inside of it... ewww. Daphne thinks as she shifts her grip on the rifle Pieter gave her. "I'm with her on this, What now?
Daphne
Daphne "The Phoenix" Ross.
P.P.E.: 6/6
H.P.: 29/29
S.D.C.: 43/43
Equipment & Gear
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Re: Adventure 4: Annular Space

Postby Sarik » Tue Jan 10, 2017 11:55 am

Perception: 1d20+2 = 16:
14

JIC: 1d20:
2
1d100:
18

PPE: 80/112

Active Powers: Empower Body Armour (5hrs), Empower Weapon (5hrs)

Detect Ambush: 62% 1d100:
17

Trap & Mine Detection 47% 1d100:
24

Intelligence 65% 1d100:
74

Lore: Demons & Monsters 72% 1d100:
65

Lore: Magic and Ley Lines: General Knowledge: 62% 1d100:
37


Sarik quietly watched this approaching behemoth that apparently was some sort of... transportation vessel? He tried to take in what details he could though the scale of this thing was rather overwhelming to him. Given that they had just stepped through a mystical portal, into an unknown area, dimension, world or.. what ever this was, he decided to remain cautious and wary, doing his best to keep an eye out for any signs this might be a trap of some sort. Not that he was certain of what to look for. He tried to wrack his mind for any clues as to what this thing might even be. The only thing that he was at all certain about at this point in time, was that this.. thing.. what ever it was, was not something he'd ever expected to actually exist. Much less see with his own eyes.
Sarik Osefice Rasharr
Constant Conditions:
Radioactive, Can see UV, Impervious to HF, Impervious to Possession, Impervious to Magic (1/2 damage from physical magic such as TW weapons, Rune Weapons, Fireball, Lightning, Ice Shard. Also see OCC Special ability.)

OOC Comments
Personal Stats:
HP: 24
SDC: 131
P.P.E: 120

Armour Worn:
Pantheran FAS Suit
A.R.: 16
S.D.C. (M.D.C When Empowered) by Location:
• Helmet: 85 (170)
• Arms: 100 each (200)
• Legs: 150 each (300) (Left Leg: 283/300)
• Main Body: 200 (400)
Modifiers:
• -10% to skills requiring prowess


Carried Weapons:
Rasharr's Fang (back)
Legendary Enchanted Ōdachi
Damage: 3D6 M.D.
Magic Features
• Indestructible: Cannot be destroyed by any means, save alchemy.
• Deevil & Demon Slayer: inflicts double damage to Deevil & Demons.


Stomper Machine Pistol (right leg)
• Range: 610'
• Damage: 5D6 or 1D6x10 for micro-jet or explosive rounds
• Rate of Fire: Single shots only
• Payload: 2 internal magazines of 6 rounds each, 12 round total payload
• Modifiers: None


Charged Particle Pistol (Left leg)
• Range: 900'
• Damage: 5D6 M.D. per shot
• Rate of Fire: Each single blast is one melee attack/action
• Payload: 8 shots
• Notes: Irradiated particles slow bio-regeneration for supernatural creatures by half


Dwarven Forged Tsurugi (left hip)
Damage: 3D6+4
• +2 Parry, +4 Damage


Soundtrack:
Avicci: Hey Brother, Dead Can Dance: Host of Seraphim, The Arrival and Reunion, Daft Punk: Born to get Lucky, Lady Gaga: Starstruck, Carmina Burana: I. O Fortuna - Salzburg Mozarteum Orchestra, Nickleback: When we Stand Together, Enrique Iglesias: Tonight (I'm F****** you),
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Re: Adventure 4: Annular Space

Postby Raga Grimcrow » Tue Jan 10, 2017 6:06 pm

Raga Grimcrow
Perception: 1d20+7 = 21:
14

JiC d20/d100: 1d20:
3
/ 1d100:
31

MDC: 137 PPE: 113/73 ISP: 48/20
Conditions: Superhuman Agility (8.00m/5.00m), Tongues (12.00m/8.30m), Enhanced Perception (20.00m/17.00m), Enhance Reflexes (8.00m/5.00m), Mind's Eye (8.00m/5.00m),

The ugly, gargantuan ship-creature is just mind-blowing enough to blow Raga's mind back into some kind of working order. Oh wait, this is a different place, Odin's not behind this, he doesn't truck in whatever in Hel's Cootch that is.

Raga puts one foot onto the living vessel and looks back to the others.
"Well, I ain't staying in the abyss, and it seems it is either that or take a ride on this monstrosity, what's it going to be?"
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Re: Adventure 4: Annular Space

Postby Rocky » Tue Jan 10, 2017 6:29 pm

Perception: 1d20+3 = 13:
10

JIC d20: [dice] 1d20 [dice/] [dice] 1d100 [dice/] [dice] 1d100 [dice/]
JIC d100: [dice] 1d100 [dice/] [dice] 1d100 [dice/] [dice] 1d100 [dice/]

Rocky feels the Sadness coming off the incredible creature. He turns toward the others and says’ “This poor creature is extremely sad.” He wipes his brow and speaks some more, "I get the feeling of Doom! And being trapped. If we can, and we survive this, I would like to help this one if at all possible.”

He looks to Thoar. Rocky has several questions, “Is it a good thing to know we are here? Is this the transport to them or are they somewhere inside? Should I try to communicate with it?”

Eventually Rocky Ghost un-slings his rifle, Crystal Assault Rifle, and then leads the group in.
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Pieter Dravnos » Tue Jan 10, 2017 8:42 pm

Perception: 1d20+6 = 7:
1
+3=10
JIC: 1d20:
8
, 1d100:
62


The creature is definitely strange, but it's purpose is clear. "We get in and see where it takes us, in a minute, unless anyone has a better plan?" When Rocky asks about communicating, Pieter nods. "Go for it." He boards the creature. Talking to it he says in Dragonese. "Sorry to bother you, but can you take us to someplace. We're looking for some bad people"

------------------------------------------------------
(Removed since Miho left): He glances over at the tag along. "Um hello. You were with the tribal Blucie right? I'm Pieter Dravnos, with Merctown Armored Recon Service." He waves his hand indicating the group. "You are?" He repeats himself in Dragonese if it looks like he isn't understood.
------------------------------------------------------
Pieter "Bossman" Dravnos
Personal Info
MA: 16:
PB: 13
    Charm/Impress vs everyone: 20%
    Invoke Trust/Intimidate vs everyone else: 40%
    Invoke Trust/Intimidate vs military or paramilitary type forces: 45%
PPE: 124 (See sheet for current state)
PPE (Tear of Hecate): 100 (See sheet for current state)
ISP: 45 (See sheet for current state)
HP: 43 (See sheet for current state)
SDC: 24 (See sheet for current state)

Perception: +6 (+9 vs. Machines, Magic, or their combination)
APM: 5, Parry Bonus: +3(5 w/Speed), Dodge Bonus: +3(9 w/Speed)

Psionics: Machine Ghost, Mind Block, Object Read, Speed Reading, Telemechanics and Total Recall .

Armor Worn : Flying Dragon Power Armor

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Re: Adventure 4: Annular Space

Postby Rocky » Wed Jan 11, 2017 7:22 pm

Perception: 1d20+3 = 19:
16

JIC d20: [dice] 1d20 [dice/] [dice] 1d100 [dice/] [dice] 1d100 [dice/]
JIC d100: [dice] 1d100 [dice/] [dice] 1d100 [dice/] [dice] 1d100 [dice/]

Conditions: In ghost mode (Horror Factor: 14),
Psychic Powers Duration and Range +50% within 1mile of ley line and doubled at the nexus. Damage one die at the ley Line two dice at the Nexus.
Resist Magic, (Base 45, 67, 90 min, +3 to save vs all magic cuts magic damage in half.) Enhance Reflexes, (Base 18, 27, 36 min.) be the
See the Invisible (Base 36, 54, 72 min, Range 240, 360, 480’), Telepathy (to listen to the Ships thoughts. Base 36, 54, 72 min, Range 120, 180, 240’)
Shadow cloak, Suit Force Field up
Invisible
(OCC I believe most of these are still good the closes to being down would Enhance Reflex which would have been at 36 min. He does have tongues from Thoar. Breathe without Air (6th lvl prof) from Pieter.)

Rocky will try telepathic communication with the creature.
"How can we help you? Where are the others you brought? How many are they?"
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Venatus Vinco » Thu Jan 19, 2017 6:40 pm

The Belly of the Beast

As the gigantic creature-starship pulls up to the platform the group daringly enters. Stepping from the platform to the creature each person can feel a very slight shift in gravity before things return to normal. Only Sam has experienced the sensation before, the platform and the creature have artificial gravity meaning the void surrounding them has little or no gravity of its own. This also explains the creature's mammoth size to weight ratio. It's "born" and lives in a weightless environment.

The inside of the creature has large hallways that appear to be made for creatures slightly larger than humans. Sarik's keen artistic eye notices everything seems to be proportion for a larger creature, perhaps one seven to eight feet tall. From a technical perspective Pieter is totally out of his element. This ship seems to be completely organic with no apparent technological interfaces anywhere. It is also not magical in nature, although there is obviously a psionic factor at play given Rocky's response. All Raga can do is curse, it is like a dwarven cave that has been vandalized by elves. Living matter where stone and steel should be. It is an offense to all that Odin made holy.

When Rocky opens up his mind to the creature he is hit with a huge presence. The creature tries to communicate so much at once in a very alien way it is almost impossible for the psychic to discern anything. Images, strange locales, stranger creatures, all flash through his mind. Finally, Rocky is able to recognize the temporal raider. Finding an image they have in common helps but it is still all very alien. Nonetheless, Rocky is able to learn a few things. The raiders are aboard, each of them has a large room inside the ship plus a common area on the "bridge" where they meet - the horn they stole from the colony world is sitting in that room. It appears the boy who they snatched from MercTown is being held in a room somewhere on the ship. Rocky also receives an image of a technological device forcibly stapled to some part of the ship, it appears to be the source of the creature's pain. One final image Rocky receives is very disconcerting...the raiders know the PAS are on board!

There appears to be multiple mysteries and missions awaiting the group: rescue the mystery boy from MercTown, disable the raiders controlling device, recover the horn, collect the bounties on the raiders themselves, or all of the above?
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Re: Adventure 4: Annular Space

Postby Rocky » Fri Jan 20, 2017 7:12 pm

Perception: 1d20+3 = 14:
11

JIC d20:
JIC d100: 1d100:
13

JIC d100: 1d100:
62
1d100:
63
1d100:
67


Conditions: In ghost mode (Horror Factor: 14),
Psychic Powers Duration and Range +50% within 1 mile of ley line and doubled at the nexus. Damage one die at the ley Line two dice at the Nexus.
Resist Magic, (Base 45, 67, 90 min, +3 to save vs all magic cuts magic damage in half.) Enhance Reflexes, (Base 18, 27, 36 min.) be the
See the Invisible (Base 36, 54, 72 min, Range 240, 360, 480’), Telepathy (to listen to the Ships thoughts. Base 36, 54, 72 min, Range 120, 180, 240’)
Shadow cloak, Suit Force Field up
Invisible

Rocky takes a deep breath after breaking contact with the Living Ship. He isn’t sure how to proceed on what he just saw. He looks to the others around him and then speaks up. “I made contact with the creature we found some common grounds of communication, but it was very fast and just pictures and thoughts.” Rocky looks up to make sure all are following what he is saying. “The creature is in intense pain, and it is being controlled by a device on it’s back.”

He shifts a bit, “The Raiders are here, and they know we are here too. We need to be very careful. The Horn is located on what would be called a bridge of this living ship, this is like a common room for them. They also have separate rooms close by.”

“Lastly the child god is being kept in a separate room.”

Rocky looks to Samm, Pieter and Thoar. “We need a plan, and I don’t think splitting the party is such a good idea.”
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Raga Grimcrow » Sat Jan 21, 2017 1:37 pm

Raga Grimcrow
Perception: 1d20+7 = 27:
20

JiC d20/d100: 1d20:
10
/ 1d100:
18

MDC: 137 PPE: 113/73 ISP: 48/20
Conditions: Superhuman Agility (8.00m/5.30m), Tongues (12.00m/9.00m), Enhanced Perception (20.00m/17.30m), Enhance Reflexes (8.00m/5.30m), Mind's Eye (8.00m/5.30m),

"If sounded from this... void, the horn will still bring chaos to our, true Realm! Ending it! And the from the remnants rebirth a new! They must intend to hide here from the terrors of Ragnarok and then take the empty Eden that will come after for themselves! To take everything!" The choice is simple, Odin's will is clear to me! Raga is frothing at the mouth, his left eye has rolled back up into his skull, he is finally sure what he should do and is convinced his is reasoning is correct; some sound reasoning must be made to dissuade him from this path:

"We must head to the Bridge and liberate the horn!"
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Re: Adventure 4: Annular Space

Postby Sarik » Sun Jan 22, 2017 8:35 pm

Perception: 1d20+2 = 13:
11

JIC: 1d20:
4
1d100:
76

PPE: 80/112

Active Powers: Empower Body Armour (5hrs), Empower Weapon (5hrs)

Detect Ambush: 62% 1d100:
64

Trap & Mine Detection 47% 1d100:
59


"Be mindful that even if the enemy knows we are on board, they may not specifically know where we are. Even if they know right now, if we start moving we can potentially loose them in the corridors." Sarik suggests. "As to not splitting up, I think that may be best, and the dwarf has a point about the horn. If what is said about it is true, I would think that it would take the utmost priority." the young pantheran shrugs his shoulders "That said, I'm not an expert in these matters. I've never even seen a ship like this. I'd also be concerned about what else occupies this creature. Certainly something fairly large..." At least this battle is likely to be a little more close quarters. I think.
Sarik Osefice Rasharr
Constant Conditions:
Radioactive, Can see UV, Impervious to HF, Impervious to Possession, Impervious to Magic (1/2 damage from physical magic such as TW weapons, Rune Weapons, Fireball, Lightning, Ice Shard. Also see OCC Special ability.)

OOC Comments
Personal Stats:
HP: 24
SDC: 131
P.P.E: 120

Armour Worn:
Pantheran FAS Suit
A.R.: 16
S.D.C. (M.D.C When Empowered) by Location:
• Helmet: 85 (170)
• Arms: 100 each (200)
• Legs: 150 each (300) (Left Leg: 283/300)
• Main Body: 200 (400)
Modifiers:
• -10% to skills requiring prowess


Carried Weapons:
Rasharr's Fang (back)
Legendary Enchanted Ōdachi
Damage: 3D6 M.D.
Magic Features
• Indestructible: Cannot be destroyed by any means, save alchemy.
• Deevil & Demon Slayer: inflicts double damage to Deevil & Demons.


Stomper Machine Pistol (right leg)
• Range: 610'
• Damage: 5D6 or 1D6x10 for micro-jet or explosive rounds
• Rate of Fire: Single shots only
• Payload: 2 internal magazines of 6 rounds each, 12 round total payload
• Modifiers: None


Charged Particle Pistol (Left leg)
• Range: 900'
• Damage: 5D6 M.D. per shot
• Rate of Fire: Each single blast is one melee attack/action
• Payload: 8 shots
• Notes: Irradiated particles slow bio-regeneration for supernatural creatures by half


Dwarven Forged Tsurugi (left hip)
Damage: 3D6+4
• +2 Parry, +4 Damage


Soundtrack:
Avicci: Hey Brother, Dead Can Dance: Host of Seraphim, The Arrival and Reunion, Daft Punk: Born to get Lucky, Lady Gaga: Starstruck, Carmina Burana: I. O Fortuna - Salzburg Mozarteum Orchestra, Nickleback: When we Stand Together, Enrique Iglesias: Tonight (I'm F****** you),
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Re: Adventure 4: Annular Space

Postby Daphne » Wed Jan 25, 2017 7:42 am

Perception: 1d20+1 = 7:
6

Just in Case: 1d20:
10
/1d100:
71

Conditions: Supernatural Strength.

Daphne watches the others as they discuss the next course of action, she is a little disturbed at Raga, especially when one of his eyes roll back into his head. "Splitting the group seems troublesome, but we would cover more ground that way. I am the last person anyone should ask anything about in situations like this though. Just point me at some targets and I'll try my best to shoot them with this rifle." Daphne says in response to everyone, before moving towards Pieter and waiting for orders to go. My brother would have loved a situation like this. Maybe even dad as well.
Daphne
Daphne "The Phoenix" Ross.
P.P.E.: 6/6
H.P.: 29/29
S.D.C.: 43/43
Equipment & Gear
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Re: Adventure 4: Annular Space

Postby Pieter Dravnos » Wed Jan 25, 2017 1:14 pm

Perception: 1d20+6 = 13:
7
+3=16 (vs Magic/Tech/both)
JIC: 1d20:
7
, 1d100:
44


"We have two goals and one way point we have to complete before them. First we need control of the ship or at least enough to get it out of their hands. I'd sooner trust this creature than them. Second, we need the horn and the kid. If they thought they could activate it themselves, they would have done so. My guess is they need the kid's otherworldly life force. First thing is eliminating their control of the ship. Second is grabbing the horn and the kid; and keeping them apart too. No, we aren't killing the kid. Once we have or the creature has control again, we can worry about the rest. Let's not attack them where they are strongest. Alright, let's go! We'll need a means of attaching ourselves to the ship as we crawl around on it, and hopefully the closest hatch that leads to it. See if you can figure that out Rocky and lead the way. Raga, you're our rearguard. If they chase us, kill them. If they hang back, keep with us. Don't get bogged down. We only have the initiative while we move. I'll follow behind Rocky, Sarik, you've got Raga's back, and ladies, you're on either side of Thoar, who has the middle: Sam first, then Thoar, and then Daphne. Thoar and Daphne, you're on fire support for everyone. Sam and Thoar, you're my backup on getting us past any barriers. Alright, stack up and let's move!"

With that, he gathers everyone as soon as Rocky has an idea of where to lead them. Once he is leading them, they move at their best speed the entire group can maintain.

Lore: Demons and Monsters 49%/1d100:
65
- Figure out what the hell this thing is, as well as anything he comes across. FAIL!
Prowl 29%/1d100:
17
Not so much to move silently as to move unnoticed. Keep out of obvious camera/sensor sight, etc PASS!
Pieter "Bossman" Dravnos
Personal Info
MA: 16:
PB: 13
    Charm/Impress vs everyone: 20%
    Invoke Trust/Intimidate vs everyone else: 40%
    Invoke Trust/Intimidate vs military or paramilitary type forces: 45%
PPE: 124 (See sheet for current state)
PPE (Tear of Hecate): 100 (See sheet for current state)
ISP: 45 (See sheet for current state)
HP: 43 (See sheet for current state)
SDC: 24 (See sheet for current state)

Perception: +6 (+9 vs. Machines, Magic, or their combination)
APM: 5, Parry Bonus: +3(5 w/Speed), Dodge Bonus: +3(9 w/Speed)

Psionics: Machine Ghost, Mind Block, Object Read, Speed Reading, Telemechanics and Total Recall .

Armor Worn : Flying Dragon Power Armor

M.A.R.S. a division of Paragon Acquisition Services
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Re: Adventure 4: Annular Space

Postby Rocky » Sat Jan 28, 2017 6:12 pm

Perception: 1d20+3 = 5:
2

JIC d20: 1d20:
11
1d100:
31
1d100:
40

JIC d100: 1d100:
81
1d100:
81
1d100:
19


Rocky looks at Pieter then touches the creature, using his psionic ability he tries to convey what the party wants to do, “We need your help to locate the control device and to try to free you from it’s effects. A simple thing like lighting the path would be helpful. We need the others distracted so they don’t try to interfere, after that we need to take care of the others for you so they can’t try to reestablish the connection. I understand if you can’t help. We will still try to free you.”
Depending on if the creature can help, Rocky might use his ring and go astral to locate the creatures Control device and then a path back to the others. If this is the case He will tell the others, "I think it is best if I go Astral and see what is a head. Can I count on you all to carry my body so I can snap back to it. "

Rocky will go and search for the device on the creature.
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Venatus Vinco » Mon Jan 30, 2017 5:57 pm

Weekend at Rocky's
With the decision set to find the device restraining the living ship, Rocky sets himself to astral form trusting the group to take care of his body. An extremely trusting move given they left him on the stairs of the arena basement only a few short days ago. Nonetheless, in astral form Rocky is able to navigate the ship easily - especially with help from the creature. Finding his way to the "engine room" Rocky spots the device but can't interact with it. The scene looks like some sort of steampunk, clockwork contraption, melded on to the living tissue of Frankenstein's monster. In his astral form Rocky can definitely see that it is a psinetic type device that harnesses and controls psychic power. However, it is also physical and must be destroyed on the material plane. As he watches the psychic pulses emanate from the device Rocky can tell that this will be more than just disabling a mechanical item. It will be more like brain surgery...with no Dr. Cole in the building.

Back in the hallway, Thoar agrees to safeguard Rocky. Using his supernatural strength the lithe elf hefts Rocky's limp body over his shoulder and steps in time with the group, keeping in the middle of the pack to help shield Rocky's body. As they walk the group comes to a large junction, still unsure of a direction.

On the astral plane, Rocky sees the control device pulse to life and feels the creature being forced against its will.

In the large junction the floor beneath the team suddenly begins to wriggle and come to life, organic tendrils reaching up from the floor to grab at the legs of the group.

OOC: Everyone roll a Dodge vs. 12 against entanglement. If Entangled treat as a Carpet of Adhesion.

Further down the hallway two of the temporal raiders d-phase through the walls and begin to materialize for an attack. The group spots Zima Lirit, the Blucie Temporal Wizard the the evil Zul Morden - the temporal raider himself!

OOC: You are in a four hallway junction, the raiders are down two hallways. Assuming you are not entangled by the living deck plates you can go back the way you came, run away, or face them. But there is no cover.
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Re: Adventure 4: Annular Space

Postby Daphne » Mon Jan 30, 2017 10:22 pm

Perception: 1d20+1 = 18:
17

Just in Case: 1d20:
7
/1d100:
57

Conditions: Supernatural Strength.

Dodge vs. 12: 1d20+6 = 22:
16
Success

Initiative: 1d20:
8

Number of Attacks: 6

Action One: Fire Rifle at Zul Morden. (Strike: 1d20+2 = 5:
3
/ Damage: 1d6*10 = 60:
6
M.D.)
Action Two: Back down the hall to put some distance between herself and the bad guys (Dodge: 1d20+6 = 7:
1
).
Action Three: Fire Rifle at Zul Morden. (Strike: 1d20+2 = 21:
19
/ Damage: 1d6*10 = 30:
3
M.D.)
Action Four: Back down the hall to put some distance between herself and the bad guys (Dodge: 1d20+6 = 20:
14
).
Action Five: Fire Rifle at Zul Morden. (Strike: 1d20+2 = 16:
14
/ Damage: 1d6*10 = 40:
4
M.D.)
Action Six: Back down the hall to put some distance between herself and the bad guys (Dodge: 1d20+6 = 7:
1
).

Parries as needed: 1d20+6 = 8:
2
, 1d20+6 = 24:
18
, 1d20+6 = 22:
16
, 1d20+6 = 25:
19
, 1d20+6 = 14:
8
, 1d20+6 = 22:
16
.
Dodge if attacked: 1d20+6 = 26:
20
, 1d20+6 = 20:
14
, 1d20+6 = 21:
15
.

Save vs Magic: 1d20+1 = 20:
19
, 1d20+1 = 8:
7
, 1d20+1 = 14:
13
, 1d20+1 = 4:
3
, 1d20+1 = 7:
6
, 1d20+1 = 20:
19
.

Daphne's knee jerk reaction is to yelp and fire the rifle Pieter gave her. She quickly begins back tracking and shooting at the horrifying looking Temporal Raider Zul Morden. Kill it, Kill it with fire... Daphne's brain screams as her finger keeps reflexively firing at the Raider. Ugh the ship is trying to get freaky with us too... "Damn it!"
Daphne
Daphne "The Phoenix" Ross.
P.P.E.: 6/6
H.P.: 29/29
S.D.C.: 43/43
Equipment & Gear
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Re: Adventure 4: Annular Space

Postby Sarik » Sat Feb 04, 2017 10:11 am

Initiative: 1d20+5 = 22:
17

Perception: 1d20+2 = 21:
19

JIC: 1d20:
16
1d100:
1

PPE: 80/112

Active Powers: Empower Body Armour (5hrs), Empower Weapon (5hrs)

Trap & Mine Detection 47% 1d100:
84

Lore: Demons & Monsters 72% 1d100:
90

Lore: Magic and Ley Lines:
General Knowledge: 62% 1d100:
46

Recognize Magic Circles, Runes, etc: 52% 1d100:
34

Recognize Enchantment 43% 1d100:
84

Back Flip: 71% 1d100:
73

Sense of Balance: 87% 1d100:
97


Attempt to Dodge Trap: 1d20+10 = 28:
18


When the tentacles spring into action from the very floor, Sarik was quick enough to react by jumping out to one side, partially kicking up off the wall and flipping himself free of the danger. However his landing was a whole other story as he promptly fell flat on his face. Still, he quickly got back to his feet as he took a moment to assess the situation before them. Drawing his pistol with his free hand he tried to keep an eye out for any further signs of either more traps, or potential spells or magical items the enemy were potentially about to use (Or otherwise in the middle of using).

Given he was a close in fighter for the most part, and was equipped as such he started to pick his way across towards the enemy casters, firing his particle beam pistol when he had the chance but mostly focusing on avoiding getting hit by any counter fire. "I'll go for Zul." He calls out to his team mates. Well that was a new trick. Hopefully they don't have too many of those up their sleeves.

Attacks: 6
Attack 1: Lost to regain footing
Attack 2-3: Assess situation/dodge as needed
Attacks 4-6: Dodge/Fire as needed/able

JIC Pistol Attacks:
1d20+3 = 7:
4
1d20+3 = 15:
12
1d20+3 = 16:
13


JIC Pistol Damage:
5d6:
1, 3, 2, 4, 5
5d6:
2, 3, 6, 2, 2
5d6:
6, 5, 3, 4, 2


JIC Dodge:
1d20+10 = 17:
7
1d20+10 = 29:
19
1d20+10 = 18:
8
1d20+10 = 30:
20
1d20+10 = 22:
12


JIC Parry:
1d20+15 = 21:
6
1d20+15 = 23:
8
1d20+15 = 30:
15
1d20+15 = 21:
6
1d20+15 = 27:
12
1d20+15 = 25:
10


JIC Auto-Dodge:
1d20+6 = 11:
5
1d20+6 = 10:
4
1d20+6 = 26:
20
1d20+6 = 16:
10
1d20+6 = 22:
16
1d20+6 = 12:
6
Sarik Osefice Rasharr
Constant Conditions:
Radioactive, Can see UV, Impervious to HF, Impervious to Possession, Impervious to Magic (1/2 damage from physical magic such as TW weapons, Rune Weapons, Fireball, Lightning, Ice Shard. Also see OCC Special ability.)

OOC Comments
Personal Stats:
HP: 24
SDC: 131
P.P.E: 120

Armour Worn:
Pantheran FAS Suit
A.R.: 16
S.D.C. (M.D.C When Empowered) by Location:
• Helmet: 85 (170)
• Arms: 100 each (200)
• Legs: 150 each (300) (Left Leg: 283/300)
• Main Body: 200 (400)
Modifiers:
• -10% to skills requiring prowess


Carried Weapons:
Rasharr's Fang (back)
Legendary Enchanted Ōdachi
Damage: 3D6 M.D.
Magic Features
• Indestructible: Cannot be destroyed by any means, save alchemy.
• Deevil & Demon Slayer: inflicts double damage to Deevil & Demons.


Stomper Machine Pistol (right leg)
• Range: 610'
• Damage: 5D6 or 1D6x10 for micro-jet or explosive rounds
• Rate of Fire: Single shots only
• Payload: 2 internal magazines of 6 rounds each, 12 round total payload
• Modifiers: None


Charged Particle Pistol (Left leg)
• Range: 900'
• Damage: 5D6 M.D. per shot
• Rate of Fire: Each single blast is one melee attack/action
• Payload: 8 shots
• Notes: Irradiated particles slow bio-regeneration for supernatural creatures by half


Dwarven Forged Tsurugi (left hip)
Damage: 3D6+4
• +2 Parry, +4 Damage


Soundtrack:
Avicci: Hey Brother, Dead Can Dance: Host of Seraphim, The Arrival and Reunion, Daft Punk: Born to get Lucky, Lady Gaga: Starstruck, Carmina Burana: I. O Fortuna - Salzburg Mozarteum Orchestra, Nickleback: When we Stand Together, Enrique Iglesias: Tonight (I'm F****** you),
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Re: Adventure 4: Annular Space

Postby Rocky » Sat Feb 04, 2017 8:13 pm

Perception: 1d20:
15

JIC d20: 1d20:
19
1d20:
10

JIC d100: 1d100:
27
1d100:
75
1d100:
39

Initiative: 1d20:
11

Dodge 1d20+11 = 27:
16

Number of Attacks: 7

Conditions: In ghost mode (Horror Factor: 14),
Psychic Powers Duration and Range +50% within 1mile of ley line and doubled at the nexus. Damage one die at the ley Line two dice at the Nexus.
Resist Magic, (Base 45, 67, 90 min, +3 to save vs all magic cuts magic damage in half.) Enhance Reflexes, (Base 18, 27, 36 min.) be the
See the Invisible (Base 36, 54, 72 min, Range 240, 360, 480’), Telepathy (to listen to the Ships thoughts. Base 36, 54, 72 min, Range 120, 180, 240’)
Shadow cloak, Suit Force Field up
Invisible

Rocky senses the pain in the creature and then thinks to himself, “Oh this isn’t good. The others must have stumbled onto something, I better get down there and try to help out.” With a Sigh Rocky quickly heads toward the others.
Rocky will try to make his way to his body then when he gets there he will be able to launch a Psionic Blast at Blucie Temporal Wizard. Saving Throw: Standard, and a dodge of 16.
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Pieter Dravnos » Sun Feb 05, 2017 12:12 pm

Perception: 1d20+6 = 14:
8
+3=17(vs magic, tech, both)
JIC: 1d20:
18
, 1d100:
70

Initiative: 1d20:
19

Dodge v 12: 1d20+6 = 23:
17


Pieter immediately goes on the offensive, launching into the air and pulling his TK pistol. He fires what seems to be an ineffectual shot at the temporal raider which seems to do nothing. Subtly, though, his polarity changes just slightly. He then shoots the temporal wizard and the raider both with blinding shots each. The magically guided shots fly into their faces. He then spots and twice shoots what looks like a energy conduit. The actual damage to the creature is minimal, likely equivalent to a tingle or static electricity. The effects on the temporal raider are not so slight.

Action 1: Fly into air and pull pistol and "shoot attraction charge"
Action 2: Blinding Flash on the Raider (Save vs 13)
    This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot (3 m) radius. Victims are blinded for one to four melee rounds, and are -10 to strike, parry and dodge. The chance of falling is 01-50% every 10 feet (3 m). The magic can be cast up to 60 feet (18.3 m) away. Saving throw is standard; those who successfully save vs magic are not blinded. Note: Does not affect robotic, bionic or cybernetic eyes.
Action 3: Blinding Flash on Blucie Temporal Wizard (Save vs 13)
Action 4: Call Lightning (shoot a power conduit so it arcs) to the Raider 6d6:
2, 3, 2, 3, 2, 4
No Save
Action 5: Call Lightning (shoot a power conduit so it arcs) to the Raider 6d6:
2, 5, 6, 2, 1, 2
No Save
Pieter "Bossman" Dravnos
Personal Info
MA: 16:
PB: 13
    Charm/Impress vs everyone: 20%
    Invoke Trust/Intimidate vs everyone else: 40%
    Invoke Trust/Intimidate vs military or paramilitary type forces: 45%
PPE: 124 (See sheet for current state)
PPE (Tear of Hecate): 100 (See sheet for current state)
ISP: 45 (See sheet for current state)
HP: 43 (See sheet for current state)
SDC: 24 (See sheet for current state)

Perception: +6 (+9 vs. Machines, Magic, or their combination)
APM: 5, Parry Bonus: +3(5 w/Speed), Dodge Bonus: +3(9 w/Speed)

Psionics: Machine Ghost, Mind Block, Object Read, Speed Reading, Telemechanics and Total Recall .

Armor Worn : Flying Dragon Power Armor

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Re: Adventure 4: Annular Space

Postby Venatus Vinco » Tue Feb 07, 2017 7:08 pm

Battle Royale
With the ambush set the group springs into action. Sarik, Pieter, and Daphne manage to side step the tendrils emanating from the floor. Unfortunately, Thoar, Raga, and Sam are caught and entangled. While they struggle to break free the rest of the group sets their sights on the two dimensional raiders. They prove to be elusive targets.

As Pieter, Sarik and Daphne jump out of the way Zima fires an ungainly weapon at Thoar. It hits the Asgardian High Elf causing him to clutch his chest and crumple like a paper doll. Zul raises his hands and shoots energy blasts toward Pieter (22 MD). Sarik opens fire with his pistol and hits home. Unfortunately, the blasts appear to have little effect. Zima sends a spell at Sarik, which is equally ineffective. Meanwhile Pieter attempts to blind both opponents, but their magical resistance is much too high. Zima casts a spell toward Raga, messing with his senses (- 2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of -20%) while Zul fills the chamber with a dense cloud of smoke.

Rocky returns in astral form and can see clearly through the smoke, him and others who can see through the smoke, see a third figure teleport into their midst - the dimensional raider known as Lazarus. In the smoke screen he grabs a hold of Sam then teleports away again! Nearby Zima and Zul also blink out of phase and disappear! When the smoke clears the hallway is empty and the tendrils release their grip on the others. Sam is gone!
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Re: Adventure 4: Annular Space

Postby Sarik » Wed Feb 08, 2017 11:49 am

Initiative: 1d20+5 = 19:
14

Perception: 1d20+2 = 10:
8

JIC: 1d20:
15
1d100:
90

PPE: 80/112

Active Powers: Empower Body Armour (5hrs), Empower Weapon (5hrs)

With the raiders suddenly disappearing almost as quickly as they appeared, Sarik lets out an angry growl, holstering his pistol in the process. He stays on edge, not certain if the raiders will make another hit and run or not, but then starts to cautiously take count of how everyone else was doing. Only to notice the apparent disappearance of Sam. "Has anyone seen Sam?" he questions, sounding rather concerned. "I think they may be using an invulnerability to energy spell too, or something similar." he adds having noted the lack of effectiveness of his pistol. What he didn't know about were Phase Fields. He'd never even heard of such technology after all. "That's going to limit our options in dealing with them." If I didn't know better I'd think I was starting to go crazy. I never imagined there would even be such a thing as a... ship that was alive in every sense. Much less be inside of it... at least it's not.. well. Disgusting. Just.. wierd.

Ammunition:
Particle Beam Pistol: 5/8
2 Charged Power Cells
Sarik Osefice Rasharr
Constant Conditions:
Radioactive, Can see UV, Impervious to HF, Impervious to Possession, Impervious to Magic (1/2 damage from physical magic such as TW weapons, Rune Weapons, Fireball, Lightning, Ice Shard. Also see OCC Special ability.)

OOC Comments
Personal Stats:
HP: 24
SDC: 131
P.P.E: 120

Armour Worn:
Pantheran FAS Suit
A.R.: 16
S.D.C. (M.D.C When Empowered) by Location:
• Helmet: 85 (170)
• Arms: 100 each (200)
• Legs: 150 each (300) (Left Leg: 283/300)
• Main Body: 200 (400)
Modifiers:
• -10% to skills requiring prowess


Carried Weapons:
Rasharr's Fang (back)
Legendary Enchanted Ōdachi
Damage: 3D6 M.D.
Magic Features
• Indestructible: Cannot be destroyed by any means, save alchemy.
• Deevil & Demon Slayer: inflicts double damage to Deevil & Demons.


Stomper Machine Pistol (right leg)
• Range: 610'
• Damage: 5D6 or 1D6x10 for micro-jet or explosive rounds
• Rate of Fire: Single shots only
• Payload: 2 internal magazines of 6 rounds each, 12 round total payload
• Modifiers: None


Charged Particle Pistol (Left leg)
• Range: 900'
• Damage: 5D6 M.D. per shot
• Rate of Fire: Each single blast is one melee attack/action
• Payload: 8 shots
• Notes: Irradiated particles slow bio-regeneration for supernatural creatures by half


Dwarven Forged Tsurugi (left hip)
Damage: 3D6+4
• +2 Parry, +4 Damage


Soundtrack:
Avicci: Hey Brother, Dead Can Dance: Host of Seraphim, The Arrival and Reunion, Daft Punk: Born to get Lucky, Lady Gaga: Starstruck, Carmina Burana: I. O Fortuna - Salzburg Mozarteum Orchestra, Nickleback: When we Stand Together, Enrique Iglesias: Tonight (I'm F****** you),
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Re: Adventure 4: Annular Space

Postby Raga Grimcrow » Sat Feb 11, 2017 11:00 am

Raga Grimcrow
Perception: 1d20+7 = 27:
20

JiC d20/d100: 1d20:
1
/ 1d100:
50

MDC: 137 PPE: 113/73 ISP: 48/20
Conditions: Superhuman Agility (8.00m/6.00m), Tongues (12.00m/9.30m), Enhanced Perception (20.00m/18.00m), Enhance Reflexes (8.00m/6.00m), Mind's Eye (8.00m/6.00m),

(- 2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of -20%)

"Blasted temporal bastiches! They've grabbed the lass! What now?" Raga turns to look for direction from the others. Who to smash?!
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Re: Adventure 4: Annular Space

Postby Rocky » Sat Feb 11, 2017 5:22 pm

Perception: 1d20:
7

JIC d20: 1d20:
15
1d20:
11

JIC d100: 1d100:
45
[diceridge. ] 1d100 [/dice] 1d100:
67

Initiative: 1d20:
6

Dodge 1d20+11 = 12:
1

Number of Attacks: 7
Conditions: In ghost mode (Horror Factor: 14),
Psychic Powers Duration and Range +50% within 1 mile of ley line and doubled at the nexus. Damage one die at the ley Line two dice at the Nexus.
Resist Magic, (Base 45, 67, 90 min, +3 to save vs all magic cuts magic damage in half.) Enhance Reflexes, (Base 18, 27, 36 min.) be the
See the Invisible (Base 36, 54, 72 min, Range 240, 360, 480’), Telepathy (to listen to the Ships thoughts. Base 36, 54, 72 min, Range 120, 180, 240’)
Shadow cloak, Suit Force Field up
Invisibled

Rocky dashes over to his body,“This really hit the fan.”

Once he returns he stretches his arms and makes sure he is all there then he says, “Lazarus grabbed Samm,, then all popped out. I think we need to move fast. I located the controller on this poor creature, but too complicated to for me. I think I can find the way to the Bridge. If energy has no effect? what will work?”

Rocky looks at Thoar and ask as he tries to help the elf up, “You OK Thoar thanks for protecting me.”

If Thoar is down, and he is OK Rocky continues, “Pieter lead. Everyone gets ready.” Will await Pieter lead. “we need to bring these guys down and quickly.” Using telepathic abilities Rocky says, Pieter, they might be listening we should use this to communicate and say something else.".

Rocky ghost and starts leading the way. Hoping they follow instead of just standing around and talking.
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Pieter Dravnos » Mon Feb 13, 2017 6:11 pm

Perception: 1d20+6 = 25:
19
+3=__ (vs Magic, Technology, combinations)
JIC: 1d20:
15
, 1d100:
3


Seeing Sam taken, Pieter winces. He wonders if PPE is the reason they can't activate it. It may simply take a huge amount. Which the Star Heart could provide. Regardless, for now it's time to finish their mission. "The plan," Pieter replies to Raga, "Is to finish our current objective and then mount a rescue of the boy and Sam. Reacting to them only costs us time. Continue on."

(will add rolls in a second)
Pieter "Bossman" Dravnos
Personal Info
MA: 16:
PB: 13
    Charm/Impress vs everyone: 20%
    Invoke Trust/Intimidate vs everyone else: 40%
    Invoke Trust/Intimidate vs military or paramilitary type forces: 45%
PPE: 124 (See sheet for current state)
PPE (Tear of Hecate): 100 (See sheet for current state)
ISP: 45 (See sheet for current state)
HP: 43 (See sheet for current state)
SDC: 24 (See sheet for current state)

Perception: +6 (+9 vs. Machines, Magic, or their combination)
APM: 5, Parry Bonus: +3(5 w/Speed), Dodge Bonus: +3(9 w/Speed)

Psionics: Machine Ghost, Mind Block, Object Read, Speed Reading, Telemechanics and Total Recall .

Armor Worn : Flying Dragon Power Armor

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Re: Adventure 4: Annular Space

Postby Daphne » Tue Feb 14, 2017 7:23 am

Perception: 1d20+1 = 8:
7

Just in Case: 1d20:
6
/1d100:
37

Conditions: Supernatural Strength.

Daphne looks at the situation and makes a worried face behind her helmet. "As you said boss." Daphne remarks to Pieter's response to Raga. Daphne shoulders the rifle and follows after Pieter. Living ships... the wonders of the megaverse never cease. Daphne thinks as she looks to the others. They all seem on edge and Sam is missing... This isn't going anywhere near what we expected.
Daphne
Daphne "The Phoenix" Ross.
P.P.E.: 6/6
H.P.: 29/29
S.D.C.: 43/43
Equipment & Gear
See Here For accurate list.
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Re: Adventure 4: Annular Space

Postby Sarik » Tue Feb 14, 2017 10:28 am

((Rolls carried over))

Rocky wrote:Once he returns he stretches his arms and makes sure he is all there then he says, “Lazarus grabbed Samm,, then all popped out. I think we need to move fast. I located the controller on this poor creature, but too complicated to for me. I think I can find the way to the Bridge. If energy has no effect? what will work?”


Sarik regards Rocky at the question of what will work when energy weapons fail. "Magic, Psionics, and good old kinetic force." he explains lifting his sword for emphasis. "Some things are immune to one or more means of attack, but nothing is immune to everything. That said, some things can be resistant to just about everything. NG makes that kinetic resistant armour and Naruni has that Thermo-Kinetic armour that's resistant to kinetic and heat based attacks for example. And then of course there's the laser resistant armour of the Glitterboys and those FQ suits. When it comes to trying to take out magic users, there's not really such a thing as excessive firepower. Unless of course you risk endangering innocents." I think that covers it all, basically?
Sarik Osefice Rasharr
Constant Conditions:
Radioactive, Can see UV, Impervious to HF, Impervious to Possession, Impervious to Magic (1/2 damage from physical magic such as TW weapons, Rune Weapons, Fireball, Lightning, Ice Shard. Also see OCC Special ability.)

OOC Comments
Personal Stats:
HP: 24
SDC: 131
P.P.E: 120

Armour Worn:
Pantheran FAS Suit
A.R.: 16
S.D.C. (M.D.C When Empowered) by Location:
• Helmet: 85 (170)
• Arms: 100 each (200)
• Legs: 150 each (300) (Left Leg: 283/300)
• Main Body: 200 (400)
Modifiers:
• -10% to skills requiring prowess


Carried Weapons:
Rasharr's Fang (back)
Legendary Enchanted Ōdachi
Damage: 3D6 M.D.
Magic Features
• Indestructible: Cannot be destroyed by any means, save alchemy.
• Deevil & Demon Slayer: inflicts double damage to Deevil & Demons.


Stomper Machine Pistol (right leg)
• Range: 610'
• Damage: 5D6 or 1D6x10 for micro-jet or explosive rounds
• Rate of Fire: Single shots only
• Payload: 2 internal magazines of 6 rounds each, 12 round total payload
• Modifiers: None


Charged Particle Pistol (Left leg)
• Range: 900'
• Damage: 5D6 M.D. per shot
• Rate of Fire: Each single blast is one melee attack/action
• Payload: 8 shots
• Notes: Irradiated particles slow bio-regeneration for supernatural creatures by half


Dwarven Forged Tsurugi (left hip)
Damage: 3D6+4
• +2 Parry, +4 Damage


Soundtrack:
Avicci: Hey Brother, Dead Can Dance: Host of Seraphim, The Arrival and Reunion, Daft Punk: Born to get Lucky, Lady Gaga: Starstruck, Carmina Burana: I. O Fortuna - Salzburg Mozarteum Orchestra, Nickleback: When we Stand Together, Enrique Iglesias: Tonight (I'm F****** you),
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Re: Adventure 4: Annular Space

Postby Venatus Vinco » Wed Feb 15, 2017 7:05 pm

Engine Room
Image
With Rocky's help the group is able to navigate the insides of the behemoth and find the engine room. Whether by act of resistance by the creature or just inattention by their foes the group manages to avoid any nasty entanglements (literally or figuratively) on the way to the engine room. The creature is large, so the journey takes some time - time that Sam is left alone with the dimensional raider Lazarus. The engine itself is a glowing green organic power source, anyone with psychic abilities can feel the immense amount if ISP emanating from the generator. The creature is an incredibly powerful battery of psionic energy. The amount of energy is on a scale never before sen by anyone in the group. However, all the energy is channelled through a central orbs and then distributed by vein-like conduits throughout the ship. It's much like being inside a large brain more than an engine room - perhaps a better analogy is a central nervous system.

In reality, figuring all out would take the combined minds of Cole, Sam, and Pieter. unfortunately, only one of them is present now.

Grated onto the central tower are two machines, almost like cybernetic implants firing a blue energy into the matrix. These, obviously "after market" additions are the likely source of the raiders' control. However, the trick will be to remove or disable them without killing the creature in the process!
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Re: Adventure 4: Annular Space

Postby Rocky » Sun Feb 19, 2017 8:26 am

Perception: 1d20+3 = 8:
5

JIC d20: 1d20:
2

JIC d100: 1d100:
90

INIT: 1d20+2 = 11:
9

Dodge 1d20+11 = 15:
4


Number of Attacks: 7
Conditions: In ghost mode (Horror Factor: 14),
Psychic Powers Duration and Range +50% within 1 mile of ley line and doubled at the nexus. Damage one die at the ley Line two dice at the Nexus.
Resist Magic, (Base 45, 67, 90 min, +3 to save vs all magic cuts magic damage in half.) Enhance Reflexes, (Base 18, 27, 36 min.) be the
See the Invisible (Base 36, 54, 72 min, Range 240, 360, 480’), Telepathy (to listen to the Ships thoughts. Base 36, 54, 72 min, Range 120, 180, 240’)
Shadow cloak, Suit Force Field up
Invisibled

Rocky looks around just over whelmed at the structure, “Any Ideas? Wish we had some medical Advice.”

Rocky takes inventory on what he has. “Well we have a couple of these magical Void Grenades Pieter, but I‘m afraid if we use them here the poor creature might suffer badly or even die Smoke the Nexus might stop it?.”

Force field belts come out, “Not sure if the Phase force field belts will be usable in this.”

The next is a weapon, “The Slicer Gun might be able to slice one item but which one.”

This might help, “I have some cans of armor fixer might be able to block one of the terminals.”

Then he taps the Psi Rifle, “Could try the Rifle Mind Bolt.”
1d20+3 = 17:
14
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Daphne » Mon Feb 20, 2017 9:43 am

Perception: 1d20+1 = 18:
17

Just in Case: 1d20:
13
/1d100:
12

Conditions: Supernatural Strength.

Mechanical Engineer 1d100:
26
/42% Pass
(To figure out a bypass)
Electrical Engineer 1d100:
75
/52% Fail
(To figure out a bypass)

Daphne looks at the "Engine Room" with a combined look of Awe/Disgust. Bio-Organic structures used in place of a mechanical device. It's amazing and some how feels primitive. Daphne thinks. "It appears at the very least some technology works here, though I'm gonna assume it's Techno-Wizardry." Daphne says, trying hard to not sound annoyed. "So if we go at this with brute force we'll likely kill the creature in the process, which I assume is not a thing we want to do while stuck in Annular Space. So any ideas on how to stop it. If this were a purely technological device, I would suggest a bypass of sorts, not sure/know if it would work." Daphne says to the team around her.
Daphne
Daphne "The Phoenix" Ross.
P.P.E.: 6/6
H.P.: 29/29
S.D.C.: 43/43
Equipment & Gear
See Here For accurate list.
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Re: Adventure 4: Annular Space

Postby Raga Grimcrow » Tue Feb 21, 2017 1:21 pm

Raga Grimcrow
Perception: 1d20+7 = 21:
14

JiC d20/d100: 1d20:
13
/ 1d100:
2

MDC: 137 PPE: 113/73 ISP: 48/20
Conditions: Superhuman Agility (8.00m/6.00m), Tongues (12.00m/9.30m), Enhanced Perception (20.00m/18.00m), Enhance Reflexes (8.00m/6.00m), Mind's Eye (8.00m/6.00m),

Raga does his best to help:
Telemechanics (10 ISP)--88% 1d100:
98
fail
Field Armorer and Munitions Expert--70% 1d100:
78
fail
Basic Mechanics--60% 1d100:
90
fail

"Balor Be Buggered! What a thing is this!?" Raga observes the creature in astonishment. "I have an enchantment that disrupts transmissions, do you think that might help somehow?"
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Re: Adventure 4: Annular Space

Postby Sarik » Wed Feb 22, 2017 3:09 pm

Perception: 1d20+2 = 13:
11

JIC: 1d20:
10
1d100:
30

PPE: 80/112
Active Powers: Empower Body Armour (5hrs), Empower Weapon (5hrs)

Detect Ambush: 62% 1d100:
61

Trap & Mine Detection 47% 1d100:
38

Art (Professional): 67% 1d100:
25


Sarik falls silent as the group winds it's way through the great ship, though the reason is simply because he's fascinated by the mere idea that a space ship of all things could be a living creature. Not to mention the fact that apparently a creature of such a size could exist at all. He was simply lost in thought, trying to think of what such a creature must consume to survive, amid the numerous other questions the simple existence of such a beast entails. Despite the distractions however he tried to keep a keen eye out for any further signs of an ambush or other likely issues now that they knew they were dealing with hostile forces. once they reach the 'engine room' however he's momentarily beside himself. Pausing to shake off the sense of wonderment in order to cast a quick speculative and suspicious gaze about, his desires then soon take over and he's rather quick to pull out his new TW pen and some paper to begin sketching the scene before him. Now this... this is something to talk about! Now and then he will jot down various notes in Pantheran while his gaze darts between his sketching and the scene before him. "This is simply fantastic."

Ammunition:
Particle Beam Pistol: 5/8
2 Charged Power Cells
Sarik Osefice Rasharr
Constant Conditions:
Radioactive, Can see UV, Impervious to HF, Impervious to Possession, Impervious to Magic (1/2 damage from physical magic such as TW weapons, Rune Weapons, Fireball, Lightning, Ice Shard. Also see OCC Special ability.)

OOC Comments
Personal Stats:
HP: 24
SDC: 131
P.P.E: 120

Armour Worn:
Pantheran FAS Suit
A.R.: 16
S.D.C. (M.D.C When Empowered) by Location:
• Helmet: 85 (170)
• Arms: 100 each (200)
• Legs: 150 each (300) (Left Leg: 283/300)
• Main Body: 200 (400)
Modifiers:
• -10% to skills requiring prowess


Carried Weapons:
Rasharr's Fang (back)
Legendary Enchanted Ōdachi
Damage: 3D6 M.D.
Magic Features
• Indestructible: Cannot be destroyed by any means, save alchemy.
• Deevil & Demon Slayer: inflicts double damage to Deevil & Demons.


Stomper Machine Pistol (right leg)
• Range: 610'
• Damage: 5D6 or 1D6x10 for micro-jet or explosive rounds
• Rate of Fire: Single shots only
• Payload: 2 internal magazines of 6 rounds each, 12 round total payload
• Modifiers: None


Charged Particle Pistol (Left leg)
• Range: 900'
• Damage: 5D6 M.D. per shot
• Rate of Fire: Each single blast is one melee attack/action
• Payload: 8 shots
• Notes: Irradiated particles slow bio-regeneration for supernatural creatures by half


Dwarven Forged Tsurugi (left hip)
Damage: 3D6+4
• +2 Parry, +4 Damage


Soundtrack:
Avicci: Hey Brother, Dead Can Dance: Host of Seraphim, The Arrival and Reunion, Daft Punk: Born to get Lucky, Lady Gaga: Starstruck, Carmina Burana: I. O Fortuna - Salzburg Mozarteum Orchestra, Nickleback: When we Stand Together, Enrique Iglesias: Tonight (I'm F****** you),
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Re: Adventure 4: Annular Space

Postby Pieter Dravnos » Thu Feb 23, 2017 8:01 pm

Perception: 1d20+6 = 8:
2
+3=11(vs Magic, Technology, and their combination)
JIC: 1d20:
7
, 1d100:
94

Extra JIC d20 rolls: (saves, dodges, whatever): 1d20:
4
, 1d20:
11
, 1d20:
7
, 1d20:
2
, 1d20:
9


Pieter stands before the vision, his chin in his hand in thought. He slowly drifts into the air, inches above the deck and gets near the control nodes without touching. Daphne had caught his own mind on the matter. He thinks a moment, and then muses back at the group. "First, we're not blasting anything. Any cutting we do will be precise, not simply hacking it out. Bypass is exactly what we're looking to do. Those things look like grafted on cybernetics. And the same tech as the obelisk." Raga speaks up about his spell to disrupt transmissions. Pieter's head whips back to him. "I think that might be useful actually, if we can discover the frequency it uses for controlling the creature. Disrupt their control long enough to take over. When I tell you to, I want you to channel it into the blue-white energy stream up there. Any of you with any kind of medical skill, keep an eye on the biological components for signs of stress or damage. Rocky, sooth it, let it know we're trying to bypass or remove the devices. Ask for any help it can provide."

Machine Ghost (12)/Telemechanics (10 ISP) 88%/EP Critical Success - to interface with and control the device and take control locally.
Techno-wizardry Construction 92%/EP Critical Success - to figure out either how to take control or remove the devices
Electrical Engineer 64%/EP Critical Success - to bypass all remote control of the devices and figure out what the psynetic frequency is that they are operating at, so Raga's spell can help disrupt them.
Lore: Demons and Monsters 49%/EP Critical Success - to use any similar monsters and what he knows about them as a means of causing the least pain possible.
Pieter "Bossman" Dravnos
Personal Info
MA: 16:
PB: 13
    Charm/Impress vs everyone: 20%
    Invoke Trust/Intimidate vs everyone else: 40%
    Invoke Trust/Intimidate vs military or paramilitary type forces: 45%
PPE: 124 (See sheet for current state)
PPE (Tear of Hecate): 100 (See sheet for current state)
ISP: 45 (See sheet for current state)
HP: 43 (See sheet for current state)
SDC: 24 (See sheet for current state)

Perception: +6 (+9 vs. Machines, Magic, or their combination)
APM: 5, Parry Bonus: +3(5 w/Speed), Dodge Bonus: +3(9 w/Speed)

Psionics: Machine Ghost, Mind Block, Object Read, Speed Reading, Telemechanics and Total Recall .

Armor Worn : Flying Dragon Power Armor

M.A.R.S. a division of Paragon Acquisition Services
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Location: PAS, Team leader

Re: Adventure 4: Annular Space

Postby Venatus Vinco » Sat Feb 25, 2017 10:51 am

Surgical Precision

With Pieter's deft guidance, Raga's handy spell, and Rocky's psychic connection the group is able to control, disrupt, and disable the machines grafted onto the creature's central core...which appears to function almost like a brain and heart for the ship simultaneously. Unfortunately, it will take someone with heavy skills in medicine and xeno-biology to fully remove the devices. For now, however, the ship seems to have some measure of self-control back and although still in pain, not nearly as much. A huge wave of gratitude washes over Rocky. In fact the psychic impression is so intense everyone in the room can feel it.

Soon the creature projects the scene on the bridge to the rest of the group.

The platform is the only way in or out of this space. It is imperative to stop Zul Morden and Lazarus before they reach it and can dimensionally teleport away.
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Re: Adventure 4: Annular Space

Postby Rocky » Mon Feb 27, 2017 10:38 am

Perception: 1d20+3 = 8:
5

JIC d20: 1d20:
12
1d20:
6
1d20:
4

JIC d100: 1d100:
54
1d100:
41
1d100:
14

INIT: 1d20:
18


Rocky feels the wave of gratitude the creature is giving off, “We did it the creature has some control.”
To the creature “We are glad that we could help, we need you to act like they are still in charge. There is still plenty to do. We still need to capture the others and get to the platform. Any help or diversion at a critical time to disrupt spell casting would be of great assistance."

Rocky looks at the image of the enemy and Samm , he says in a low voice to the others, “I told the creature that we would appreciate any help. Any ideas Pieter.”
Rocky
Stats & Stuff
P.P.E.: 11
I.S.P.: 216
H.P.: 49
S.D.C.: 81
Active Powers
Heightened Presence Sense:Range: 70’, 76% for precise # and pinpoint location of presence
Duration: constant, auto sense all presences concentrate 1d4 melees to get exact location
Horror Factor: 14 when intangible
Sense Supernatural Evil Range: 1000' costant
Sense Magic Energy Range: 1900' constant
Sixth Sense
Shadow Cloak M.D.C.: 15
AOI: 60
TW Thunder Gun
Crystal Armor: Main Body: 35, Forcefield: 70
UTI Zapper Gun: 15 shots per E-clip
Crystal Assault Rifle: 40 shots/ must use 8 ISP/shot
2 Phase Swords

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Re: Adventure 4: Annular Space

Postby Pieter Dravnos » Mon Feb 27, 2017 12:41 pm

Perception: 1d20+6 = 21:
15
+3=24 (if it involves magic, technology, or both)
JIC: 1d100:
92
, 1d20:
2


"Yeah, we need to get to that platform! How are they getting there - Teleporting or flying?" The last question seems aimed more at the ship than Rocky, but he keeps his eyes on Rocky. "Once we get things settled down, we can get Cole in here to remove this thing." He asks this nodding to where he sees the projection of the bridge's activity where Sam is talking to the last raider. "Just in case the raider won't listen to reason, can the ship capture Zima?" This was directed at Rocky.
Pieter "Bossman" Dravnos
Personal Info
MA: 16:
PB: 13
    Charm/Impress vs everyone: 20%
    Invoke Trust/Intimidate vs everyone else: 40%
    Invoke Trust/Intimidate vs military or paramilitary type forces: 45%
PPE: 124 (See sheet for current state)
PPE (Tear of Hecate): 100 (See sheet for current state)
ISP: 45 (See sheet for current state)
HP: 43 (See sheet for current state)
SDC: 24 (See sheet for current state)

Perception: +6 (+9 vs. Machines, Magic, or their combination)
APM: 5, Parry Bonus: +3(5 w/Speed), Dodge Bonus: +3(9 w/Speed)

Psionics: Machine Ghost, Mind Block, Object Read, Speed Reading, Telemechanics and Total Recall .

Armor Worn : Flying Dragon Power Armor

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