The Reaver

Dimensional Nexus of the Megaverse

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The Reaver

Postby Consumer » Sun Nov 18, 2018 8:41 pm

Image
The Reaver

The ship is dark and surprisingly quiet, given the last few days of fighting. The Frontier Buccaneers had been in dock when the attack had happened. The Captain, a stern man by the name of Reaper, ordered the crew to defend the ship at all costs. This was done with few casualties and minimal damage to the ship as could be expected from a Sunaj Execution Squad. Once the fighting shifted from the Docks to elsewhere, Reaper ordered the team to stay put. This annoyed the younger members, but the older members kept the ranks in check.

Reaper has called a meeting with a few of the newer members of the team, which leads to you all being in his small conference area. ”Word has come down from on high that we’re needed for a task. Well not all of us.” He says, a predatory grin can be sensed behind his Holomask.
”I’m tasking you lot with infiltrating and reporting back on a particular group here in Center. The Galactic Rogues, one of Lord Thraxus’ hired groups.” Reaper says bluntly.

”Lord Aeries wants to know what’s going on with Thraxus, who before this demon incursion seemed to be up to something, and he wants to know what it is.” Reaper continues, his voice full of annoyance, though the source is unknown.

”Intelligence says they’ve lost a good portion of their manpower, so it should be easy for you to join them. How you join them is up to you.” Reaper says leaving off the part that’s implicit to the Sunaj of keeping the organization safe.

Reaper looks away for a second, as if he’s just received some manner of message over his helmet radio. ”At the moment, we don’t know where they’re at, so priority one is finding them. Get geared up and get moving.”

Image
Reaper
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: The Reaver

Postby Az Rael » Mon Nov 19, 2018 11:16 am

Perception 1d100 = 1 vs. 34% (success)
JIC 1d20 = 11 / 1d100 = 38

Consumer wrote:Reaper has called a meeting with a few of the newer members of the team, which leads to you all being in his small conference area.


Az Rael follows Reaper into the conference room. I hope we are going to get some more action! he thinks to himself.

Consumer wrote:”I’m tasking you lot with infiltrating and reporting back on a particular group here in Center. The Galactic Rogues, one of Lord Thraxus’ hired groups.” Reaper says bluntly.


Galactic Rogues… Wonder what kind of outfit they are. Maybe I’ll have a chance to make a few credits on this one. Az Rael listens intently.

Consumer wrote:”Intelligence says they’ve lost a good portion of their manpower, so it should be easy for you to join them. How you join them is up to you.” Reaper says leaving off the part that’s implicit to the Sunaj of keeping the organization safe.

Reaper looks away for a second, as if he’s just received some manner of message over his helmet radio. ”At the moment, we don’t know where they’re at, so priority one is finding them. Get geared up and get moving.”


“Captain, Can you provide us with the intelligence on their last know location? Any currently known affiliates?” … with a good starting point we should be able to locate them easy, hopefully there is some “intelligence” behind our current orders.

While Az Rael waits to see what the Captain can offer for additional details he turns to Shroud and says in a low voice, You want to team up on this one?

This could be a good opportunity to shine, If I can get some good intel for the boss I might get an opportunity to start moving up.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Az Rael
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Posts: 15
Joined: Tue Nov 06, 2018 7:34 pm

Re: The Reaver

Postby Érebos » Tue Nov 20, 2018 7:54 am

Perception:--> Rolling 1d100 = 7
Perception Bonus: 50% (+3%) and see modifiers -->
+10% in darkness or shadow, and +5% when pertaining to hiding, escape, Shadow Magic, Shadow beings, vampires and the undead (recognizing clues to their presence, servants, victims, etc.).
+15% to recognize the arcane.
-10% to perception rolls while directly in bright artificial light or sunlight.
Perception has a base skill rating of 15%, adding 3% per level each additional level of experience beyond first level.
Perception does not replace the Detect Concealment or Detect Ambush skills, nor does it replace Read Sensory Equipment or Optics Systems for use with technological sensors to perceive.
Like Detect Ambush, Detect Concealment, and other skills, Perception is an opposed skill check.
As with all % skill checks, a natural roll of 96-00 is a critical fail and a natural roll of 01-05 is a critical success.

JIC rolls: d20--> rolling 1d20 = 12 and d100 --> rolling 1d100 = 95

Consumer wrote:Image
[size=85]The Reaver

The ship is dark and surprisingly quiet, given the last few days of fighting. The Frontier Buccaneers had been in dock when the attack had happened. The Captain, a stern man by the name of Reaper, ordered the crew to defend the ship at all costs. This was done with few casualties and minimal damage to the ship as could be expected from a Sunaj Execution Squad. Once the fighting shifted from the Docks to elsewhere, Reaper ordered the team to stay put. This annoyed the younger members, but the older members kept the ranks in check.

Reaper has called a meeting with a few of the newer members of the team, which leads to you all being in his small conference area. ”Word has come down from on high that we’re needed for a task. Well not all of us.” He says, a predatory grin can be sensed behind his Holomask.
”I’m tasking you lot with infiltrating and reporting back on a particular group here in Center. The Galactic Rogues, one of Lord Thraxus’ hired groups.” Reaper says bluntly.


Galactic Rogues... an ambitious name, to be sure. Probably fits, given what we know about Thraxus.

Consumer wrote:”Lord Aeries wants to know what’s going on with Thraxus, who before this demon incursion seemed to be up to something, and he wants to know what it is.” Reaper continues, his voice full of annoyance, though the source is unknown.

I bet he does. Thraxus is always up to something. He's not the wealthiest person in the Megaverse because he's idly up to nothing. I wonder what has Reaper bunched up about it, though...?

Consumer wrote:”Intelligence says they’ve lost a good portion of their manpower, so it should be easy for you to join them. How you join them is up to you.” Reaper says leaving off the part that’s implicit to the Sunaj of keeping the organization safe.

Reaper looks away for a second, as if he’s just received some manner of message over his helmet radio. ”At the moment, we don’t know where they’re at, so priority one is finding them. Get geared up and get moving.”

Image
Reaper


Low on manpower, so we fill the gap. Not the most elegant plan, but it should do. We just need to find them, position ourselves as available, and work the value proposition.

Az Rael wrote: “Captain, Can you provide us with the intelligence on their last know location? Any currently known affiliates?”


Érebos thoughtfully rubs his chin.

"If they're one of Thraxus' outfits, they'll likely be reporting in to him at some point regarding the invasion. Maybe finding Thraxus should be our first point of order?" he ponders out loud.

"Sir, what intel do we have about these 'Rogues', in regards to current and former group composition? What is the group in need of at the moment, having lost several members?"

Az Rael wrote:While Az Rael waits to see what the Captain can offer for additional details he turns to Shroud and says in a low voice, You want to team up on this one?


The Shadow Mage turns to the Shadow Assassin and nods in the affirmative. "It will be good to work with you, my brother in shadows. Let's get our gear together, do a weapons check, and meet up shortly for departure."

Unless the Captain provides more pertinent information that demands a reply, Shroud then retires to his quarters, packs his gear, and prepares to join Az Rael and embark upon their mission to seek out the Galactic Rogues.

skill roll: Armorer (check Az Rael gear/weapons, ensure functionality and proper fit of weapons, optics and accessories -- 49%) --> rolling 1d100 = 61 Fail
skill roll: Armorer (check Érebos gear/weapons, ensure functionality and proper fit of weapons, optics and accessories -- 49%) --> rolling 1d100 = 83 Bigger Fail
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Re: The Reaver

Postby Az Rael » Tue Nov 20, 2018 9:47 am

Érebos wrote:The Shadow Mage turns to the Shadow Assassin and nods in the affirmative. "It will be good to work with you, my brother in shadows. Let's get our gear together, do a weapons check, and meet up shortly for departure."


"Captain, does the mission have any operative funds available? We may need to "make some stuff happen" to successfully gain entrance into the group. Do we have any transportation available to us on this one?"

Az Rael wonders,who knows what it will take. Probably a good idea to have some creds available just in case. I need a place to keep my Sunaj armor, I doesn't make sense to wear it if we are trying to stay undercover.

Once the captain is done briefing them he heads to his quarters to remove his Sunaj armor and change into his everyday armor and lock up his Sunaj armor.
Last edited by Az Rael on Fri Nov 23, 2018 9:13 pm, edited 1 time in total.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Az Rael
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Posts: 15
Joined: Tue Nov 06, 2018 7:34 pm

Re: The Reaver

Postby Érebos » Tue Nov 20, 2018 12:36 pm

*rolls carried over*

Az Rael wrote:
"Captain, does the mission have any operative funds available? We may need to "make some stuff happen" to successfully gain entrance into the group."


Érebos Resists the impulse to raise his eyebrow at his compatriot’s request.

Operative funds? ‘Make stuff happen’? What is my nefarious friend up to? he wonders silently, his face expressionless and awaiting the Captain’s reply.

Az Rael wrote:Once the captain is done briefing them he heads to his quarters to remove his Sunaj armor and change into his everyday armor and lock up his Sunaj armor.


Before they arrive at their respective quarters (or if they share quarters), but after leaving the conference and while walking, Érebos turns to Az Rael. ”Operational funds? ‘Make stuff happen’? What are you up to, my friend?” he softly asks the Shadow Assassin with a twinkle in his eye.
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Re: The Reaver

Postby Az Rael » Tue Nov 20, 2018 1:16 pm

***Rolls carried***

Érebos wrote:Before they arrive at their respective quarters (or if they share quarters), but after leaving the conference and while walking, Érebos turns to Az Rael. ”Operational funds? ‘Make stuff happen’? What are you up to, my friend?” he softly asks the Shadow Assassin with a twinkle in his eye.


Language: Whisper 64% 1d100 = 93 Horrible fail

Leaning closer to Shroud and speaking in Whisper, "Well, why spend our money to further the cause when we can spend theirs? Besides, a small bribe here and there may help to soften a couple tough tongues if we need info." Sometimes its easier to pay for information, or at least quicker than torture anyway, Az Rael thinks to himself.

"And whose to say what it actually costs in the end..." Az Rael finishes, underneath his Sunaj helmet a big grin. ...if we make a few extra credits for us, we deserve it for putting our necks on the line
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Az Rael
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Joined: Tue Nov 06, 2018 7:34 pm

Re: The Reaver

Postby Érebos » Tue Nov 20, 2018 1:53 pm

**Rolls carried**

Az Rael wrote:***Rolls carried***

Language: Whisper 64% Original post: 1d100 = 93 Horrible fail

Leaning closer to Shroud and speaking in Whisper, "Well, why spend our money to further the cause when we can spend theirs? Besides, a small bribe here and there may help to soften a couple tough tongues if we need info." Sometimes its easier to pay for information, or at least quicker than torture anyway, Az Rael thinks to himself.

"And whose to say what it actually costs in the end..." Az Rael finishes, underneath his Sunaj helmet a big grin.


Recipe for what? What is Az Rael babbling about? He must have flubbed up his vocabulary...

Érebos listens to his friend, puzzled by the strange words that come out.

skill roll: Language: Whisper (80%) --> Rolling: 1d100 = 76 : Success!

He replies (in Whisper). "I'm sorry, my friend... but, as appetizing as your recipe for BBQ Splugorthian Entrails sounds, I'm afraid I'm not making the connection to our mission. Care to elaborate?" he says, partially bemused at his friend's obvious fouling up of the Whisper language, but simultaneously interested in what he really was trying to say.
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Posts: 20
Joined: Sat Oct 13, 2018 9:27 pm

Re: The Reaver

Postby Az Rael » Tue Nov 20, 2018 2:50 pm

Érebos wrote:**Rolls carried**

Recipe for what? What is Az Rael babbling about? He must have flubbed up his vocabulary...

Érebos listens to his friend, puzzled by the strange words that come out.

skill roll: Language: Whisper (80%) --> Rolling: Original post: 1d100 = 76 : Success!

He replies (in Whisper). "I'm sorry, my friend... but, as appetizing as your recipe for BBQ Splugorthian Entrails sounds, I'm afraid I'm not making the connection to our mission. Care to elaborate?" he says, partially bemused at his friend's obvious fouling up of the Whisper language, but simultaneously interested in what he really was trying to say.


Who the hell eats spluggorth entrails?! Holly heck! Az Rael figures he must have said something wrong.

skill roll: Language: Whisper (64%) Rolling: 1d100 = 25 Success!

"Who said anything about Spluggorth entrails? I want to make sure we have money for bribes or equipment we might need, and if we don't spend it, they don't need to know." He leans over and pats his friend on the shoulder.
Last edited by Az Rael on Tue Nov 20, 2018 3:57 pm, edited 1 time in total.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
User avatar
Az Rael
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Posts: 15
Joined: Tue Nov 06, 2018 7:34 pm

Re: The Reaver

Postby Érebos » Tue Nov 20, 2018 3:12 pm

** Rolls Carried **

Az Rael wrote:Skill roll: Language: Whisper (64%) Rolling: 1d100 = 37 Success!

"Who said anything about Spluggorth entrails? I want to make sure we have money for brides or equipment we might need, and if we don't spend it, they don't need to know." He leans over and pats his friend on the shoulder.


Érebos is genuinely puzzled now.

Is he testing me?

"That's what came out. Maybe you meant to say something else," says Érebos, smiling in amusement at the Aerhiman with whom he will be trusting his life soon. "Whisper isn't the easiest language to learn, my friend. Keep at it, you'll get better."

Then, a slight shift in topic: "On a more serious note... I've been meaning to test some of this gear for a while. I wonder if we'll run into any 'resistance' out there? You think it's cleaned up for the most part?"

He thinks for a moment. Better to be safe - double check weapons and gear. Can't take any chances... he thinks, knowing that spending the time now will avoid potential hangups later.

But apparently I still have BBQ Splugorthian Entrails on the brain...
skill roll: Armorer (check Érebos gear/weapons, ensure functionality and proper fit of weapons, optics and accessories -- 49%) --> rolling 1d100 = 93 Bad Fail
skill roll: Armorer (check Az Rael gear/weapons, ensure functionality and proper fit of weapons, optics and accessories -- 49%) --> rolling 1d100 = 54 More fail.


He then proceeds to check everyone's gear a final time Third time's the charm?, mounts his Wilk's Integrated Optics Gun-Sight onto his NEMA Liberator, and sights it in.

skill roll: Field Armorer and Munitions Expert (49%) --> rolling 1d100 = 42 SUCCESS

There we go. Firing on all cylinders again. he smiles to himself as he packs the rest of his gear and preps for departure.
Last edited by Érebos on Tue Dec 04, 2018 5:32 am, edited 1 time in total.
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Érebos
 
Posts: 20
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Re: The Reaver

Postby Az Rael » Fri Nov 23, 2018 8:24 pm

Perception 1d100 = 75
JIC 1d20 = 2 1d100 = 12

Érebos wrote:Then, a slight shift in topic: "On a more serious note... I've been meaning to test some of this gear for a while. I wonder if we'll run into any 'resistance' out there? You think it's cleaned up for the most part?"


In whisper, "That is the question of the day! I am wondering the same thing myself." Az Rael finishes the conversation with Shroud and heads to his room. Once inside he goes straight to his computer console, Now lets see if we can expand upon the info Reaper gave us.

Az Rael uses the additional information he receives from Reaper to search through the center interweb. He looks for anything recent pertaining to Thraxus and the individuals (if any) identified by reaper. Az rael looks for any recent documented flights in or out of center. He also looks to see if he can find any information directly related to the Galactic Rogues. Sorting through the multitude of information he finds, he tries to pinpoint only what is actually pertinent to their current mission.

Skill Roll: Intelligence 55% vs 1d100 = 25 Success!
Skill Roll: Basic Electronics 45% vs 1d100 = 26 Success!
Skill Roll: Computer Operation 65% vs 1d100 = 3 Success!
Skill Roll: Research 65% vs 1d100 = 51 Success!

In addition to the information on the Galactic Rogues Az Rael searches for any of the latest news posted on the current status of the fighting. He looks for details of where the fighting is still happening and what areas are currently not embattled.

While searching for the information Az Rael runs through some strategy in his head, What can get us in good with Thraxus? Maybe we can stage an attack... If we can find Thraxus I can attempt an assassination in Sunaj armor. Shroud can be conveniently be there to help turn me away. This may lead to Thraxus offering Shroud a position and later he can suggest bringing his good friend Alexandros in. It could work! I will have to run this by Shroud and see if he is game. We have to find Thraxus first.


Finishing up the search Az Rael starts to gather his gear, The spaceport is probably a good place to start, either that or we just sit on the spire to see what kind of moves Thraxus and his cronies are making, after packing up and preparing his equipment Az Rael heads back out into the hall to see if Shroud is ready excited about the information he has found. I'll have to see if Shroud can run through my weapons and check to see if they are in working order.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
User avatar
Az Rael
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Posts: 15
Joined: Tue Nov 06, 2018 7:34 pm

Re: The Reaver

Postby Érebos » Sun Nov 25, 2018 8:31 pm

**rolls held**



Az Rael wrote:In whisper, "That is the question of the day! I am wondering the same thing myself." Az Rael finishes the conversation with Shroud and heads to his room.



The one known as Shroud silently watches his companion leave.

It wasn't that long ago that I was so eager.

How to find these "Rogues"...
he thinks to himself whilst absent-mindedly twirling his silver-plated knife between his fingers.

He reaches for his digital pocket computer, logs in, and scours the web for any information on the Galactic Rogues, and reads up on Thraxus.

Skill roll: Computer Operation 62% vs 1d100 = 48 Success!
Skill roll: Intelligence 53% vs 1d100 = 71 fail

Shroud ponders the information he finds and runs through a few scenarios in his head.

They'll likely be in the docks at some point, but... Thraxus is probably a better bet. They'll check in with him. So, maybe head over there and wait until they show. But how to approach? Hmm...
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
User avatar
Érebos
 
Posts: 20
Joined: Sat Oct 13, 2018 9:27 pm

Re: The Reaver

Postby Consumer » Mon Nov 26, 2018 7:47 am

Skill Rolls
Érebos: Initial Gear Check. It's fine, needs more gold plating in your opinion. (Fails all around)
Érebos: Second Gear Check. Scope seems like it's on properly.
Az Rael: Computer search plus Research (4 hours of time): The Rogues are a mercenary group, that has a base somewhere in the upper landing pads. They were a ever shifting group of ne'er-do-wells who seemed to be under the thumb of Thraxus as of late. They recently where rumored to be involved in a scuffle with gangs or cultists in the lower levels of Center. and some grainy footage of them fighting in the streets of Center during the demon invasion.
Érebos: Computer search (2 hours): The Rogues as of last report were being led by a former CAF officer named Holt, some sources state that the team was successful on their mission to Cormal and are en-route back to Center.


Az Rael wrote:“Captain, Can you provide us with the intelligence on their last know location? Any currently known affiliates?”


Reaper is hard to read with his Holo Mask on. "Last known location was on the Demon planet, as to where they've wound up since. I don't know."

Érebos wrote:"If they're one of Thraxus' outfits, they'll likely be reporting in to him at some point regarding the invasion. Maybe finding Thraxus should be our first point of order?" he ponders out loud.

"Sir, what intel do we have about these 'Rogues', in regards to current and former group composition? What is the group in need of at the moment, having lost several members?"


Reaper cocks his head to the side. "A bunch of unknowns. As for approaching Thraxux... that will be near impossible I would guess seeing as he is likely in full blown war mode. Something I can attest to being not a slow coming back down from."

Az Rael wrote:"Captain, does the mission have any operative funds available? We may need to "make some stuff happen" to successfully gain entrance into the group. Do we have any transportation available to us on this one?"


Reaper is very blunt. "No."

Reaper is almost amused when the two begin speaking in the foreign tongue in front of him.

After they leave Reaper's presence, the two Shadow enhanced Sunaj, spend several hours in research and equipment maintenance.

What are your intentions?
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Consumer
Game Master
 
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Location: Phase World GM (Galactic Rogues)

Re: The Reaver

Postby Az Rael » Mon Nov 26, 2018 4:53 pm

Perception vs 49 1d100 = 98
JIC 1d20 = 13 and 1d100 = 17

Consumer wrote:Az Rael: Computer search plus Research (4 hours of time): The Rogues are a mercenary group, that has a base somewhere in the upper landing pads. They were a ever shifting group of ne'er-do-wells who seemed to be under the thumb of Thraxus as of late. They recently where rumored to be involved in a scuffle with gangs or cultists in the lower levels of Center. and some grainy footage of them fighting in the streets of Center during the demon invasion.


After 4 long hour of researching, gathering his belongings and preparing Az Rael finally heads out into the hall way with all his gear. (If Shroud is in the hall way he will directly engage him, if he has already gone to his room he will head to the door and knock).

"Shroud, I gathered up some better info on the rogues. It appears they have a base in the upper landing pads. I'm thinking we can head out to the spaceport and case it out a bit. Maybe we will see Thraxus. What do you think?"

Finding them is one thing... getting in the group is another. We need an in! Az Rael thinks to himself. "Maybe we can employ a little misdirection. If we can solidly identify one of them, one of us can attack them in disguise and the other can step in to help. I dont have all the finite details worked out... just throwing some ideas out there"

Short of an outright invitation how does one simple join a group... Hello, I'm Alexandros, Nice to meet you. Can I join your group and help you loot and plunder?

"Maybe we just play it by ear?"

Az Rael puts his gear bag on the floor. "We could always call in a martyr for the hit. Reaper can send in an expendable and we can both "save the day""
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
User avatar
Az Rael
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Posts: 15
Joined: Tue Nov 06, 2018 7:34 pm

Re: The Reaver

Postby Érebos » Fri Nov 30, 2018 9:08 am

Consumer wrote:
Az Rael wrote:“Captain, Can you provide us with the intelligence on their last know location? Any currently known affiliates?”


Reaper is hard to read with his Holo Mask on. "Last known location was on the Demon planet, as to where they've wound up since. I don't know."


A slight grin breaks on Érebos' face. The Demon planet? Ballsey. I like it.

Consumer wrote:
Érebos wrote:"If they're one of Thraxus' outfits, they'll likely be reporting in to him at some point regarding the invasion. Maybe finding Thraxus should be our first point of order?" he ponders out loud.

"Sir, what intel do we have about these 'Rogues', in regards to current and former group composition? What is the group in need of at the moment, having lost several members?"


Reaper cocks his head to the side. "A bunch of unknowns. As for approaching Thraxux... that will be near impossible I would guess seeing as he is likely in full blown war mode. Something I can attest to being not a slow coming back down from."


Reaper isn't giving us much to go on. "Lost manpower. Unknown composition." And what could have Thraxus so concerned as to be in "full blown war mode"?

Az Rael wrote:After 4 long hour of researching, gathering his belongings and preparing Az Rael finally heads out into the hall way with all his gear. (If Shroud is in the hall way he will directly engage him, if he has already gone to his room he will head to the door and knock).

"Shroud, I gathered up some better info on the rogues. It appears they have a base in the upper landing pads. I'm thinking we can head out to the spaceport and case it out a bit. Maybe we will see Thraxus. What do you think? Maybe we can employ a little misdirection. If we can solidly identify one of them, one of us can attack them in disguise and the other can step in to help. I dont have all the finite details worked out... just throwing some ideas out there"


Érebos listens to Az Rael and frowns. "Finding them will be the easiest of our worries. Without any more info from Reaper, we don't know anything about who to look for, group composition... but at least you got some useful intel."

The Shadow Mage shifts and responds: "I dug up a little gem myself. Seems the Galactic Rogues' last known leader was a former CAF officer named Holt. Rumor has it they're already on their way back to Center from the Demon planet."

Az Rael wrote:"Maybe we just play it by ear?"


Érebos shakes his head. "Failing to plan is planning to fail, my friend. We should, at least, have some ideas on how to approach. I'm not sure attack/save idea is a good one - we have no idea of their strength, disposition, etc... if our plan went wrong, bad things could result. I think our plan should be to find them and engage in some recon, at this point. Once we know more about this 'Holt' person, and the rest of the group, we can develop a marketing strategy, as it were."

Az Rael wrote:Az Rael puts his gear bag on the floor. "We could always call in a martyr for the hit. Reaper can send in an expendable and we can both "save the day""


What's the rush, friend? We don't even know where they are yet, and in such a hurry to shed blood?

Shroud looks away for a moment and appears to be lost in thought. "Let's not put the cart before the horse. As everyone's shadow finds and follows closely to them, we will locate and follow these 'Rogues' until we learn more about them. I think it a mistake to think much further ahead than that, given so many variables."

Too much up in the air to decide a good course of action just yet.

"Shall we take our leave of Reaper then, when you're packed and ready?" says the Shadow Mage with his hand gripping his duffel bag straps.

Almost as an afterthought, he adds, "Unless you want to dig up some dirt on this 'Holt' fellow in the meanwhile. That, and the base you mentioned, are probably our best leads right now."
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Érebos
 
Posts: 20
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Re: The Reaver

Postby Az Rael » Sat Dec 01, 2018 4:51 pm

***Rolls carried***

Érebos wrote:Érebos listens to Az Rael and frowns. "Finding them will be the easiest of our worries. Without any more info from Reaper, we don't know anything about who to look for, group composition... but at least you got some useful intel."

The Shadow Mage shifts and responds: "I dug up a little gem myself. Seems the Galactic Rogues' last known leader was a former CAF officer named Holt. Rumor has it they're already on their way back to Center from the Demon planet."


Looking up like he forgot something Az Rael remembers, “I found a video of them fighting in center! It was a bit grainy, but it will give us something to go on with looking for people” he tells shroud. Az Real pulls out his computer and pulls up the video for shroud to see, …now where was that again, oh yeah he thinks to himself while he pulls it up. “This is the video, take a look.”

Érebos wrote:Érebos shakes his head. "Failing to plan is planning to fail, my friend. We should, at least, have some ideas on how to approach. I'm not sure attack/save idea is a good one - we have no idea of their strength, disposition, etc... if our plan went wrong, bad things could result. I think our plan should be to find them and engage in some recon, at this point. Once we know more about this 'Holt' person, and the rest of the group, we can develop a marketing strategy, as it were."


“Keep in mind we are not even sure Holt is alive, He could be the leader formally known as Holt.” Az Rael starts to realize that even with all the information they have found none of it could mean anything with the scale of the battle this group just fought.

The demon planet had to be a challenge. I mean I can only guess and wonder what they must have gone through.

Érebos wrote:Shroud looks away for a moment and appears to be lost in thought. "Let's not put the cart before the horse. As everyone's shadow finds and follows closely to them, we will locate and follow these 'Rogues' until we learn more about them. I think it a mistake to think much further ahead than that, given so many variables."


”I think you are 100% right, lets get out there and see what we can find out and we can put together a better plan once we are well informed.”

Shroud is probably right, we need to make sure we don’t rush in to fast. This could be a big move for the both of us. Whichever way this turns out we may be able to benefit doubly if we play are cards right.

Érebos wrote:"Shall we take our leave of Reaper then, when you're packed and ready?" says the Shadow Mage with his hand gripping his duffel bag straps.
Almost as an afterthought, he adds, "Unless you want to dig up some dirt on this 'Holt' fellow in the meanwhile. That, and the base you mentioned, are probably our best leads right now."

I may want to have my Sunaj armor closer to me, looks like shroud packed for a “just in case” scenario. I think I’ll follow his lead. Az Rael nods to Shroud, “Let me grab one last thing, then lets head out to the space port. Maybe we can grab a bite to eat while we are out.”

Az Rael heads back to his room, grabs a large duffle and packs his armor and helmet quick. This might come in handy.
Coming back into the hallway, Lets get the show on the road my friend!
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
User avatar
Az Rael
Diamond Level Patron
Diamond Level Patron
 
Posts: 15
Joined: Tue Nov 06, 2018 7:34 pm

Re: The Reaver

Postby Érebos » Tue Dec 04, 2018 5:24 am

***Rolls carried***

Az Rael wrote:Looking up like he forgot something Az Rael remembers, “I found a video of them fighting in center! It was a bit grainy, but it will give us something to go on with looking for people” he tells shroud. Az Real pulls out his computer and pulls up the video for shroud to see, …now where was that again, oh yeah he thinks to himself while he pulls it up. “This is the video, take a look.”

Érebos perks up with interest at the mention of the footage and looks intently at the screen.
Grainy, yes, but could be of some use to us...

"This may be of use to us. Could you send me a link to that?"
Maybe we can find a digital whiz who can enhance those images and, if we're lucky, we can make one of these Rogues so we'll recognize them when we see them.

Az Rael wrote: “Keep in mind we are not even sure Holt is alive, He could be the leader formally known as Holt.” Az Rael starts to realize that even with all the information they have found none of it could mean anything with the scale of the battle this group just fought.


"Good point. Though we have no reason to suspect otherwise at this juncture. Holt is - or was - the leader at the last known time. If we find Holt, methinks we find the Rogues.

Az Rael wrote: ”I think you are 100% right, lets get out there and see what we can find out and we can put together a better plan once we are well informed.”

Az Rael nods to Shroud, “Let me grab one last thing, then lets head out to the space port. Maybe we can grab a bite to eat while we are out.”

Coming back into the hallway, Lets get the show on the road my friend!


"Just remember how restrictive they are here in Center. No ranged weapons at all, only melee. I imagine that we won't run into trouble unless we make some, so as long as we keep our heads and avoid the spotlight - something we're both already good at - we should be able to travel without much fanfare."

Note
I will be keeping my primary sidearm (NE-4) within arm's reach but packed and out of sight. My rifle will definitely be out of sight and in the duffel bags with the armor and remaining gear. My NE-3 will be concealed carry.


Skill Roll: Concealment --> 1d100 = 54 / 56% PASS

With that, the two Shadow Sunaj do a final check-in (check-out?) with Reaver, and are on their way.
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Re: The Reaver

Postby Consumer » Fri Dec 07, 2018 9:07 am

The shadowy duo make their way from the last place they had to call home and into Center's streets. Normally the streets would have a good deal of foot and vehicle traffic on it, but that isn't the case as the city almost seems deserted. A few hardier individuals moving about to perform unknown tasks along with a smattering of civilian vehicles moving about from point a to point b. What the duo does notice is the over presence of the Center Defense force, who normally a well blended into the backdrop of the day.

The buildings on the space port level show signs of battles, with whole blocks missing or cordoned off. Emergency crews are still dealing with fires and collapsed buildings. An over all pall of misery seems to have infected Center in the aftermath of an extensive demon incursion. With Gateland still currently down due to the attack the duo has to find another less convenient route up to the Upper landing pads. The ramp system is cluttered with Defense Force individuals, who seem to be checking people coming in or out. Luckily for the duo, the exit to the upper landing areas is not as packed on the ones heading down.

When the duo makes it to the checkpoint, they are given a brief questioning by the Defender a brutish looking humanoid with a reptilian face. The answers he receives seem to be good enough, and his cursory examination of the pair of Sunaj doesn't seem to warrant a reaction, so he waves you past. All in all it takes three hours to get to the lowest point of the upper landing pads. Near the entryway is a series of terminals, that seem designed to allow beings to search for locations in the Upper Landing fields.

The duo does make a few notes about the pads themselves; Where there used to be nearly three thousand pads, now seems to be a third less. Fire and destruction seems to be the order of the day here, though emergency crews also seem to be on hand to deal with these. Having been sequestered in the docking bay with the Reaver shielded the duo from the reality of how much death and destruction had occurred during the assault.

What are your Intentions?
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: The Reaver

Postby Az Rael » Sat Dec 08, 2018 7:59 am

Perception 1d100 = 59 vs 49% (64% if the lights are mostly out and its dark)
JIC 1d20 = 16 and 1d100 = 37


Consumer wrote:The shadowy duo make their way from the last place they had to call home and into Center's streets. Normally the streets would have a good deal of foot and vehicle traffic on it, but that isn't the case as the city almost seems deserted. A few hardier individuals moving about to perform unknown tasks along with a smattering of civilian vehicles moving about from point a to point b. What the duo does notice is the over presence of the Center Defense force, who normally a well blended into the backdrop of the day.


As Shroud and Az Rael walk along he reflects on what they have been told, what they found on their own and what they don't know. The later being the bulk of their current knowledge he starts to try to piece together the clues internally.

Ok... So we know that they are or were led by this Holt fellow, we have some footage of a couple of them at least and we know they are on their way back from the Demon planet. That's not a whole lot to go on.

He walks with Shroud silently noticing all the defense forces around them. These guys normally don't let folks know they are around. I really hope we don't have any problems, or too many people searching too deeply into our stuff.

Consumer wrote:When the duo makes it to the checkpoint, they are given a brief questioning by the Defender a brutish looking humanoid with a reptilian face. The answers he receives seem to be good enough, and his cursory examination of the pair of Sunaj doesn't seem to warrant a reaction, so he waves you past. All in all it takes three hours to get to the lowest point of the upper landing pads. Near the entryway is a series of terminals, that seem designed to allow beings to search for locations in the Upper Landing fields.


So glad that went the way it did. That could have been bad! Az Rael muses to himself, then to Shroud, "Hey buddy, how tight did your backside pucker up going through the checkpoint?" Although shroud has less to hide in his duffel Az Rael knows he has some stuff he would rather not be found either.

Consumer wrote:The duo does make a few notes about the pads themselves; Where there used to be nearly three thousand pads, now seems to be a third less. Fire and destruction seems to be the order of the day here, though emergency crews also seem to be on hand to deal with these. Having been sequestered in the docking bay with the Reaver shielded the duo from the reality of how much death and destruction had occurred during the assault.


Up on the pads Az Rael slowly takes in the seen around him. Holy hell, who would have imagined so much destruction being casued to the pads like this. Looking aorund he cant decide if he is happy they didnt get to see all this action or sad. "Man, this could have been fun to join... It could have also been very bad!" he says to Shroud.

After regaining his center and remembering they have a task at hand Az Rael starts to think, It's a long shot, but what if they are actually listed on a passenger manafest. They might even have their flight logged for entry. With the increased security the defenders might be logging less stuff privately right now. Knowing its a long shot, Az Rael pulls out his portable computer and quickly checks any public flight enteries. He specifically looks for any flights listed to the rougues, and passanger manafest showing holt and more importanty any recent landing that are specifically void of information. he also checks any departures that have left recently with an notation of the rogues or a passenger named Holt. Not wanting to waste much time he does this fairly rough shot just stopping to read what seems most important.

Skills Rolls
Computer Operation 1d100 = 97 vs 65% - to log into the network
Research 1d100 = 38 vs 65% - to find the info he is looking for
Intelligence 1d100 = 68 vs 65% - to identify what is important

It only takes him a couple of seconds to realize that either the network is currently down or he is doing something wrong. Maybe I'll check back later, I don't want to be all consumed in my computer

After his brief search Az Rael steps back into a shadow and starts to examine his suroundings. Trying to see if he can pick up a sense of anything out of the ordinary. For what ordinary currently is anyway. With all the security and the fuss going on what would I be doing as a rougue? Would i still be in panic mode or would I be cool as a ice?

Skills Rolls
Surveillance 1d100 = 75 vs 50%

Turning to shroud, "What do you think we are looking for?"
Last edited by Az Rael on Thu Dec 13, 2018 9:37 am, edited 1 time in total.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Re: The Reaver

Postby Érebos » Thu Dec 13, 2018 7:07 am

**ROLLS HELD**

Consumer wrote:The shadowy duo make their way from the last place they had to call home and into Center's streets. Normally the streets would have a good deal of foot and vehicle traffic on it, but that isn't the case as the city almost seems deserted. A few hardier individuals moving about to perform unknown tasks along with a smattering of civilian vehicles moving about from point a to point b. What the duo does notice is the over presence of the Center Defense force, who normally a well blended into the backdrop of the day.

The buildings on the space port level show signs of battles, with whole blocks missing or cordoned off. Emergency crews are still dealing with fires and collapsed buildings. An over all pall of misery seems to have infected Center in the aftermath of an extensive demon incursion. With Gateland still currently down due to the attack the duo has to find another less convenient route up to the Upper landing pads. The ramp system is cluttered with Defense Force individuals, who seem to be checking people coming in or out. Luckily for the duo, the exit to the upper landing areas is not as packed on the ones heading down.

When the duo makes it to the checkpoint, they are given a brief questioning by the Defender a brutish looking humanoid with a reptilian face. The answers he receives seem to be good enough, and his cursory examination of the pair of Sunaj doesn't seem to warrant a reaction, so he waves you past. All in all it takes three hours to get to the lowest point of the upper landing pads. Near the entryway is a series of terminals, that seem designed to allow beings to search for locations in the Upper Landing fields.


That went.... better than it could have. I can only imagine how they'd react to finding something like the Liberator in my luggage. If only they were all that easy! With the Defense Force as visible as they are, though, we should take what we can get...

Consumer wrote:The duo does make a few notes about the pads themselves; Where there used to be nearly three thousand pads, now seems to be a third less. Fire and destruction seems to be the order of the day here, though emergency crews also seem to be on hand to deal with these. Having been sequestered in the docking bay with the Reaver shielded the duo from the reality of how much death and destruction had occurred during the assault.


Érebos surveys the destruction dispassionately, taking it in and, for those observant enough to notice such things, with a slight hint of disappointment on his face.

Looks like a bit of a scuffle here. Too bad we missed it. There were undoubtedly some good opportunities for us to hone our skills in these sorts of environments.

Az Rael wrote:
He walks with Shroud silently noticing all the defense forces around them. These guys normally don't let folks know they are around. I really hope we don't have any problems, or too many people searching too deeply into our stuff.


"I noticed that too. It must have been pretty intense to spook them this much. Good thing we didn't 'suit up' before we left, hmm?" he grins at Az Rael.

Az Rael wrote:
Consumer wrote:When the duo makes it to the checkpoint, they are given a brief questioning by the Defender a brutish looking humanoid with a reptilian face. The answers he receives seem to be good enough, and his cursory examination of the pair of Sunaj doesn't seem to warrant a reaction, so he waves you past. All in all it takes three hours to get to the lowest point of the upper landing pads. Near the entryway is a series of terminals, that seem designed to allow beings to search for locations in the Upper Landing fields.


So glad that went the way it did. That could have been bad! Az Rael muses to himself, then to Shroud, "Hey buddy, how tight did your backside pucker up going through the checkpoint?" Although shroud has less to hide in his duffel Az Rael knows he has some stuff he would rather not be found either.


The Shadow Mage grins and nods. "Seems our contraband remains undiscovered - for now. I propose we keep it that way, friend."

Az Rael wrote:After regaining his center and remembering they have a task at hand Az Rael starts to think, It's a long shot, but what if they are actually listed on a passenger manafest. They might even have their flight logged for entry. With the increased security the defenders might be logging less stuff privately right now. Knowing its a long shot, Az Rael pulls out his portable computer and quickly checks any public flight enteries. He specifically looks for any flights listed to the rougues, and passanger manafest showing holt and more importanty any recent landing that are specifically void of information. he also checks any departures that have left recently with an notation of the rogues or a passenger named Holt. Not wanting to waste much time he does this fairly rough shot just stopping to read what seems most important.

Turning to shroud, "What do you think we are looking for?"


Shroud shakes his head. "Not sure. I propose we start with this Holt person, and the registration of the ships - though there isn't really any way to know if any of the ships here are registered to his name. We need to find out more about the others. Maybe dig about Thraxus too?"

There's bound to be plenty of info about the richest man in Center, but how to sort through the noise and get to the good stuff?

He pulls out his computer and does some searches for Holt and Thraxus, trying to tie them together, as well as Holt's current status, location, etc.

Skill Roll --> Computer Operation : rolling 1d100 = 74/62% fail
Skill Roll --> Intelligence : rolling 1d100 = 99/53% fail city
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Re: The Reaver

Postby Consumer » Fri Dec 14, 2018 8:12 am

How does that old Terran saying go... The best laid plans of mice and men.

The shadowy duo try what they can to find their quarry, but run into a slew of problems. Az Real finds that the system he's trying to access remotely is heavily encrypted and beyond his meager skills, while the questions Érebos is trying to eek out of the Skyline terminals, seem to be coming up with no answers. At least in correlation. A cursory glance of the system's information lets Érebos know that Thraxus owns or rents a lot of these pads himself. Érebos suspects that many more are owned by him under shell companies and pseudonyms.

A few minutes into their search the duo is interrupted by Promethean, standing approximately ten feet tall and wearing a dirty pair of maintenance coveralls. "Are you gentle beings trying to find someone in particular? Maybe I can be of assistance. The attack has scrambled a few of our systems so search requests are coming back strange."

If you agree
If the duo acquiesce to his request, he asks a few pieces of information and manipulates the touch screens to gather the necessary information. "Pads zero-one-one-four and zero-one-one-five. Registered to a mercenary company called the Galactic Rogues. Likely correct." The Promethean says flatly.
If you don't agree
If the duo doesn't acquiesce, he shrugs. "Very well, good day to you." As he moves off to help other people. It then takes the duo over an hour and a half to find that the Galactic Rogues are likely based on pads 0114-0115.


The duo now just has to wait in line to take a phase transport pad to the pad.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: The Reaver

Postby Az Rael » Fri Dec 14, 2018 10:13 am

Perception 1d100 = 80
JIC 1d20 = 14 & 1d100 = 31

Consumer wrote:A few minutes into their search the duo is interrupted by Promethean, standing approximately ten feet tall and wearing a dirty pair of maintenance coveralls. "Are you gentle beings trying to find someone in particular? Maybe I can be of assistance. The attack has scrambled a few of our systems so search requests are coming back strange."

Is this guy reading our thoughts? Hell yeah, I’ll take all the help I can get right now. He doesn’t seem to care either way. Turning to the Promethean and looking up. ”We would appreciate any help you could provide. That would actually be a delightful end to a long and difficult day.” Az Real watches as closely as he can to see how the Promethean logs in and what he searches for taking as many mental notes as he can.
Consumer wrote:"Pads zero-one-one-four and zero-one-one-five. Registered to a mercenary company called the Galactic Rogues. Likely correct." The Promethean says flatly.

”Well look at that. How simply you found the info. I must have been entering the tag wrong. Could you do us one more favor? If you could, which way is pad 0114 and 0115?“ Getting the information and getting a sense the Promethean was looking to help others as well Az Real politely thanks him and walks back over to Shroud.

"It's over there somewhere." he says with a generalized hand point, that really just indicates a very general direction. Not really revealing it's precise location at all, and given all of the pads in that direction, it could be anywhere. ~Consumer edit.

”How convenient was that?! Pad 0114 and 0115 it is. He also said it was that way.” Az Real point in the direction he was given by the promethean. Well we can wait for a transport or we can phase ourselves. Az Real closes his eyes and feels out for the closest Ley Line they might be able to phase in. Not getting a feel for anything close enough to use, he opens his eyes. ”So what now? We wait for the transport? You know anybody we can call?”Maybe that nice fellow has a number for a taxi.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Re: The Reaver

Postby Érebos » Fri Dec 14, 2018 5:14 pm

Perception: 1d100 = 52/50
JIC: D20 --> 1d20 = 14
JIC: D100 --> 1d100 = 39

Consumer wrote:How does that old Terran saying go... The best laid plans of mice and men.

The shadowy duo try what they can to find their quarry, but run into a slew of problems. Az Real finds that the system he's trying to access remotely is heavily encrypted and beyond his meager skills, while the questions Érebos is trying to eek out of the Skyline terminals, seem to be coming up with no answers. At least in correlation. A cursory glance of the system's information lets Érebos know that Thraxus owns or rents a lot of these pads himself. Érebos suspects that many more are owned by him under shell companies and pseudonyms.


Thraxus has his hands in everything... it will take forever to sort through all of this!

Consumer wrote:A few minutes into their search the duo is interrupted by Promethean, standing approximately ten feet tall and wearing a dirty pair of maintenance coveralls. "Are you gentle beings trying to find someone in particular? Maybe I can be of assistance. The attack has scrambled a few of our systems so search requests are coming back strange."

If you agree
If the duo acquiesce to his request, he asks a few pieces of information and manipulates the touch screens to gather the necessary information. "Pads zero-one-one-four and zero-one-one-five. Registered to a mercenary company called the Galactic Rogues. Likely correct." The Promethean says flatly.
If you don't agree
If the duo doesn't acquiesce, he shrugs. "Very well, good day to you." As he moves off to help other people. It then takes the duo over an hour and a half to find that the Galactic Rogues are likely based on pads 0114-0115.



"Much appreciated, kind sir," says Érebos as he musters a friendly smile and nod.

How fortunate he came along. Now, to get to the pad and find these 'Rogues'. We still don't have any idea how the hell we're going to position ourselves to infiltrate the group, however.

Consumer wrote:The duo now just has to wait in line to take a phase transport pad to the pad.


Az Rael wrote: ”How convenient was that?! Pad 0114 and 0115 it is. He also said it was that way.” Az Real point in the direction he was given by the promethean. ”So what now? We wait for the transport? You know anybody we can call?”[/b]


Shroud smiles bemusedly at the eager assassin.

What's the hurry? We don't even have the first idea who these people are, what they need, how we will infiltrated them... and he wants to take a taxi?!?

"Sometimes, slow and steady wins the race," he replies softly in ancient Greek. Pointing toward the transportation line, he continues: "Beside, we still don't even know much about this group - other than a few pads are registered in their name, some grainy footage, they are - or were - lead by a guy named Holt, Thraxus is employing them - no surprise, as Thraxus has the means to employ many - and they just got back from a demon planet where they reportedly helped fend off this invasion we are seeing the results of. I suggest that when we do get to their landing pads, we make ourselves as uninteresting as possible and observe as much as we can before we do anything else."

Érebos considers for a moment how they could do exactly that - blend into the crowd on the pads while observing the Rogues, or at least, their ships.

If they're as 'shady' as their name, they'll likely be on the lookout for people casing their ships and areas, so we will have to play this carefully until we figure out a foolproof way to approach them. Then again... maybe we can take advantage of existing infrastructure that will help us do exactly that... he thinks, as he looks around the area.

Surely these pads have CCTV or some sort of observation systems...

Skill Roll: Optic Systems (looking for CCTV or other monitoring devices to 'patch into') 1d100 = 26/42% = Success!
Skill Roll: Intelligence (trying to figure out tactical positioning as it relates to the two pads we are approaching - guarded? strategically positioned? Well-lit?) 1d100 = 83/53% = suckage
Skill Roll: Computer Operation (see if there's an easy way to access the cameras at the pads we are heading toward - to get an idea of the layout of pad/ships, and of anyone walking around in that area) 1d100 = 71/62% = Meh
Érebos
Current Status
S.D.C.: 91/91
Hit Points: 24/24
P.P.E.: 175/175

Armor: NE-CW20 Camouflage Variable Armor: 80/80 M.D.C.
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental


Current Conditions:

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
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Érebos
 
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Re: The Reaver

Postby Az Rael » Sat Dec 15, 2018 7:38 am

** Rolls Held **

With shroud back on his computer and the general assumption that the pair are going to take the transport, Hurry up and wait! And wait! And wait! Az Real's disinterest in waiting is more than evident to those around him watching him pace back and forth. We aren't learning anything by waiting. Maybe I can...

Shroud pulls out his computer, find a comfy place to site and starts to examine the video he has of the rogues. If we are gonna sit, I might as well examine this video to the fullest. Maybe I missed a detail the first time through."Since we have "time" on our hands I'm gonna run through the video again." He says to Shroud in a disappointed voice and actually making air quotes when he says time.

Pulling up the video he focuses the best he can with all the coming and goings around him. Az Real studies the video for the individuals actions, the weapons they use and spends some time trying to zoom in on face when possible.

Skill Rolls
Lore: Magic, General Knowledge: 1d100 = 100 vs 50% (He looks to see if he can tell if anyone is using magic)
Intelligence 1d100 = 33 vs 55% (Assesing the video, observation techniques)

As he watches the video, he doesn't feel like if he can tell if anyone is using magic in particular but does seem to pick up some good details on the group non the less.

Once the transport get there Az Real will pack up his computer and prepare to board.
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Az Rael
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Re: The Reaver

Postby Consumer » Sat Dec 15, 2018 3:23 pm

The duo waits a considerable amount of time to access the phase transporter. While they're waiting they try and gain some new information, which for the most part is fruitless. The security here is beefy enough that simple logins are not an option to acees systems, and neither Sunaj is a skilled hacker in any way of the term. Az Rael's reexamination of the grainy footage doesn't really bring any new insight to who or what the Galactic Rogues are. Eventually it's the Atlantean duo's turn at the pad.

"Where to fellas?" The older human operating the device asks.

When he's instructed to the pads 0114-0115 he nods and types into a control panel, frowns, then smiles. "Zero-One-One-Five online. Have a nice trip you two." He says before activating the pad.

The interim seconds are a blur as your physical selves fade from reality, losing all sense of feeling and thought, before abruptly returning. The two Sunaj stand on a windswept landing pad, a heavily modified garbage heap of a freighter taking up a major portion of pad 0115. Across the way is a building that resembles a cross between a pre-fab warehouse and a mansion.It sits on the far edges of pad 0114, and doe not seem to have any windows, though a few doors are obvious.

What are your intentions?

New posts will go here
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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