Crossed Signals: Outpost F279 Approach

Into the Breach: The 40-4th's Longest Night
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Egan Grey
Posts: 390
Joined: Thu Oct 14, 2010 3:10 pm
Location: 110th CS SOG
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [83] = 83
JIC: 1d20: [17] = 17 , 1d100: [63] = 63

Seeing the two remaining armor clad things moving towards him, Egan continues to blast away trying to ensure they cannot escape from their due punishment as the Doc's words crackled over the comms.
Combat
Initiative: 1d20+3: [14]+3 = 17
APM - 9

Action 1 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [1]+11 = 12 Damage - 1d6*10: [1]*10 = 10
Action 2 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [14]+11 = 25 Damage - 1d6*10: [6]*10 = 60
Action 3 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [14]+11 = 25 Damage - 1d6*10: [4]*10 = 40
Action 4 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [6]+11 = 17 Damage - 1d6*10: [3]*10 = 30
Action 5 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [10]+11 = 21 Damage - 1d6*10: [2]*10 = 20
Action 6 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [3]+11 = 14 Damage - 1d6*10: [3]*10 = 30
Action 7 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [10]+11 = 21 Damage - 1d6*10: [5]*10 = 50
Action 8 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [3]+11 = 14 Damage - 1d6*10: [1]*10 = 10
Action 9 - Sharpshooting Aimed Shot - Focus firing on most damage / enemy getting shot by others with the Particle rifle - Strike - 1d20+11: [8]+11 = 19 Damage - 1d6*10: [5]*10 = 50

Parries if needed(/w Shield) - 1d20+14: [11]+14 = 25 , 1d20+14: [17]+14 = 31 , 1d20+14: [15]+14 = 29 , 1d20+14: [16]+14 = 30 , 1d20+14: [15]+14 = 29 , 1d20+14: [11]+14 = 25 , 1d20+14: [4]+14 = 18 , 1d20+14: [14]+14 = 28 , 1d20+14: [5]+14 = 19

Dodges as needed - 1d20+13: [20]+13 = 33 , 1d20+13: [2]+13 = 15 , 1d20+13: [19]+13 = 32 , 1d20+13: [1]+13 = 14 , 1d20+13: [14]+13 = 27 , 1d20+13: [14]+13 = 27 , 1d20+13: [2]+13 = 15 , 1d20+13: [1]+13 = 14 , 1d20+13: [3]+13 = 16

Save V Magic if needed - 1d20+5: [7]+5 = 12 , 1d20+5: [14]+5 = 19 , 1d20+5: [10]+5 = 15 , 1d20+5: [10]+5 = 15 , 1d20+5: [15]+5 = 20 , 1d20+5: [4]+5 = 9 , 1d20+5: [18]+5 = 23 , 1d20+5: [4]+5 = 9 , 1d20+5: [11]+5 = 16

Contingency: If the two armored ones are destroyed, Egan will begin hunting the remaining monsters, moving to engage as required.
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
Culter

Re: Crossed Signals: Outpost F279 Approach

Post by Culter »

Perception: 1d100: [88] = 88 / 49%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: 1d20: [3] = 3 / 1d100: [46] = 46

Conditions:
An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!
| Electrical Aura [26 MDC | 10m:00s]

Skills:
Military Tactics: 1d100: [42] = 42 / 55% (Are they operating with some sort of unit cohesion or as individuals)

Post:

Culter narrows his eyes at the bizarre armor that is being used on the enemies and scowls. "They're using the bizarre armor spell!" Culter calls out over his radio before activating his aura and focusing fire while above. These things are intelligent enough to cast such spells, yet look truly alien. The Spawn of something worse, perhaps? Culter muses in his head and has no qualms firing at the corpses of the former soldiers. They can't be at peace used as a meat suit. He decides and follows the order, reigning fire to clear the field.

Combat:
APM: 7
Initiative: 1d20+5: [20]+5 = 25
Auto-Dodge: 1d20+2: [15]+2 = 17 | 1d20+2: [5]+2 = 7 | 1d20+2: [10]+2 = 12 | 1d20+2: [16]+2 = 18 | 1d20+2: [16]+2 = 18 | 1d20+2: [14]+2 = 16 | 1d20+2: [18]+2 = 20

A1: Activate Electrical Aura [26 MDC | 10m:00s]
A2: Fire with CR-404. Strike: 1d20+7: [15]+7 = 22 | DMG: 1d4*10: [2]*10 = 20
A3: Fire with CR-404. Strike: 1d20+7: [12]+7 = 19 | DMG: 1d4*10: [2]*10 = 20
A4: Fire with CR-404. Strike: 1d20+7: [6]+7 = 13 | DMG: 1d4*10: [4]*10 = 40
A5: Fire with CR-404. Strike: 1d20+7: [11]+7 = 18 | DMG: 1d4*10: [3]*10 = 30
A6: Fire with CR-404. Strike: 1d20+7: [13]+7 = 20 | DMG: 1d4*10: [4]*10 = 40
A7: Fire with CR-404. Strike: 1d20+7: [1]+7 = 8 | DMG: 1d4*10: [1]*10 = 10

Contingency:
If the immediate threat is amply neutralized, Culter will extend his electrical senses to see if he can't sense any active power sources.
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Olive
Posts: 51
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [52] = 52 / 74%
JiC d100: 1d100: [47] = 47 ; JiC d20: 1d20: [15] = 15
APM: 6
Initiative: 1d20+6: [7]+6 = 13
Drummond Leighton wrote:"Headed your way Olive!"
Olive doesn't respond at first, a bit too tied up with staggering back into shooting form after taking those hits. I was expecting these damned things to split up, but not this many to come this way! It isn't until she begins squeezing off bursts at the nearest worm beast to her as she darts inside of the doorway nearby to use as cover that she can respond to the cyborg. "Appreciated! Focusing on your targets!

She match targets with the 'borg, their combined firepower already proven to be more effective at stripping the things' shields away and downing them before they can cast their abhorrent magic again.

Action 1: Fire burst at the target Drummond is firing at, move into the doorway to her side and use the wall as cover. Strike: 1d20+3: [7]+3 = 10 ; Damage: 6d6: [6, 2, 6, 6, 6, 4] = 30 M.D.

Action 2: Continue to focus fire with her teammate. Strike: 1d20+3: [17]+3 = 20 ; Damage: 6d6: [3, 5, 5, 2, 3, 4] = 22 M.D.

Action 3: Continue to focus fire with her teammate. Strike: 1d20+3: [2]+3 = 5 ; Damage: 6d6: [2, 4, 2, 3, 4, 1] = 16 M.D.

Action 4: Continue to focus fire with her teammate. Strike: 1d20+3: [10]+3 = 13 ; Damage: 6d6: [4, 1, 1, 5, 4, 4] = 19 M.D.

Action 5: Continue to focus fire with her teammate. Strike: 1d20+3: [4]+3 = 7 ; Damage: 6d6: [5, 5, 6, 6, 5, 2] = 29 M.D.

Action 6: Continue to focus fire with her teammate. Strike: 1d20+3: [10]+3 = 13 ; Damage: 6d6: [6, 5, 6, 3, 5, 5] = 30 M.D.

Parries as needed: 1d20+10: [16]+10 = 26 ; 1d20+10: [8]+10 = 18 ; 1d20+10: [5]+10 = 15 ; 1d20+10: [5]+10 = 15 ; 1d20+10: [10]+10 = 20 ; 1d20+10: [18]+10 = 28


Dodges if being attacked by ranged attacks: 1d20+10: [3]+10 = 13 ; 1d20+10: [1]+10 = 11 ; 1d20+10: [17]+10 = 27 ; 1d20+10: [12]+10 = 22 ; 1d20+10: [18]+10 = 28 ; 1d20+10: [6]+10 = 16


Bonus vs Magic: +4
Bonus vs HF: +0
1d20: [7] = 7 ; 1d20: [7] = 7 ; 1d20: [13] = 13 ; 1d20: [7] = 7 ; 1d20: [10] = 10 ; 1d20: [13] = 13 ; 1d20: [4] = 4 ; 1d20: [5] = 5 ; 1d20: [2] = 2 ; 1d20: [17] = 17
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-4 Dead Boy EBA w/Recon Helmet
M.D.C. by Location
  • Helmet: 70/70
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 60/80
  • Right Leg: 80/80
  • Main Body: 70/100



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 17/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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CS High Command
Game Master
Posts: 970
Joined: Thu Jan 17, 2013 2:54 pm
Location: Game Master: CS 110 Nightstalkers
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals
  • Date: January 25, 110 PA
    Time: 19:26 by end of post.
    Temp: 19°, partly cloudy, but not snowing; Ground has a about 3 inches of snow, less in the field
    Weather: Mostly Cloudy, Only a light dusting of snow and plenty of ice
    Ley Line info: None within 5 miles.
    Location: Inside the compound, between the garage and the armory
It doesn't take long for the team to finish disabling the creatures remaining. no more than 39 seconds after contact, all of the enemy are down. As the group gathers and disposes of the bodies, they are struck by the desolate silence that follows the battle. In the distance an ek calls breaking the silence. Using the left over plasma grenades of the bodies are eliminated in a blaze of flame, after a few samples are taken.

Gathering together, the group assesses the situation. The most obvious detail, now that they aren't fighting is the large trail of slime that came over the walls and went through the front doors of the central building. It's dried in places, but it's noticeable at this close range in ways that it wouldn't from high altitude. Whatever was responsible for breaking the gates down, did so from the inside and then went inside the main building.

The barracks buildings to the south also show signs of conflict as well, not to mention the destruction of the front entrance to the main central building. So the squad now must decide how to procede.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA
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Former CS GM, Savagerifts.com Admin (Site and Discord), Longtime Community Member
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Drummond Leighton
Posts: 120
Joined: Sat Jan 27, 2018 7:36 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [78] = 78 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [1] = 1 , 1d100: [85] = 85
Sensors
Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sensor
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Sensory Equipment - 60% vs 1d100: [72] = 72 |Use sensors


With the last of the worms dead, he goes over to Olive, "You okay? No injuries?" His concern sounds genuine. It's too bad the cost for bionics is so high, cyborg Dog Boys could be a really effective. If she had been seriously injured I'd hate to be given the order to put her down. Mane's got that eye, maybe Doc would save her life with bionics if no other option was available.

Drum replaces the plasma cannister for his C-29 "Hellfire" Heavy Plasma Cannon and re-clamps it to his back. The empty cannister goes into his pack.

"I think we need to press our advantage Doc, we need to get in there and clear these things out of there. Say the word, and I'll take point."
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Olive
Posts: 51
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [100] = 100 / 74%
JiC d100: 1d100: [20] = 20 ; JiC d20: 1d20: [3] = 3
Drummond Leighton wrote:With the last of the worms dead, he goes over to Olive, "You okay? No injuries?" His concern sounds genuine.
The doggirl perks up at the care in the cyborg's voice, doing her best to suppress the more enthusiastic response she wants to give. "I'm all good! Just took a good couple of hits to the armor. Ordnance Training was way harder than burning out these things," she says, emphasizing the last word with a good bit of disgust. Course, I'd gladly go through training a dozen more times. Can't say I'd say the same about this mission, though I'm glad I can be of help here!

She shakes away thoughts of her previous squad, killed by the demon bears and leaving her to run, and regroups with the others. Unless asked, she keeps her input to herself, letting her betters decide on what to do next. If she does happen to be asked her opinion, she seems pleasantly surprised, mulling it over for a moment before saying, "The main facility is going to be difficult. We could clear out the barracks first and have a guard posted outside in case others try to come in, then when we're sure everything is clear we can take on the central building without worrying about posting a rear guard."
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-4 Dead Boy EBA w/Recon Helmet
M.D.C. by Location
  • Helmet: 70/70
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 60/80
  • Right Leg: 80/80
  • Main Body: 70/100



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 17/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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Egan Grey
Posts: 390
Joined: Thu Oct 14, 2010 3:10 pm
Location: 110th CS SOG
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [24] = 24
JIC: 1d20: [7] = 7 , 1d100: [32] = 32

With the active creatures dead, Egan extracts himself from the cover of the gateway he had been using before striding into the facility weapon still at the ready. Scanning the surroundings, the scout walks into the main courtyard and plants himself an equal distance from the main building doorway that the four armored worms came out of and the barracks which seem to have seen better days. "Something came over the walls and opened the base violently from within, it probably is a big boy. Maybe the master of these things, or it let the puppeteer and its friends in. Barracks has some visible damage."
-I guess a big worm could leave a trail of slime like that...- Egan directed his suits sensors over the barracks first before attempting to do the same to the main building in an effort to glean any information that might be useful to the group as they finished their cleanup and gathered back up to continue the push.
Skill Rolls
[Track: Animals – 80%, 1d100: [85] = 85 , FAIL] - To try and ID movement of animals / worm husks and where they have been frequenting the most
[Track Humans & Robots – 85%, 1d100: [98] = 98 , EPIC FAIL] - To try and ID movement of humans / worm husks and where they have been frequenting the most
[Intelligence – 71%, 1d100: [12] = 12 , PASS] - To try and place the creature that opened the doors in the enemies hierarchy
[Lore: Demons & Monsters – 95%, 1d100: [59] = 59 , PASS] - To try and ID the slime residue
[Detect Ambush - 55%, 1d100: [18] = 18 , PASS] - To scan the barracks and id the best places for the enemy to hide in
[Sensory Equipment - 45%, 1d100: [38] = 38 , PASS] - To use the suits sensors to try and gather information on the barrack building and whats inside
[Optic Systems - 45%, 1d100: [32] = 32 , PASS] - To use the suits sensors to try and gather information on the barrack building and whats inside
[Detect Ambush - 55%, 1d100: [55] = 55 , PASS] - To scan the Main Building and id the best places for the enemy to hide in
[Sensory Equipment - 45%, 1d100: [98] = 98 , EPIC FAIL] - To use the suits sensors to try and gather information on the Main building and whats inside
[Optic Systems - 45%, 1d100: [70] = 70 , FAIL] - To use the suits sensors to try and gather information on the Main building and whats inside
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
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James Howlett
Group Leader
Posts: 519
Joined: Fri Nov 06, 2009 7:38 am
Location: Group Leader (CS 110th)
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Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [9] = 9 /78%
Just in Case: 1d20: [2] = 2 ; 1d100: [85] = 85
Conditions: None.

James looks at the mess, and sighs. It is one of those ops.
Drummond Leighton wrote:"I think we need to press our advantage Doc, we need to get in there and clear these things out of there. Say the word, and I'll take point."
James listens. He is eager to prove himself, I will give him that. James thinks as other sound off.
Olive wrote:"The main facility is going to be difficult. We could clear out the barracks first and have a guard posted outside in case others try to come in, then when we're sure everything is clear we can take on the central building without worrying about posting a rear guard."
James shakes his head while thinking. Do not have the man power to leave guards everywhere. James thinks.
Egan Grey wrote:"Something came over the walls and opened the base violently from within, it probably is a big boy. Maybe the master of these things, or it let the puppeteer and its friends in. Barracks has some visible damage."
James nods, but doesn't immediately respond.

"First order of business, gather up, no sense in being split up. On the Barracks, I think we have dealt with whatever was inside already, and we know the main building is comprimised. We will go in as a team. Leighton, you are point, followed by Grey and Mane. Cutler, Olive you are next, Alekzander and myself will take the rear. We clear each room as we go, do not go running off. Any questions?" James radios to the team.

"Alekzander walk beside me, keep an eye out." James mentally commands his skelebot, as he takes position to the rear of the stack.
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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CS High Command
Game Master
Posts: 970
Joined: Thu Jan 17, 2013 2:54 pm
Location: Game Master: CS 110 Nightstalkers
Contact:

Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals
Egan has no clue about what could have opened the way. Given everything else he assumes some sort of large worm creature, possibly the size of an APC. Whatever it was, all of the other creatures seemed to move to protect it, as one might an important tactical asset. The residue is similar to fluids found inside the corrupted and consumed human bodies, as well as what was on the outside of the worm creatures they faced near the garage. Egan seems multiple places a foe could hide in the barracks, but a thermal scan reveals no signs of enemy. The building itself is shielded against external and internal scans through its walls.


The group heads into the building by stepping into what used to be a foyer. What greets them is disturbing and impressive just how much of the room is still intact given the state of the wreckage before them. The desk is askew and knocked to the side. The doors that should lead to a mantrap (two locking doors, one is opened allowing entry, then a second after identity is verified), but is instead stuffed with debris, bodies, and some sort of mucous acting as glue (?) holding it all together. To the left is a busted open door that has a sign indicating it leads to the "Recreation Room and Cafeteria", and then to the right is a security door that is likewise blown open with a sign for the brig. Also in front of them next to the door that leads to the central area is an elevator, but power seems to be cut to it. At the very least the buttons do not respond to being pushed.

Moving left into the , the team finds a decent rec area with a door labeled kitchen, as well as tables and TVs on the walls. The TVs are on, but show static, and there is food in the cafeteria server line that is still sealed and probably good. Even if the team thought of food, the rest of the scene puts a rest to such thoughts. Bodies must have once been strewn here. The odd piece of gear or remains still litters the place, as well as the bloody signs of conflict, but the bodies themselves have been removed; likely the pile of bodies they saw earlier. Aside from a security door that leads outside and is probably where the worms they fought came from, and the rec room itself, there are no other exits. The kitchen is just as bad as the rest of the rec area, though the freezers and refridgerators are still working, as are the stoves and ovens (if tested). Moving as unit, they quickly discover the lack of leads and move out to the only other door. This small brig is mainly just a temporary jail facility for prisoners that need to be transferred across Lake Huron for processing. The cells are high-tech with the most up-to-date equipment and M.D. glass to hold prisoners in. Like the rest area above, there a few deceased Dead Boys and defenseless prisoners in here who all died horrible deaths - except these have not been removed yet. There is a curious mini-reactor (about the size of a e-clip charger) that is on and powering something to do with the cells*). There is a very brief scuffle as 2 of the large worm soldiers spring out on the group, but with practiced ease, good fields of cover, and overwhelming numbers, those creatures die before making much of a dent in the group.

After the roar of railguns, the explosions of flesh, and other sounds of battle dissipate, the group hears a knocking coming from behind the door the to cell block. The desks have computers on them that seem to be active. In the corner, against the outer wall, is a decent sized locker of weapons that is open and has many missing weapons that would have been used by the soldiers in their defensive battle. A few items remain (some e-clips, a handful of hand grenades (3 frag, 2 plasma, and 3 smoke), and a C-12 still unloaded in its rack.


*GM Note: Anyone with experience (or skill) with law enforcement, with the Lore Psionics or Lore Magic skills can roll to get more information about the strange generator.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA
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Drummond Leighton
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Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [98] = 98 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [3] = 3 , 1d100: [22] = 22
Sensors
Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sens
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Sensory Equipment - 60% vs 1d100: [94] = 94 | Fail |Use sensors
Recognize Salvage and Quality - 75% vs 1d100: [30] = 30 | Pass| Identify operational systems
Electronics: Basic- 60% vs 1d100: [64] = 64 | Fail | Identify operational systems
Basic Electronics - 60% vs 1d100: [10] = 10 | Pass | Identify operational systems
Literacy: American - 45% vs 1d100: [93] = 93 |Fail | Identify operational systems


As they move through the building, the cyborg examines the equipment trying to determine what items are salvageable and still operational. He's looking for any security equipment that might let them see into other areas of the base. If he finds anything, he mentions it to the others, "This system looks operational." In between he's monitoring his various onboard sensors (Amplified Hearing, Motion Detector, and Thermal Imaging) looking for worms hiding in air ducts, cabinets, drawers, loose wall and ceiling panels, and under desks. Based on the amount of destruction, they've had time to find all of the nooks and crannies in here.

With the sound of the knocking, Drum moves up to the cell block door and extends his internal vibro blade, the hum putting a little vibrato in his voice. "Ready to breach, Doc."
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Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [41] = 41 /78%
Just in Case: 1d20: [14] = 14 ; 1d100: [27] = 27
Conditions: None.

Lore: Psychics & Psionics 1d100: [45] = 45 /64% (ID object)
Lore: Magic 1d100: [61] = 61 /64% (ID Object)
Read Sensory Equipment 1d100: [83] = 83 /114% (Keep an eye SAMAS's sensors)


James is rather quiet in the initial breech of the facility. When they discover the elevator is unpowered, James inwardly curse. Hard way it is. The hardened doctor thinks. "We continue, Drum breech, we will follow." James says over the team channel. "Alekzander, scan the radio for anything?" James sends as a mental command over his Skelebot interface implant. James briefly considers the small device, before moving on with the others. "We are looking for stairs up or down at this point people."
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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Olive
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Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [84] = 84 / 74%
JiC d100: 1d100: [14] = 14 ; JiC d20: 1d20: [16] = 16


Sense Psychic and Magic Energy: 1d100: [100] = 100 / 55% - Keeping her nose out for more worm-things.
Sense Supernatural Beings: 1d100: [26] = 26 / 50% - Using all of her senses to her advantage.
Firefighting: 1d100: [9] = 9 / 60% - Figure paths through the building that might lead to stairwells as requested while prepping for the breach.


Olive stays quiet as they enter. As a soldier, she's used to the smell of death, and as an ordinance disposal and retrieval dog, she was used to the grim sights that accompanied a battlefield, especially against magical beings and other such blights against the land. As such, aside from a slight wrinkling of the nose, the hound doesn't react to the bodies and debris. Poor folk. Don't deserve to be slaughtered and piled like this. We should get these bodies cremated when we can spare the resources, and not just leave them.

There are more pressing issues at the moment, however, and Olive's attention is quickly removed from the discard pile of the worm creatures. She keeps her eyes and nose open, especially after the failed ambush on the creature's behalf.
James Howlett wrote:James is rather quiet in the initial breech of the facility. When they discover the elevator is unpowered, James inwardly curse. Hard way it is. The hardened doctor thinks. "We continue, Drum breech, we will follow." James says over the team channel. "Alekzander, scan the radio for anything?" James sends as a mental command over his Skelebot interface implant. James briefly considers the small device, before moving on with the others. "We are looking for stairs up or down at this point people."
Olive nods at her superiors orders. "Got it," she says simply in response as she acknowledges, setting her sights out for ways that might lead further into the building, particularly towards stairs, like tracing the opposite of a fire escape path.
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-4 Dead Boy EBA w/Recon Helmet
M.D.C. by Location
  • Helmet: 70/70
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 60/80
  • Right Leg: 80/80
  • Main Body: 70/100



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 17/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
Culter

Re: Crossed Signals: Outpost F279 Approach

Post by Culter »

Perception: 1d100: [51] = 51 / 49%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: 1d20: [2] = 2 / 1d100: [41] = 41

Conditions:
An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!
| Electrical Aura [26 MDC | 10m:00s]

Skills:
Basic Electronics: 1d100: [30] = 30 /75% (Aid in Electrokinesis plan)
Read Sensory Equipment: 1d100: [82] = 82 /50% (Aid in Electrokinesis plan)
Electronic Countermeasures: 1d100: [8] = 8 /60% (Aid in Electrokinesis plan)
Electricity Engineer: 1d100: [3] = 3 /55% (Aid in Electrokinesis plan) [CRIT]
Intelligence: 1d100: [69] = 69 /48% (Aid in Electrokinesis plan)
Computer Operation: 1d100: [96] = 96 /60% (Aid in Electrokinesis plan)
Detect Ambush: 1d100: [38] = 38 /65% (Watch for Ambush points, not dropping guard)

Post:

Culter follows suit and extends his sensitivity to electronics to see what he can feel. Okay, so if this base isn't offline completely, some systems must be active and if they are, I can hack them. The Zapper reasons in his mind. Keeping his weapon at the low ready as he moves in with the group, he opens his minds eye and tries to sense anything of use.

He will first look for any signs of active surveillance, such as cameras. Following that, he will seek out active computer terminals and try to find an active one that isn't directly under a hot camera. Gotta be prepared to kill the cameras should any be active. It's one thing for an enemy to know a camera is out, it's another for them to be able to watch our movements. Culter adds silently to himself.

"I'm scanning for any active electronics in the area, be it a computer or a camera, if it has an active power source, I can find it. Give me a moment." Culter adds softly over the subvocal net.

The psychic can sense or feel electricity and pinpoint its exact location as well as the approximate amount of electricity at the source (tiny, small, big).
Range: 150 feet (39.5 m) (+10 feet (3 m)/level) ;; 200 feet
Duration: Two minutes of extreme sensitivity so he can pinpoint every source of electricity in the area.
I.S.P. Cost: 2


Manipulate Electrical Devices. Through focused thought the psychic can enforce a limited control over electrical devices, such as turn off and on light switches, computers, televisions, radios, blenders, microwave ovens, flashlights, toys (battery and plug types), windshield wipers, and all types of electrically operated appliances, toys and devices. He can also manipulate the controls of the device, such as volume, channel selection, tuners, speakers, change speed, dim lights, and so on. A dozen different electrical functions can be manipulated each melee. This can mean flicking the light off and on six times (12 functions/6 off, 6 on) or turn on the T.V., turn its volume up to the max. And turn on 10 other appliances (12 functions in all).
Range: 45' +5' per level of experience. ;; 70 feet
Duration: 2 minutes per level of experience. ;; 10 minutes
I.S.P.: 4.
Note: The character does not need to see the devices to manipulate them. He can feel their presence.
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals
Moving through the cafeteria/rec room, Culter can feel dozens of minor appliances ready to respond to his instructions. Similarly the lights seem to be more or less functional. He can turn the TVs on or off, but whatever feed they had is dead. The main lobby has a lot of damage near where the desk was and the main entrance. He can feel cameras that are working, but don't seem to have anything to show. The elevator is ironically working, but something seems to be physically blocking it from working. He figures several hours of work clearing things could get it back working. He can easily open its doors if he chooses. In the security office, the computers are all working and he can access nearly all of them, though some seem to be missing keyboards or other interface devices - the result of combat more so than intentional sabotage. One thing he knows, that device by the door has a small nuclear reactor in it and is powerful. More to the point, it is feeding a powerful electromagnetic field on the other side of the door into the prison area. Several of the computers seem to be able to pull up video of the area, if they want to view it.

Olive finds that instead of being alert for the smell of the worm beasts, she can't smell nearly anything else. She ends up closing her mask fo a minute or two to clear her nose, before opening it to continue. She can definitely sense something supernatural - its smell permeates the place. It was stronger near the blocked entrance, but these worm things they just fought are just as much supernatural in nature. Looking at the building, she can clerly see the signs of the exits, as well as that automated fire suppression has already done its job in places.

As Howlett looks at the device, he remembers it suddenly. The CS has done extensive research on disrupting the ability of practicioners of magic and psychics, especially while in prisons. One of the more promising technologies was the use of a cell that uses electromagnetic resonance and inordinate amount of electricity to disrupt the ability of magical and psychic types to even focus their abilities. He remembers this type of generator was proposed for outposts to give them a cell with which to hold high value magical targets. He notices it is on and active. That suggests the special cell has an occupant. His suit's thermal sensors show the intense electromagnetic field as a heat source, creating a large block of heat on the left side of the corridor.

Drum finds a great deal of minor systems and appliances are in working order. The coffee pot in the security room was obviously left on though, and its glass pot is burned black from heating the coffee into it. He can see most of the computers are in working order, but they will need to be accessed. He can also see places where the automated fire suppression system dealt with a small fire, probably from weapons fire during the original assault. He notes the building would be a scavenger's dream because of the computers and available weapons and pieces of armor.


The security room is in disarray, especially after their own scuffle with the worm creatures, but largely its intact. There is heat coming from the vents, but the open doors basically make them useless; the temperature inside is a higher because of it - just above freezing. One thing they do all notice is that its also much more humid inside as well. Mold is beginning to grow in the corners of the room and on the ceiling, but in the normal way it would in any overly humid environment that wasn't freezing it.

Upon opening the cell bay door, they find it all but empty. All the cells on the right are empty; two show signs that they were occupied at one point, but judging by the blood stains, they are no longer inhabited. There is considerable signs of worm passage as well. The first four on the left are likewise empty, but the last one on the left is occupied by a man in a flannel shirt, jeans and boots. He looks like he's been interrogated, aggressively, multiple times. Drum, Culter, and Howlett all see the sensor readings from the cell, which shows it to be the one the generator is hooked to. Olive and Mane can tell this guy is brimming with PPE, though the cell seems to be inhibiting it somehow.

But all of them can see something else interesting. In their augmented vision, they see an IFF signal hovering over his head. All of them except for Howlett see [WO-1/CSSD Callsign Achilles]. Howlett sees [WO-1/CSSD Callsign Achilles|Clemp]. He looks at them expectantly from behind the sound proof mega-glass cell door. A call button is on the door frame, allowing communication.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA
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Re: Crossed Signals: Outpost F279 Approach

Post by Mane »

Perception (55% base); Friend or Foe Perception (90% base): 1d100: [86] = 86
JIC Rolls: 1d20: [10] = 10 , 1d100: [5] = 5 ,
Conditions: Bionic eye set to Thermo

Psychic Senses:
  • Sense Psychic & Magic Energy (80% base): 1d100: [66] = 66
  • Sense Supernatural Beings (74% base): 1d100: [2] = 2
Kitty Hearing:
  • Discriminate between two sounds (flat 75%): 1d100: [22] = 22
  • Judge Distance & Precise Location of Source (100% base): 1d100: [67] = 67
  • Recognize & Identify Prey by Sounds (92% base): 1d100: [14] = 14
Skill Rolls & Abilities
  • I.D. Enemy in Disguise (65% base):See Perception roll above - Trying to discern if the prisoner is truly and wholly human.
  • Detect Ambush (100% base): 1d100: [37] = 37 - It's a trap! ... Or is it?
As Mane followed in his assigned order, still shivering from the effects of the magic snowball that chilled his britches in the fight just moments ago, his well-trained eyes scanned the room. In the prior room, his natural curiosity gravitated his attention to the small power generator. He resisted the urge to place his hands on it and see if he could feel out its purpose with his psychic abilities. And he was glad he did, seeing now the prisoner in the prison cell.

With his psychic senses tingling with warning about the man in the box, Mane tilted his head in both curiosity and apprehension. "Boss, this guy is some sort of major psi. Might be a mind melter of some sort. I think we should just leave him here for the worms." he said with a cautious warning tone.

Mane took looked the cell and thumped the glass on the door, much like a child would the glass on a fish tank, trying to take a measure of the man. But the big cat also wondered if the man was filthy with worms on the inside.
Mane, driver of the big ugly bus.

Song in his heart: Take Five
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: DPM-D1 with Recon helmet
MDC by Location:
  • Main Body: 36/80
  • Head/Helmet: 36/50
  • Legs: (R) 50/50, (L) 50/50
  • Arms: (R) 21/35, (L) 35/35
Weapons:
CP-30 Laser Pulse Pistol:
  • Damage:4D6MD; Range: 800'
  • Payload: 10/10 pulses per long e-clip
CP-30 Laser Pulse Pistol:
  • Damage:4D6 MD; Range: 800'
  • Payload: 10/10 pulse per long e-clip
CM-940BR Battle Rifle - using SLAP Ammo:
  • Damage: 4d6 M.D./burst, Effect; Range: 2,000'
  • Payload: 5050 per magazine
Grenades:
  • Fragmentation Grenades 2/2
  • Tear Gas Grenade 1/1
  • Smoke Grenade 1/1
Munition Reserve:
  • Long E-Clips: 2/2
  • CM-940BR Magazines: 2/2
Conditions:
  • None at this time
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Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [83] = 83 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [6] = 6 , 1d100: [80] = 80
Sensors
Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sens
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Sensory Equipment - 60% vs 1d100: [5] = 5 | Pass |Use sensors
Electronics: Basic- 60% vs 1d100: [22] = 22 | Pass | Figure out how to turn off cell
Literacy: American - 45% vs 1d100: [33] = 33 |Pass | Figure out how to turn off cell

First in the room, the cyborg, does a quick scout, keeping the man in the cell in the corner of his eye. He turns and then Drum walks closer to the man in the cell. He presses the call button and asks, "So tough guy, what are you in for?" He grins a bit and adds, "How come you aren't worm food yet? Looks like you like the dry heat." He checks the man over with his thermal imaging sensor and listens to his heart beat with his amplified hearing.

He steps back to let Doc speak to the man. He checks the toilets to see if there is any worm sludge suggesting that they have another way into the section and then moves up to the door at the other end of the cell block and leans his head to the door listening. Guy must be important to have been kept alive, surprising that the worms are using tech to secure him, unless he's been here from before they took over, but then what did he eat? Maybe they couldn't figure out how to get to him and he thought it would be safer to not tell them.

After the Doc is finished talking to the man, he asks, "Doc, do you want some of us to proceed to the next room?"
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Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [9] = 9 /78%
Just in Case: 1d20: [20] = 20 ; 1d100: [35] = 35
Conditions: None, per say.

James: Command Skelebots Command Skelebots 1d100: [23] = 23 /90% (Command Alekzander with implant.)
Invoke Trust/Intimidate: 1d100: [81] = 81 /65% (70% vs Armed Forces Personnel) (Get Achilles to talk)


Alekzander: Radio: Basic 1d100: [66] = 66 /94% (Looking for wireless or wired signal.)
Computer Operation 1d100: [61] = 61 /90% (Looking for wireless or wired signal)


James takes in the information available, and considers the situation.
Mane wrote:"Boss, this guy is some sort of major psi. Might be a mind melter of some sort. I think we should just leave him here for the worms." he said with a cautious warning tone.
James keeps silent for a moment, only sending a mental command to Alekzander. "Alekzander see if you can find a wireless signal. I'd like to access the base's network if I could." To which Alekzander tuttles off to do as asked.
Drummond Leighton wrote: "So tough guy, what are you in for?" He grins a bit and adds, "How come you aren't worm food yet? Looks like you like the dry heat."
James continues to keep quiet, mulling over the info from his enhanced rank and implant. James walks over and hits the call button. "Warrant Officer, Callsign Achilles... I knew an Achilles once. A juicer who was part of the Hammers. Messed with his own Bio-Comp and went into the equivalent of a diabetic coma, barely saved him. Not sure whatever happened to him. I know you are not him, but I thought the similarity humorous. You can call me Doc, or Captain if you would like, we are with the CS four oh four. So you are either RSCG or PSI-BAT, I am guessing the former versus the latter, but I have been wrong before. Did you put yourself in there? Would be an ideal safe spot, their magic and psi abilities could not affect you. Or are you in there for a different reason? Either way I am assuming you are hungry, and we can solve that too." James says with the typical cold tone he uses around those unfamiliar with him, before letting the button go.
Drummond Leighton wrote:"Doc, do you want some of us to proceed to the next room?"
James considers the question, and nods. "Do it, but do not go to far. Take Grey, Plasma, and Olive. This way we are not divided so much if we are attacked." James says.
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [71] = 71
JIC: 1d20: [1] = 1 , 1d100: [11] = 11

As the team breaches the holding area, Egan stands guard over the back of the room watching the area they had just come from. Once everyone files through the doorway, Egan back himself into the frame and sets his shield, becoming the new door should anything try and come from behind. As the conversation starts to include talk of something still being alive and in a cell, the scout can't help but blurt out "Someone is alive in there?"

As the Doc starts talking with the prisoner and giving the go ahead to continue on to Drum, Egan disengages himself from the doorway and moves over to support the Borg as he makes his way into the next room. "On your move." says Egan as he lines up just behind the Borg.
Skill Rolls
[Detect Ambush - 55%, 1d100: [74] = 74 , FAIL] -To check out areas good for ambushes in the next room
[Sensory Equipment - 45%, 1d100: [79] = 79 , FAIL] -To check out the room for hostiles
[Optic Systems - 45%, 1d100: [38] = 38 , PASS] -To help in the search of the room for hidey holes and hostiles
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
User avatar
Olive
Posts: 51
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [74] = 74 / 74%
JiC d100: 1d100: [2] = 2 ; JiC d20: 1d20: [7] = 7

Sense Psychic and Magic Energy: 1d100: [76] = 76 / 55% - Keeping her nose out for more worm-things, trying to sort weak smells from strong ones, taking breaks with her helmet as needed to keep her senses sharp.
Sense Supernatural Beings: 1d100: [33] = 33 / 50% - Trying to not get too overwhelmed, keep her wits about.
Trap/Mine Detection: 1d100: [17] = 17 / 50% - Watch out for any traps laid out for them by their magical opponents.


Olive keeps her comments on the smell about the place to a minimum. While she is certain the others can tell she is looking about with her senses, there isn't much point for her to clog their team freq with information they could already tell. Besides, she thinks to herself, With this much scent in the air, I wouldn't be surprised if more of those worms came popping out. Just have to keep sharp, keep them all protected... At the reveal of a human survivor, the doggirl is visibly relieved, the chance that even a single human surviving is enough to get her spirits lifted. While his high PPE count does damper that somewhat, she clearly moves with a bit more vigor, especially as he is tagged as a friendly by her IFF.
Drummond Leighton wrote:"Doc, do you want some of us to proceed to the next room?"
James Howlett wrote:James considers the question, and nods. "Do it, but do not go to far. Take Grey, Plasma, and Olive. This way we are not divided so much if we are attacked." James says.
Olive nods. While she is curious about the new human, orders are orders, and she readies her rifle as she moves out with her assigned fellows. "You got it," she says to her CO, before turning her attention to the 'borg and Gray. "I'll take rear," she tells them, taking position at their flank and staying near the doorway to provide a cover in case things do take a turn for the worse as they start to clear the next room.
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-4 Dead Boy EBA w/Recon Helmet
M.D.C. by Location
  • Helmet: 70/70
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 60/80
  • Right Leg: 80/80
  • Main Body: 70/100



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 17/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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CS High Command
Game Master
Posts: 970
Joined: Thu Jan 17, 2013 2:54 pm
Location: Game Master: CS 110 Nightstalkers
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals Achilles looks relieved at their presence and sends a code via short range radio (probably from the implant) that verifies him to Howlett as a RCSG Infiltration Operative. Howlett also has high enough clearance to see he has more than simple sensory abilities of the RCSG, and closer to a Class F Psychic/Mystic. As Mane thumps his cage, he chuckles though there is no sound as the intercomm is not depressed. When Drummond asks what he's in for. "Originally I was captured so I could give my bi-monthly debrief and then escape afterwards. Instead I got stuck in here during the fight and was completely at their mercy. Things are looking up though with you guys here."

When Howlett opens up the talks, he nods. "Turns out these Timral are wary of both psychics and magic users, and since as a RCSG I show up as both, they've been interrogating me for a while. I've been returning the favor as much as possible, but their hubris only goes so far. Their leader is smart for a minion of a supernatural intelligence. They did mention I was going to be consumed like the others next time I was interrogated. I think they meant it as a means to loosen my lips, but thankfully they still don't know what they are dealing with. Could use an assist though. And yeah, I'd love some water and a meal bar if you've got it. Damn things threw me a packaged sandwich two days ago and only one bottle of water a day, plus what I can get from the toilet." He indicates one wrapper and a handful of water bottles, all but one of which are full. "They remove the wrappers and excess bottles when they bring me out for interrogation. They don't like when I reuse the water bottles to stay hydrated, even if it is chlorinated toilet water."

When asked if he chose to be in there, he shakes his head. "No, if I had a chance to get anywhere, it would have been out of here to report in at my fallback. I was here doing an intel dump when they invaded. Part of my cover is I get captured and 'interrogated' and then head back out to my assignment in Lazlo. Normally, when they 'ship me out' I 'escape' somehow - mostly they let me out once we're clear of the base just in case I'm being watched by Lazlo forces. Never met a juicer by that codename though. Command thought the idea of me infiltrating sounded vaguely like the Trojan Horse story, so I took the biggest bad ass from the story as my codename. Good job fulfilling that mandate, right?" He grins a bit at his own poor joke.

As the other team moves forward, Clemp gets a serious look on his face. "Not sure what your mission is Captain, and I'm not asking. Just going to suggest you pull the hard drives from the main computers and we all get the hell out of here and level the place. These monsters are trying to terraform our planet to be a cold dead swamp. They like using the images of it in interrogation. Near as I can tell from what they did slip up and say, this is their beachhead. Take it out and their efforts are done. They've got a worm the size of a Mark V in the main room and its what is consuming prisoners and making them husk slaves, as well as holding them for interrogation. It's also the main terraforming agent near as I can tell. The rest the worms eat. I think they are vulnerable to psionics and magic given the precautions they take around me. I've seen less precautions taken around a dragon by our forces."



The recon team (everyone but Howlett, Mane, and the skelebot) moves forward to find themselves in a briefing room. Given the number of dumb terminal tablet computers on the table, they were probably having a briefing when the attack happened. There are four doors out aside from the one they entered. The one to the east and south both say "Facility Power Plant; Authorized Personnel Only" and has a code pad to enter it. The other one to the east says "Workshop" over the door, and the one to the north says "Operations Center, First Floor; Authorized Personnel Only." It also has a keypad and secured entrance. The door to the Workshop seems to acknowledge their IFFs as they get close and an "Exit Now" sign lights up above the door.

Information from skill checks:
Mane: He looks human to you, just psychic and has large amounts of PPE. Given what little you do know about the RCSG, however, all of that is easily explained. You have a RCSG teammate with the other unit and he's also high PPE and psychic.
Mane can hear movement quite some distance away, possibly through walls or doors, but none in their direction. There are multiple places an ambush could be set from, but Mane is sure he and the team have them covered.

Drummond: You easily can see an emergency cut off switch for the cell, and you're certain the computers can probably turn it off as well.

Howlett/Aleksandr: Aleksandr reports over the link that the computers are active on the local network - though not on the overall facility network. Local cached data and local cell controls are available.
The WO looks relieved to see your force and obviously expects to be let out at some point. He moves with the ease of a normal human and his body temperature is within tolerances for a human.

Egan: The prisoner's body temperature is within tolerances for a human. You see no signs of ambush or the enemy in the next room or the previous one.

Olive: You can confirm there are no traps laid. You can see some that have long since been triggered, probably during the original invasion of the facility.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA
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Former CS GM, Savagerifts.com Admin (Site and Discord), Longtime Community Member
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Drummond Leighton
Posts: 120
Joined: Sat Jan 27, 2018 7:36 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [92] = 92 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [17] = 17 , 1d100: [28] = 28
Sensors
Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sens
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Sensory Equipment - 60% vs 1d100: [8] = 8 | Pass |Use sensors
Literacy: American - 45% vs 1d100: [84] = 84 |Fail | Read what can be read

The cyborg looks around the conference room and sees four more doors. I wonder if Doc will approve me getting some computer training? With all the security cameras around here, it would be great to see what's going on behind these doors. "Any of you egg head types think you can hack the security cams and get us video into our HUDs?" he asks

"These worms seemed to pick up on how to use our tech pretty fast, even for a bunch of mind benders. And this Achilles character seems pretty chill for being locked up while everyone else was killed around him, but maybe he's picked up on some vulnerabilities these things have that we can take advantage of." Drum says as he moves around the briefing room.

He checks under the tables and in the cabinets for any wormy surprises. He moves his left hand (wit the radiation and motion sensors built into it) across the doors. Letting it rest there as he tries to make a guess if there is any movement. He queues his amplified hearing and thermal-imaging to see if he can pick anything up as well.

"There's only one door in here that appears to be accessible without a security code, labeled 'Warship.' Seems weird that they'd keep a boat here. The entrance to the Opera and maybe a greenhouse are still secured." Drum says misreading the words and making a guess at what it means. "Doc permission to proceed into the one room that we can open without creating a racket?" As before, Drum stands ready with his vibro blade and particle beam cannon ready to enter the next room.
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James Howlett
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Location: Group Leader (CS 110th)
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Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [13] = 13 /78%
Just in Case: 1d20: [17] = 17 ; 1d100: [33] = 33
Conditions: None.

James listens to the mans story, nodding along, making mental notes. "Make copies of the local cache, release the cell with Achillies, and purge the local network." James orders, before speaking up. "I believe you. We will release you and let you be on your way. Mission sounds like a routine type for Psi-Bat." James says while holding the button down. James waits till the field is down, before he moves away from the cell. "We will continue our mission. Keep an eye out for computers on our way through." James radios to the team.

"Do you need a ride out? If so, command has some flyers on call." James asks, figuring the man will tell him no.

"Grey, Cuttler... What do you have for me?" James asks over radio.
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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Mane
Ruby Level Patron
Posts: 359
Joined: Sat Feb 09, 2013 1:11 am
Location: CS 110th - PC
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Re: Crossed Signals: Outpost F279 Approach

Post by Mane »

Perception (55% base); Friend or Foe Perception (90% base): 1d100: [20] = 20
JIC Rolls: 1d20: [10] = 10 , 1d100: [10] = 10
Conditions: Bionic eye set to Thermo

As Big Boss Howlett and this Ace Hillys guy talked, Mane's suspicions began to ease about the imprisoned CS agent. Simultaneously he was both relieved that that this was one less problem to worry buoy, but at the same time the murderous cat was disappointed that wouldn't get to try to completely fill the cell's toilet bowl with the man's blood... if for no other reason but to see if he could overflow the bowl, and to see just how much blood W.O. Hillys could last before he lost consciousness and/or died. Come to think of it, a lot of my prey dies too quick to really appreciate it. Maybe I should get more into torture bondage so I can take my time with it. Mane thoughtfully reflected on the passing thought before he caught and reprimanded himself. Damn it!! Cut that out, you psycho!

Then Mane's ear twitched at it caught a sound. Instinctively his ears started to track the noises through the walls and ventilation shafts, and he didn't like what he heard one little bit.

He leaned down to Howlett's ear and softly notified him, Sir, sorry to interrupt, but we shouldn't linger too long. This place crawls. We're not in immediate danger, but in can hear more of those wormy bastards through the walls and floor. Lots more.

Almost unconsciously, Mane's hands gravitated to the grips of his ion blasters, flicking at their butts with the tips of his clawed pinkies with a nervous tapping noise. Something told him these things just might be the death of him.
Mane, driver of the big ugly bus.

Song in his heart: Take Five
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: DPM-D1 with Recon helmet
MDC by Location:
  • Main Body: 36/80
  • Head/Helmet: 36/50
  • Legs: (R) 50/50, (L) 50/50
  • Arms: (R) 21/35, (L) 35/35
Weapons:
CP-30 Laser Pulse Pistol:
  • Damage:4D6MD; Range: 800'
  • Payload: 10/10 pulses per long e-clip
CP-30 Laser Pulse Pistol:
  • Damage:4D6 MD; Range: 800'
  • Payload: 10/10 pulse per long e-clip
CM-940BR Battle Rifle - using SLAP Ammo:
  • Damage: 4d6 M.D./burst, Effect; Range: 2,000'
  • Payload: 5050 per magazine
Grenades:
  • Fragmentation Grenades 2/2
  • Tear Gas Grenade 1/1
  • Smoke Grenade 1/1
Munition Reserve:
  • Long E-Clips: 2/2
  • CM-940BR Magazines: 2/2
Conditions:
  • None at this time
User avatar
Olive
Posts: 51
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [51] = 51 / 74%
JiC d100: 1d100: [43] = 43 ; JiC d20: 1d20: [4] = 4

Sense Psychic and Magic Energy: 1d100: [2] = 2 / 55% - Keeping her nose out for more worm-things, trying to sort weak smells from strong ones, taking breaks with her helmet as needed to keep her senses sharp.
Sense Supernatural Beings: 1d100: [40] = 40 / 50% - Trying to not get too overwhelmed, keep her wits about.
Basic Electronics: 1d100: [54] = 54 / 43% - Get the tablets working as needed, if she can.


As Olive is unable to read, nor is she allowed to learn, not that the loyal doggirl would try to learn such a forbidden topic for her, and as such the words on the entrances have no meaning to her. It seems like Drummond's got a handle on what's where, she thinks to herself after the cyborg informs the Captain of their situation over the comms.
James Howlett wrote:"We will continue our mission. Keep an eye out for computers on our way through." James radios to the team.
Olive nods, replying immediately, "We've got some tablets over here. I can see if we've got any working. I'll let you know." She proceeds to do as she says, going to each tablet in turn, testing the power to see if they turn on and checking for any damage that might prevent their use. If called away by the rest of the away team, she will gather any she was able to turn on for the others to look at later, keeping them in her NG-S2 for safe-keeping.
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-4 Dead Boy EBA w/Recon Helmet
M.D.C. by Location
  • Helmet: 70/70
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 60/80
  • Right Leg: 80/80
  • Main Body: 70/100



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 17/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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Egan Grey
Posts: 390
Joined: Thu Oct 14, 2010 3:10 pm
Location: 110th CS SOG
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [80] = 80
JIC: 1d20: [20] = 20 , 1d100: [20] = 20

Sweeping through the next room with the others, Egan doesn't see anything out of the ordinary nor any dangers being present for the moment.
Drummond Leighton wrote: Sun May 23, 2021 8:17 am"These worms seemed to pick up on how to use our tech pretty fast, even for a bunch of mind benders. And this Achilles character seems pretty chill for being locked up while everyone else was killed around him, but maybe he's picked up on some vulnerabilities these things have that we can take advantage of." Drum says as he moves around the briefing room.
"He did seem just a little bit too calm considering that he's been questioned by these things for so long. But thermals put him as being clean....so I guess he could just be that much of a bad ass." Said the scout as he covered the doors opposite of where Drum was searching at that moment. -I wasn't that together when I was rescued, though I was pretty young and just thought I got sold to a Gorgon and about to become a lawn ornament. Even after I fell into a savior kick and tried to get the rest of the squad out....but he watched them all die. I don't envy that.-

Continuing to clear the room, Drums next words caused Egan to do a double take and a closer examination of the doors leading out of the room.
Drummond Leighton wrote: Sun May 23, 2021 8:17 am"There's only one door in here that appears to be accessible without a security code, labeled 'Warship.' Seems weird that they'd keep a boat here. The entrance to the Opera and maybe a greenhouse are still secured."
-That can't be right...-
James Howlett wrote: Tue May 25, 2021 4:48 pm"Grey, Cuttler... What do you have for me?" James asks over radio.
Egan switches to the command frequency and sub-vocalizes, "Briefing room is empty, four doors leading out, two looks like they go to the Power Plant, those and the one leading to Operations is locked with a keypad, the last is as Drum says and it will let us through into a workshop."
Skill Rolls
[Literacy: American – 60%, 1d100: [35] = 35 , PASS] -To read the writing above the doors
[Sensory Equipment - 45%, 1d100: [90] = 90 , FAIL] -To use the suits sensors to keep track of everyone and to detect enemy movement
[Optic Systems - 45%, 1d100: [71] = 71 , FAIL] -To use the suits optics in the search of the room
[Radio: Basic – 100%, 1d100: [19] = 19 , PASS] -To switch over to the command frequency to respond to the Doc
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
Culter

Re: Crossed Signals: Outpost F279 Approach

Post by Culter »

Perception: 1d100: [30] = 30 / 49%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: 1d20: [7] = 7 / 1d100: [97] = 97

Conditions:
An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!
| Electrokinesis: Manipulate Electrical Devices [4ISP | 70ft | 12 devices/15seconds | 10m:00s] | Sense Electricity [2ISP | 200ft | 02m:00s]

Skills:
Detect Ambush: 1d100: [66] = 66 / 65% (Look for signs that they are being watched, are vulnerable, etc)
Military Tactics: 1d100: [54] = 54 / 55% (Anything out of the ordinary with standard CS protocol in the room?)

[Hacking Skills]
Electronic Countermeasures: 1d100: [44] = 44 / 60% (Scan for anomalous signals)
Computer Operation: 1d100: [52] = 52 / 60% (Expertly operate the computer systems)
Computer Programming: 1d100: [39] = 39 / 50% (Hack/Reprogram computers/security cameras)
Cryptography: 1d100: [45] = 45 / 65% (Handle any encryption on the computers)

Post:

Culter observes what he sees but remains quiet, this mission getting into his mind. The worms, the possession, the lost lives, something about it made the zapper uneasy. I've seen death before. Why is it affecting me differently? Do I have one of those damn worms in me? No, no, that's impossible. Culter chastises and shakes his head quickly, blinking beneath his helmet and tightening his grip on his weapon. Standard briefing room, acknowledges IFF. So, not a total loss then.

"Leave that to me, I'll see what I can do about those cameras." Culter responds to Drum, moving further into the room and activating his Electrokinesis to manipulate electrical devices with 70ft. He should be able to turn on anything with power that is off in the room, such as the tables and security cameras. Culter also triggers his Sense Electricity to try to determine where the camera lines run to find a hard console to hack into. If he finds one, he'll use his electrical and computer skills to attempt to hack into it. He is attempting to route a video feed to the team's HUD.
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CS High Command
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals When the operative is freed of the cell, he goes to grab what he can in terms of armor and weapons. In one of the evidence lockers he finds his armor he came in (Plastic Man), but he grabs a C-12 and a few grenades from what is available in the other lockers, as well as a vibro-knife which he affixes to the rifle. He also manages to find a neural mace, which he clips to his belt. "If you want, I'm willing to support your mission. And I need to report in about my mission, so I'll probably take that ride out and they can insert me later. I'll let command make that call once this is done. This is an alpha level event, so I can't in good consciousness just leave it alone. But if you'd prefer I'll pull exterior security. Not trying to throw off your team. Oh yeah, be careful, the main creature behind all of this has extensive psychic and magical abilities. I have abilities which shut that down for me, but he's going to probe you the moment you engage him. So keep that in mind when you assault him."

He will then exit the building or fall in whereever he is ordered to be. He assumes no authority, except over the mutant animals, but even then he gives no orders beyond that you'd give to anyone in a combat situation (watch your six, threat at location_, kill that thing, etc).

This close to the core computers that run the place, with cameras that are still connected to it, Culter is able to gain access to all of the active cameras. This is still a rather limited number of them, but it paints a gruesome picture. Upstairs is a brutal mess but is largely empty. The commander of the base is slumped back in his chair in his office with a pistol that fell from his hand and a laser bore groing through his mouth and brain. He obviously felt he knew too much to have his knowledge fall into enemy hands. by the weapons laid out in front of him and the blast marks, he seems he fell in active combat. He was left in place, though it seems some were dragged out of the room still alive, based on the patterns in the rubble, gore, and blood. a lot of bodies have been dumped in a loading dock that is on the other side of the workroom that Drummond had identified. No cameras seem to be in the power room, or at least not on the main camera network.

One thing occurs to Culter, these tablets likely have no internal memory, accessing data only after proper credentials are input. He is able to bring up security logs and camera feeds on one of the tablets so others can view it. He even has the authority to authorize others, so he does so for the entire squad, allowing them to also flick through the facility security camera feeds from within their helmets and on board HUD displays. This is all within normal operating procedures. The base computers are not in lockdown mode like he would expect, which suggest a very fast invasion indeed. But the computer show no sign off being accessed either, so their foes are not technologically savvy enough to look there. This matches their use of weapons that he has seen.

The central room is a scene out of an alien horror film. A large wormlike structure is in the center of the room, having bored its way through the main entrance from the lobby. Debris and mucus has been piled in to block the way behind it. The central room is two stories tall, with the worm vertically aligned in the center of the room like an ACP sized pillar, and the walkways have a low wall. Weirdly the floor seems to be covered in damp rot, like a swamp and steam is rising from it. It's also rising from the worm like creature itself. The stairways are accessible only from the central room and the loading dock. The doorway to the command center in front of Drum, Egan and Culter leads directly to that main room. The computers that make up that main computer access panels of the base are along the wall next to them, and seem to be largely untouched except by what is obviously stray weapons fire. For the most part the walls of the place, where the computers are, seem to be ignored though they are covered in the same rot as everything else. Still Culter sees nothing that would indicate servers. Normally servers are not where the computer terminals are. He does note there are at least two levels of access above what he has managed to give himself - likely command and system admin.

As he surveys the footage, Culter's eyes go back to the doors marked "Facility Power Plant; Authorized Personnel Only." Could the power plant and the database be in the same facility? From a logistical standpoint it would make sense, and put them behind the strongest doors and encryption. It would also put those same valuable data storess next to the destructive force that should level a good portion of this building. Further, from the system database, they can wipe all connected systems. They'd need authorized access devices, but the room's table is littered with those.

Drummond isn't able to tell much, but one thing he does note: there is a lot of something called EM Energy coming from the greenhouse. Once its unlocked, Olive finds the tablets easy to navigate. She can flick through the many camera views, and in doing so she counts about ten worms and five bodies with worms in them in CS armor carrying rifles. Anyone in the squad is able to quickly confirm her findings. Egan is actually able to keep a good read on everyone's location, but the EM emissions from the power plant are screwing with his readings from beyond this room. Given the power of the generators in there, he's not really surprised. Mane doesn't hear much really. He is certain he hears cats paws on the metal of air ducts, but he also knows that air ducts in these bases are small and meant only to move air and have multiple layers of filtering and security. CS frontier bases long ago stopped including large air ducts people and smaller monsters could move through freely.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA
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Culter

Re: Crossed Signals: Outpost F279 Approach

Post by Culter »

Perception: 1d100: [94] = 94 / 49%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: 1d20: [9] = 9 / 1d100: [16] = 16

Conditions:
An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!


Skills:
Lore, Demons and Monster: 1d100: [29] = 29 /45% (Possible weaknesses of the graboid)
Lore, Psychics and Psionics: 1d100: [3] = 3 /45% (Possible weaknesses of the graboid)
Intelligence: 1d100: [85] = 85 /48% (Making inferences based on what he sees)
Computer Hacking: [EP Success]/20% (Give himself Sys-Admin Access)

Post:

Culter frowns and his brow tightens as the active cameras reveal the gruesome results of what happened. This is a bloody massacre. And the Commander... Culter thinks to himself, letting loose a breathe and a nod. It's what I would've done. Wait-what the fuck is that thing? He resigns before seeing the Central Room and blinking, tapping his mic. "The tablets are authorized terminals used to access information with credentials and won't have anything of value on them specifically but I've synched one to display the security logs and cycle through the cameras. I'm going to transfer direct camera feeds to the HUDs." Culter states.

"Alright, troopers, brace yourselves, got some info and camera feed authorization incoming to your HUDs." Culter states as he authorizes the team to view the active cameras on the HUDs. "Note the Commander's Office; at least what he knew was safeguarded." Culter adds, collecting more information from the terminal. "The Central Control Room, however, is a thing of nightmares. " Culter leads off, allowing everyone their own time to switch channels or handing the tablet to anyone without a hud.

"As you can see, we have a massive worm that's nesting with a wide view; and it's a mess to say the least. The base computer is not on lockdown, so this happened too fast for a lockdown to be initiated. The computers also record no sign of a breach, suggesting they haven't been accessed once by the hostiles. They might not be tech-savvy enough to care about the computers they are sitting on. I also haven't found any of the databases themselves, only terminals. However..." Culter continues, pausing as he goes back over to the Facility Power Plant: Authorized Personnel Only. "... the power plant has the strongest doors and encryptions, so logically would be a safe place to keep them if they are properly cooled. That and keeping them there ensures their destruction in the event of a self-destruct command. Which, speaking of, we can wipe all connected systems to the database should we need too, if we consider this place a total loss. I'd wager the Power Plant would make enough of a boom to wipe out that slimy nightmare den in the Central room too, but I'd want to examine it first before committing to that. We'll need one of these authorized tablets to access to database." Culter finishes, likely talking the whole time most of the team is scanning the camera feeds (as a voiceover). He will secure a tablet and keep it with him for such an event that he needs it to access the database directly.

Culter will stay at the terminal to establish an uplink with his suit (so he can access the information on the fly) and then try to hack into the system admin. When he gives himself Sys-Admin, he'll then give Howlett proper command credentials tagged to his IFF code. "Boss, you have command access to the base now." Culter adds.
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Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [43] = 43 /78%
Just in Case: 1d20: [11] = 11 ; 1d100: [41] = 41
Conditions: Amplified Hearing, Sound Filtration System, Cybernetic Multi-Optic Eye.

Striker SAMAS, w/ Standard Compliment
CA-7 Special Forces Heavy Dead Boy Armor
DS-1U Reinforced Duty Uniform


Lore: Demons & Monsters 1d100: [69] = 69 /89% (What is the Worm.)
Lore: Psychics & Psionics 1d100: [51] = 51 /64% (What is the Worm.)
Lore: Magic 1d100: [39] = 39 /64% (What is the Worm.)
Military Etiquette 1d100: [30] = 30 /66% (Is blowing the base up in my authority?)

CS High Command wrote: Sun Jun 20, 2021 8:59 pm"If you want, I'm willing to support your mission. And I need to report in about my mission, so I'll probably take that ride out and they can insert me later. I'll let command make that call once this is done. This is an alpha level event, so I can't in good consciousness just leave it alone. But if you'd prefer I'll pull exterior security. Not trying to throw off your team. Oh yeah, be careful, the main creature behind all of this has extensive psychic and magical abilities. I have abilities which shut that down for me, but he's going to probe you the moment you engage him. So keep that in mind when you assault him."
"If I had a credit for every Alpha level event I have been at, I would have have three, which does not seem like much, but it is strange that I have dealt with that many." James says without a note of humor in his voice. "Achilles if you can keep up, then feel free to run with us, if not exterior security would be fine." James says to the agent. James thinks for a moment, considering the options. Keying his radio to Torreto's team. "No known air defenses active. We have an alpha event, and are going to remove the problem in our usual fashion. Please be advised that there will likely bee needed clean up. Also have acquired a agent who was being held prisoner. Over."

"Alekzander, let us rejoin the team. Achilles if your coming, now is the time." James says as he makes his way to the others.
Culter wrote:"The tablets are authorized terminals used to access information with credentials and won't have anything of value on them specifically but I've synched one to display the security logs and cycle through the cameras. I'm going to transfer direct camera feeds to the HUDs." Culter states.
James nods and looks to Cutler.
Culter wrote:"Alright, troopers, brace yourselves, got some info and camera feed authorization incoming to your HUDs." Culter states as he authorizes the team to view the active cameras on the HUDs. "Note the Commander's Office; at least what he knew was safeguarded." Culter adds, collecting more information from the terminal. "The Central Control Room, however, is a thing of nightmares. " Culter leads off, allowing everyone their own time to switch channels or handing the tablet to anyone without a hud.
James brings up his HUD and begins opening screens across his view. Base commander is dead, not sure if that is good or bad at this point. James thinks. James looks at the alien scene in the Central Control Room. Well they certainly have made themselves at home. James thinks with a dark chuckle.
Culter wrote:"As you can see, we have a massive worm that's nesting with a wide view; and it's a mess to say the least. The base computer is not on lockdown, so this happened too fast for a lockdown to be initiated. The computers also record no sign of a breach, suggesting they haven't been accessed once by the hostiles. They might not be tech-savvy enough to care about the computers they are sitting on. I also haven't found any of the databases themselves, only terminals. However..."

James nods at the assessment. "Likely pull memories straight from organic sources. But that does not mean they will not figure it out eventually." James says out loud over the teams secure channel.
Culter wrote:Culter continues, pausing as he goes back over to the Facility Power Plant: Authorized Personnel Only. "... the power plant has the strongest doors and encryptions, so logically would be a safe place to keep them if they are properly cooled. That and keeping them there ensures their destruction in the event of a self-destruct command. Which, speaking of, we can wipe all connected systems to the database should we need too, if we consider this place a total loss. I'd wager the Power Plant would make enough of a boom to wipe out that slimy nightmare den in the Central room too, but I'd want to examine it first before committing to that. We'll need one of these authorized tablets to access to database." Culter finishes, likely talking the whole time most of the team is scanning the camera feeds (as a voiceover).
James nods as a plan forms in his mind. "I agree with your initial assessment. The base does seem lost. Our goals are as follows, attempt to pull the computer cores, set base to self destruct, get the hell out of blast radius, let the air corp move in and shoot anything that should not be moving. While I agree the self destruct likely would take out the creature, I like guarantees." James says, before looking to Achilles. "Do you know if the computer cores are in there?" James asks.

Whether Achilles knows or not. "Any questions about the plan, concerns, If no, let us breech the Power Plant and finish this." James says waiting for any questions.
Culter wrote:"Boss, you have command access to the base now." Culter adds.
James smiles. "Thank you."
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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CS High Command
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Achilles takes up his position when James orders it. As he passes both Mane and Olive can sense magic on him. If asked about it, he reveals some amulets. "If you don't have magic trinkets its hard to infiltrate magical societies, besides I took these off a very bad guy. I was supposed to have all of this sent in for disposal, now I have to carry them out."

When asked about the base, the operative shrugs. "Honestly I don't know. I know how these bases are basically laid out, but aside from that not much else. I'm always a prisoner when I'm here, for security reasons."
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA
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Former CS GM, Savagerifts.com Admin (Site and Discord), Longtime Community Member
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Drummond Leighton
Posts: 120
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Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [66] = 66 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [7] = 7 , 1d100: [56] = 56
Sensors
Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sens
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Sensory Equipment - 60% vs 1d100: [29] = 29 | Pass |Use sensors



Drum his hand on the Power Plant's door turns back to listen to Culter's info, he looks back up at the sign and grins sheepishly in his helmet at misunderstanding the words. "I am getting a lot EM through the door, that matches Culter saying there's a power plant on site. I'd think it would be better shielded, but if this place has been running on it's own, maybe it's starting to breakdown."

Not having the computer or demolish skills to cause the base to blow up. Drum takes position covering the the doors for any intruders with the plasma cannon in ready position. Lot of nope in that room, I am glad the Doc isn't ordering us to go in and wrestle it.
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Egan Grey
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Location: 110th CS SOG
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [66] = 66
JIC: 1d20: [5] = 5 , 1d100: [81] = 81

Egan watches the images flicker across his HUD as Culter starts the disturbing slideshow, with commentary.
-Damn, they didn't have much time. How many had gotten taken over before it all began?-
His thoughts were dark as the images continued to scroll by his vision. As the scene with the large worm filled the screen, Egan couldn't stop himself from blurting out; "Oh HELL no!"

As the sitrep continues, the scout feels a shiver roll down his spine.
-Nope, burn this bitch down.-
Egan moved over to one of the doors leading to the Power Plant just as the Doc agreed to blowing the place sky high.
"Ready, willing and able. Lets fire it up." Says Egan as he readies himself for their move into the next room.
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
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Olive
Posts: 51
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [6] = 6 / 74%
JiC d100: 1d100: [68] = 68 ; JiC d20: 1d20: [20] = 20

Olive mostly remains silent as Culter speaks, a feeling of admiration for her team bubbling up in her chest as she listens. She shifts back and forth on her feet, eager to move forward and take care of what's ahead. At least, up until she sees the massive worm creature in her feed. Her admiration is overshadowed then by a mixture of fear, disgust, and anger. What the hell is that thing? How dare it encroach on a CS base like that? As due her training, her anger wins out in the end, and she can't help but growl at the thing, keeping her vocalization off the comms, though those in the same room as her see her tense up, as if for combat.

As the captain explains the plan, Olive feels relieved, though a pang of guilt at having to destroy a base runs through her. "No questions here. Let's burn the thing and get out of here." I'd rather tear it to bits with my own teeth and claws, but don't think the commander would let me do that, even if it were a possible solution.

At Achille's passing, other than the obvious revulsion at the magical items he produces, Olive doesn't bother much to interact much with the human. He stank of magic, and she was not a fan. At his comment on taking the items from a very bad man, though, she does reply with, "Good. Better in Coalition hands than anyone else's."
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-4 Dead Boy EBA w/Recon Helmet
M.D.C. by Location
  • Helmet: 70/70
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 60/80
  • Right Leg: 80/80
  • Main Body: 70/100



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 17/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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Mane
Ruby Level Patron
Posts: 359
Joined: Sat Feb 09, 2013 1:11 am
Location: CS 110th - PC
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Re: Crossed Signals: Outpost F279 Approach

Post by Mane »

Perception (55% base); Friend or Foe Perception (90% base): 1d100: [2] = 2
JIC Rolls: 1d20: [5] = 5 , 1d100: [72] = 72 ,
Conditions: Bionic eye set to Thermo

Psychic Senses:
  • Sense Psychic & Magic Energy (80% base): 1d100: [93] = 93
  • Sense Supernatural Beings (74% base): 1d100: [50] = 50
Kitty Hearing:
  • Discriminate between two sounds (flat 75%): 1d100: [70] = 70
  • Judge Distance & Precise Location of Source (100% base): 1d100: [97] = 97
  • Recognize & Identify Prey by Sounds (92% base): [roll]1d100[/roll]
Skill Rolls & Abilities
  • I.D. Enemy in Disguise (65% base):See Perception roll above - Trying to discern if the prisoner is truly and wholly human.
  • Detect Ambush (100% base): 1d100: [25] = 25 - CATS!! Sneaky little bastards! Always hiding behind corners... ready to pounce... ready to steal your soul!

As the mysterious W.O. Al Killhees began to army himself and gave his quickie oral report to the Boss Man, Mane's eye narrowed. His stink of magic made him untrustworthy, no matter what the virtual-reality icon over his head insinuated.

As he went on, grabbing himself some hand-grenades, Mane never took his off the man. If he was being controlled by the worm demons, what would they care about one more casualty if it meant being able to take them out with a suicide attack?

Even so, the cat also listened to what he said, as there was also a chance the man was on the up and up.
CS High Command wrote:"If you want, I'm willing to support your mission. ... Oh yeah, be careful, the main creature behind all of this has extensive psychic and magical abilities. I have abilities which shut that down for me, but he's going to probe you the moment you engage him. So keep that in mind when you assault him."
Mane's body shivered and his sphincter tightened to a pucker factor of 7 when he heard that last bit. He half turned to Howlett and rhetorically asked, "Probe... What's up with these damned tentacle monsters and their obsession with probing? Some kind of sick, depraved body-cavity obsession, if you ask me."

Once he and the boss were on the move, Mane used his armor's HUD to monitor Culter's show & tell presentation as they moved along.
Culter wrote: He resigns before seeing the Central Room and blinking, tapping his mic. "... I'm going to transfer direct camera feeds to the HUDs." Culter states.
"The Central Control Room, however, is a thing of nightmares. " Culter leads off, allowing everyone their own time to switch channels or handing the tablet to anyone without a hud.
Mane's eyes widened with awe and admiration at the alleged thing of nightmares as it briefly came across his vision. Part of him wanted to drink it in like it were ambrosia from the terrible gods of lore. Like it was the very breath he breathed and nourished his body with life-sustaining oxygen. The glory of it all! The majestic artistry of the scene! All that death splattered across the walls and tables and floors and backlit by all the monitors. It just took his breath away.

"Uh, hey, Boss. Any chance we can stop by that room and ... uh ... look for clues? Could be something important hiding under all that ... uh ... blood."

He winced and mentally kicked himself for being so obvious. And at the same time Mane was revolted by his his weakness. The big cat knew such things weren't good for his ongoing recovery. With the healthier though and self-chastisement going through his mind, Mane fumbled to find his Day-One token from his new therapy group.

Just as he found it, the image of the mother worm in its nest came up on the HUD display. Again his sphincter tensioned, this time going to a pucker factor of 9, his mind went back to the higher priority of the mission. "Uh... Never mind that detour, Boss. We got a worm to barbeque. ... Oh, also, watch out for cats. I hear more kitties in the ventilation system. Probably just like the creepy ones back in that village."
CS High Command wrote: Achilles takes up his position when James orders it. As he passes both Mane and Olive can sense magic on him. If asked about it, he reveals some amulets. "If you don't have magic trinkets its hard to infiltrate magical societies, besides I took these off a very bad guy. I was supposed to have all of this sent in for disposal, now I have to carry them out."
Mane exchanged a suspicious glance at Olive and lightly shook his head. It was a likely story, but one that didn't smell right to him. The explanation was just to convenient to him. "Sure, Warrant Officer. ... Sure."

He then leaned down to Olive's ear and whispered, "At the first sign of hinkiness out of that guy..." Mane then made a somewhat subtle throat slashing gesture with his thumb across his own neck. "I don't trust his stink."
Mane, driver of the big ugly bus.

Song in his heart: Take Five
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: DPM-D1 with Recon helmet
MDC by Location:
  • Main Body: 36/80
  • Head/Helmet: 36/50
  • Legs: (R) 50/50, (L) 50/50
  • Arms: (R) 21/35, (L) 35/35
Weapons:
CP-30 Laser Pulse Pistol:
  • Damage:4D6MD; Range: 800'
  • Payload: 10/10 pulses per long e-clip
CP-30 Laser Pulse Pistol:
  • Damage:4D6 MD; Range: 800'
  • Payload: 10/10 pulse per long e-clip
CM-940BR Battle Rifle - using SLAP Ammo:
  • Damage: 4d6 M.D./burst, Effect; Range: 2,000'
  • Payload: 5050 per magazine
Grenades:
  • Fragmentation Grenades 2/2
  • Tear Gas Grenade 1/1
  • Smoke Grenade 1/1
Munition Reserve:
  • Long E-Clips: 2/2
  • CM-940BR Magazines: 2/2
Conditions:
  • None at this time
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CS High Command
Game Master
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals As the group closes up on the room, Howlett is able to override the lock now that he has command access. Culter had simply associated his ID with the command protocols and the automatic systems had taken over. Howlett punches in his security code and the door opens after a short, but pregnant pause. As the door slides open, those who'd felt the EM (or the electricity itself in Culter's case) understand why. A bank of generators and nuclear batteries to power them were encased in this room, along with a fueled backup. The outerwalls here are obviously meant to be blast proof, simultaneously shielding the room from outside blasts and funneling any explosions from this room towards the base itself. This seems like a bad design until the group steps in and sees the line of servers mounted to the walls lining the wall the room shares with those that surround it. Without doubt, setting off the self destruct will absolutely destroy the data on those servers. Culter and Howlett are quickly able to identify the backups; in part because they know what to look for, and in part because it's clearly labeled. A placard to the left of the backups gives the procedure for hot swapping drives and pulling the full backup and a host of regulations and punishments for those who do so without authorization.

They have two options that they see: First, pull half of the backups, which is allowed by the system, save those and hope that all relevant data can be rebuilt from that. The system is set up to be able to do just that in case of a catstrophic loss of data. The issue is that there's only a 40 to 85% chance absolutely eveyrthing will be saved, and the data fragments may corrupt information that is saved. The upside is this can be done in very short order by anyone with instructions. It's so simple anyone could be talked through it, or could read the procedure.

The second option involves taking the backup server offline, which will send alerts to the central command center for people to immediately back up their work, as well as activate an alert to the PA. This is usually done only in times of scheduled server backups or emergencies. The shutdown process will take several minutes, but at that point the whole set of drives can be removed and 100% of all data (including camera and internal sensor feeds that have been going since the base was captured) will be preserved. It doesn't take a rocket scientist to figure out that the enemy will likely react to that.

That also brings up the second issue. Overloading the generators and setting the self destruct will, according to the specs they can find, completely obliterate this entire facility. Between the explosive force of the power plant itself, and the charges placed around the facility, set into the very concrete of the base itself in special hidden containers, nothing resembling a whole piece of anything will be left. But it requires two command level officers just to activate it, and begin the countdown. The group has one, in Howlett, but no one else has the rank for it. Howlett is fairly certain he can fake something, but the question is how.

One thing is clear - none of the options available to the team are going to be quiet. Between countdowns, alarms, and more - they are going to have company. Someone is going to have to hold the line and hold an escape route. The shortest path is either through the security and brig area and then to the exterior door and out past the walls, or out the lobby's main entrance and run out past the gates. They feel confident they can arrange for a quick pickup, but beyond that - who knows.
________________________________________________________________________________________
Tasks
Get the Data (Option 1): Someone just needs to pull the backup drives. Pulling them won't set off any alarms, but eventually the server will shut down (and trigger a warning to the facility) to prevent data corruption. This will trigger a warning, but the team will be in a better position to escape. Defense teams will face many Timral Soldiers (Elite creatures).
Skill Check: Any Computer (at -5%) or Mechanical (at -20%) or Electrical Skill (at -10%) can be used.
Combat Check: Not an Option.

Get the Data (Option 2): Someone will need to take the server through its proper setup and then the drives can be removed properly and easily. Doing this with only a single success will trigger a system wide preemptive alert that will tell every user on the network that the server is going down. Defense teams will face two Timral Lieutenants (Boss level creatures).
Skill Check: Computer Operation (-15%), Computer Programming (-10%), or Computer Hacking (-5%)
If Two Successes
Combat Check: Not an Option.
________________________________________________________________________________________

Set the Self Destruct (Option 1): Howlett and one other must set the self destruct. That other must also be a command level officer (O-3 or better) or NCO (E-7 or better). The first option is to hack the system to trick it into allowing them to activate the self-destruct. Computer Programming (-20%) or Computer Hacking (-15%) will end up with the system thinking someone has the right to activate the Self Destruct.

Set the Self Destruct (Option 2): Howlett and one other must set the self destruct. That other must also be a command level officer (O-3 or better) or NCO (E-7 or better). The second option is to give a character a brevet rank and log it into the base's computer, which will likely be transferred back with the records. It must be a realistic application, with citations. Roll Military Ettiquette at -20% to correctly fill out the forms.
________________________________________________________________________________________

Defend the Server and Self Destruct Teams: Defense Teams will face one of these set of foes, based on the choices made by the server Task.
Skill Check: Any skill used to stymie or set traps for the enemy face a -15% penalty. And they still face the automatic hits as defined by the enemy (below).
Combat Check: Based on Choices made in Get the Data
  • Defense teams will face Timral Soldiers [the four that the group faced outside] (Melee and Ranged Target Number: 11 since it can parry ranged attacks). All characters will take one hit, in addition to any caused by the Dangerous Encounter modifier, as the creatures will quickly outnumber the defenders.
  • Defense teams will face two Timral Lieutenants (Melee and Ranged Target Number: 15 since it can parry ranged attacks). These creatures will deal 1d3 Hits on each of the defense team members, in addition to any caused by the Dangerous Encounter modifier, because of how powerful these few foes are.
Goals: 1 Task Success per player (6)

Narrative Constraints:
Dangerous Quick Encounter: This entire encounter is a Dangerous Encounter. Whether using a Combat or Skill check, if you score a Task Success, you will simply take 1 Hit. If you score any Task Failures, you will take 1d4 Hits on random locations for every Task Failure. Scoring two Task Successes allows you to avoid all damage.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA
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Former CS GM, Savagerifts.com Admin (Site and Discord), Longtime Community Member
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James Howlett
Group Leader
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Location: Group Leader (CS 110th)
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Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [34] = 34 /78%
Just in Case: 1d20: [13] = 13 ; 1d100: [60] = 60
Conditions: Pile of Cyberware.

James
Military Etiquette (w/ -20%) (Fill out forms to give Egan Brevet rank; Set the Self Destruct (Option 2)) 1d100: [11] = 11 /46%


James inwardly sighs at the task ahead of him. Nothing is ever simple, but difficulty breeds heroes. James thinks as he gets on the radio. "We have a monumental task ahead of us and an apocalypse to stop. Not the first time, likely not the last. It is what we are trained for. I will start working to get the data off the drives, Cutler I will need your assistance. Egan, I need another officer for self destruct confirmation, so you will get to enjoy a Brevet rank, but till that point I need you on defense, with Mane, Olive, Drum, and Achilles. If you know traps, set a few before we kick this pig into gear. I will try to distract them as best I can with the resources we have. As soon as the self destruct is in motion, we gotta move, whole area will be flashpoint of nuclear explosion. Any Questions will have to wait till we know we're not dead. Good luck!" James says over the group channel, before switching to Snoopy's private channel. We got an Alpha level event, gonna need a bit of a distraction. Can your boys shell the outer portions of the base... We're working to get data and blow the place to oblivion. Hopefully we see each other on the otherside." Jame says, an edge of worry in his voice. Nearly too many variables.

"Alekzander, help me fill out these forms. I need to get Egan Grey to a E-7." James sends over his implant. James begins manipulating files to make it work, while considering how to distract the ugglies outside. They seem to enjoy reacting to noise... So trigger some of the exterior alarms. Maybe that will get them moving in the wrong direction first.

This idea almost goes to the wayside, when James hits the wall of paperwork needed to pass a Brevet rank. At least I'm not trying to push him more than one rank ahead, that would be even more paperwork. James thinks as his HUD flashes with form files and his file of Egan, to fill it out appropriately. Needs a reason to get the rank... What do I write? James thinks, his mind now actually racing under the pressure of trying to file paperwork during a firefight. You would think they'd make the initial part of this easier. James tuts as he fills out the complicated paperwork.

Grey was instrumental in the defense of his team. Personally eliminating several enemy targets during an ambush in.... James writes, as he moves out of the way of his men doing other tasks. "Whomever invented paperwork should be tried as an idiot." James says antagonistically over the radio. James works out the last few details, and does his best to proofread his work. No obvious spelling mistakes, seems like everything is in order. James hits send, putting the request through the bases' system. "Here goes nothing."
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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Drummond Leighton
Posts: 120
Joined: Sat Jan 27, 2018 7:36 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [97] = 97 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [19] = 19 , 1d100: [39] = 39
Sensors
Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sens
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Plasma Cannon 8/8 shots remaining.

Narrative Strike Roll: 1d20+11: [16]+11 = 27 - Booyah!!!

Drum listens to Doc's orders and nods. He says, "Right, defense. You squishy types," he gestures towards Mane, Olive, and Achilles,"should go outside and make a ruckus. I'll block the entrance here."

The momma worm is a biggie. If we can keep her occupied, her minions will probably focus on keeping her safe. I have an idea! "Hey Doc, you know my specs. How quickly can I accelerate between the back wall and the door to the main chamber, yeah I know it's silly question. Humor me." These things are sort of psychic I think we've determined. The less people know the better. "Can I borrow Aleksandr for a few minutes?"

"Hey Aleksandr, I need you to do a couple of things for me." He switches to a whisper, "One, can you jack in and set an override on my internal power supply. I want a 2 minute timer that I can reset. If I don't do it, I want it to over load. Two, when I give the signal I am going to run into the main chamber, I need you to open the door right before I reach it, like a fraction of a second before, and then close it behind me."

As he waits, the cyborg's body hisses as the compressor to his internal chemical lung recharges. He seals all of his external ports, and the face masks slides down and seals with a thwop. In his heads up display, he sees the count down time on his power supply ticking next to the 100% icon. He tests the reset command. He extends and retracts the vibro-blade and particle beam cannon a few times to make sure they slide smoothly. Finally he detaches both the plasma rifle and the rail gun off the back clamps, "Alexansdr, if you can, I'd appreciate it if you take these with you when you leave." Don't want anything to snag where I am going next.

When Doc and company reach the point where the work they are doing is about to trigger an alarm, Drum says, "Tell my wife and kids that I love them. When you need to fight something this big, sometimes, you need to do it from the inside." He nods to the robot and runs towards the door. As he passes through, he turns on the external speaker and shouts a famous pre-coalition battle cry, "Leeeeerrrrrrroooooyyyyyy JJJJJJeeeennnnnkkkkkiiiiinnnnnssss!!!!!!!" In the room, his speed takes him past two mini-worms before they can react. The mama worm arches overhead tentacles flailing. Magic flies around him, but he's moving to fast. He jumps up into the air towards the creature's 'face'. His cyborg legs' pistons hiss with the effort. Drum pulls in his arms quickly across his body to create a rotation. The worm reacts by trying to bite, he doesn't resist and instead pulls himself passes the fangs and slides down into darkness.

Sensors begin to indicate damage to his armor from digestive juices. He extends his vibro-blade and particle beam cannon and sets it to continuous. He begins to cut and burn. This things hide is pretty tough, I'll either have cut my way out, or it may be thick enough to shield me from the bulk of the blast. If I go down, then at least my own nuclear heart will take it out.
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Mane
Ruby Level Patron
Posts: 359
Joined: Sat Feb 09, 2013 1:11 am
Location: CS 110th - PC
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Re: Crossed Signals: Outpost F279 Approach

Post by Mane »

Perception (55% base); Friend or Foe Perception (90% base): 1d100: [67] = 67
JIC Rolls: 1d20: [5] = 5 , 1d100: [1] = 1
Conditions: Bionic eye set to Thermo

Narrative Strike Roll: 1d20+10: [16]+10 = 26

As Big Boss Howlett issued his marching orders, Mane voiced no objections. Though he had a way with machinery and fixing things, what needed to be done was way beyond his abilities. What was within his skillset was keeping the worms and worm-soldiers off the others' backs while they worked the computers.

"On it, boss." Mane simply replied with a curt nod of his head.

Not being the master strategist, he then looked to the rest of his defense team. If left to his own devices, the hulking killer would keep it simple; kill, kill, and kill some more. When out of bodies, his job would be done.
Drummond Leighton wrote: He says, "Right, defense. You squishy types," he gestures towards Mane, Olive, and Achilles,"should go outside and make a ruckus. I'll block the entrance here."
"Squishy?" Mane retorted with an offended wince. He then extended a single steel-rending black claw from his index finger. [color]"Everyone's squishy on the inside... Including you."[/color] He didn't mean it as a threat, and immediately worried it might have been taken that way. But there was no time for feelings when there was work to be done.

After Drum left to talk to the boss's robot, Mane began to walk out to face the enemy. There was no need to move faster than a relaxed saunter. Not before the alarms began to sound anyhow once the plan got further along. He breathed in the moment and soaked in the anticipation of bloodshed and violence most horrific. The wash of death about him would be most glorious, and he would become drunk on its succulence.

But at the same time Mane tried his hardest to temper his unhealthy thirst. He realized it was a weakness and could distract him in the heat of combat. It didn't matter how close the experience would bring him closer to God as he gazed into the fading lights of the dying's eyes. The great veil between life and death was a curious thing, and that curiosity could potentially kill this cat.

The sky greeted Mane outside with just a few patches of star-filled sky, but the clouds grayed much of what the heavens had to offer. His conscience felt the same way, with patches of good and righteousness peeking out from behind the layers of darkness. The good in him wanted to come out and lead him to better things, but the darkness was so inviting... so comfortable... so easy... and so frighteningly right.

In the calm before the storm, in a low barely audible murmur, Mane prayed to God above. A plea for what he knew was right. "Dearest Lord ... redeemer of lost souls ... Please help me a good cat of strong moral report ... but not yet."

He breathed in the freezing air and exhaled a billow of steam, and then the world exploded into a blur of thunder and crimson about him.

At the first sign of the enemy, Mane's pistols cleared leather in a flash and began to blast away at a furious pace. He didn't care if he hit anything or not, for their purpose was to occupy their senses as he charged their position in a flat sprint. Streaks of searing ions rent and burn flesh and armor alike, and the smell excited Mane all the more.

Once within melee range, the claws came out and Mane dropped his pistols, favoring the hands-on approach. As deadly as his Quebecois pistols were, they paled next to the carnage he could bring with is claws and monstrous strength. Armor shredded and limbs fell to the ground. Yet Mane was robbed of the joy of proper blood splattering the ground. Only the reek of the black ooze and slime that came form the worm demons. Disgusting foul filth that they were. All the more reason to exterminate them before they could rob him of more proper blood and crimson death.

As he moved on to his next target (pausing only for a moment to gather and holster his pistols), the alarms from the task inside began to sound, so it was time to make a little more noise of his own. Out came up his C-200 Deadman's Rail Gun, hammering out a cacophony of deafening rage. But like the pistols before, it too only existed to occupy the enemy as he closed the distance. This time one one of the larger worms. The sight of the unearthly, overgrown maggot filled Mane with rage. The only thing resembling though in his mind was the irresistible compulsion to bring pain and death to the ... thing! Death was too easy of an end for this pestilence. It needed to suffer.

As he charged the horse-sized black maggot, his rain of bullets were met with a shield of magic. Unlike the simple soldiers, these things were more in league with the pit fiends of Hell. But this wasn't the first time Mane had come across magic such as this. Like all things, it too would bow to the forces of physics. At the end of his charge, Mane sprung to the air and came down with superman punch. If not for the metal bones in his hands, his own bones would have been pulverized form the effort. Instead the shield shattered like it were made of glass.

Before the worm could refocus its magic, Mane spun around it and placed what he suspected was its head into a hard lock, his claws at its throat. With his unnatural and juggernaut-like strength, he squeezed with all his might. The murderous cat's clawed fingers dug into flesh, forcing black ooze to jet out like frosting form a pastry bag. Returning the favor, Mane felt a psi-sword or something stabbing him in the back; the magic blade emanating form the black worm's tail.

To make matters worse, three of the infected troopers jumped on Mane's back and sides, trying desperately to pry his deathgrip off their master. One of them tried to shoot him, but Mane only blocked the shot with the body of the worm itself, his colossal strength more than a match for the fat serpentine demon's. But that strategy didn't last long, as the troopers next tried mob the cat.

With one last exertion, Mane took the head off the worm and threw it at the possessed soldiers. Infuriated and terrified, they neither fled nor attacked. Mane, on the other hand, didn't pause for a second. With a mix of brute strength and brutal martial arts, they too were dispatched, but not without cost.

In the brief pause between then and the next fight, Mane noticed his body armor had taken one hell of a beating. But it was worth it. And even as another wave of soldiers emerged in response to the alarms, Mane simply wiped black blood grime off from his hands, and opened up again with his C-200.

All this death and murder was exhilarating, but there was a certain satisfaction missing from it. And on that certain level, Mane felt a depression coming on. For it just wasn't the same. Had he lost that which he once so loved? And was that a good thing? For then Mane pushed the thought out of his mind, for there was still work to be done.
Mane, driver of the big ugly bus.

Song in his heart: Take Five
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: DPM-D1 with Recon helmet
MDC by Location:
  • Main Body: 36/80
  • Head/Helmet: 36/50
  • Legs: (R) 50/50, (L) 50/50
  • Arms: (R) 21/35, (L) 35/35
Weapons:
CP-30 Laser Pulse Pistol:
  • Damage:4D6MD; Range: 800'
  • Payload: 10/10 pulses per long e-clip
CP-30 Laser Pulse Pistol:
  • Damage:4D6 MD; Range: 800'
  • Payload: 10/10 pulse per long e-clip
CM-940BR Battle Rifle - using SLAP Ammo:
  • Damage: 4d6 M.D./burst, Effect; Range: 2,000'
  • Payload: 5050 per magazine
Grenades:
  • Fragmentation Grenades 2/2
  • Tear Gas Grenade 1/1
  • Smoke Grenade 1/1
Munition Reserve:
  • Long E-Clips: 2/2
  • CM-940BR Magazines: 2/2
Conditions:
  • None at this time
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Egan Grey
Posts: 390
Joined: Thu Oct 14, 2010 3:10 pm
Location: 110th CS SOG
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [46] = 46
JIC: 1d20: [15] = 15 , 1d100: [60] = 60

Narrative Skill Roll
[Trap Construction – (71% base - 15% penalty) = Narrative target of 56%, 1d100: [91] = 91 , Task Critical Failure (2 Task Fails)]
-Right what can I do to deny them an area to get to us easily...- Egan brain was running through multiple angles to try and help where he could given his lack of technical skills. "Right, everyone seal up and try to avoid the room leading into holding cells." Grabbing a chunk of debris, Egan went to work setting up something special for these worm freaks to enjoy. He moved the still active portable generator around a little to allow him to wedge four grenades behind it using the piece of debris as a makeshift pressure plate trigger stiff enough to only go off when something humanoid or larger stepped on it.

As Egan checked and rechecked the functionality of his makeshift explosive surprise, he jokingly quipped over the comms: "Can't even spring for Master Sergeant thats just stingy Doc. Real stingy." After having his laugh, Egan steadied his nerves for arming the trap. A tense few minutes past as he deftly pulled pins to let his pressure plate be the only thing holding the safety levers in place. Letting out the breath he didn't even know he had been holding, the scout sat back and observed his creation. -Done, time to clean up and see what else I can do to help out with.- Leaning down to scoop up the remaining pins he had discarded Egan heard the familiar sound of his automated shield arm compensating for the movement before hearing something that made his blood run cold.

*Clang*
*Thump*
*ping,ping,ping,ping*


His optical sensors over loaded as super heated plasma ignited in front of him and deadly shrapnel peppered his armored form. Warning lights flashed and sounds blared as the armor started listing damage and massively increased levels of deadly radiation was now detected inside the room with him. Finding himself on the floor, Egan pushed himself up and took stock of his situation. -Shield missing....no there it is, mangled in the corner. UEL cable, left hand inop. Joints are a bit grindy now but I can still move. No breaches so it could have been worse. As much as I liked Ford, I didn't want to follow in his footsteps."- As the realization that the worms heard his botched trap go off, Egan quickly moved to the remains of his shield to draw out the sword. "Affix bayonets."

Egan's Radioactive....Radioactive
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
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Olive
Posts: 51
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [74] = 74 / 74%
JiC d100: 1d100: [52] = 52 ; JiC d20: 1d20: [9] = 9

Demolitions: 1d100: [67] = 67 / 56% (71% - 15% from difficulty) - Setting up explosives and traps using her advanced ordnance training. - One Task Failure

James Howlett wrote:James inwardly sighs at the task ahead of him. Nothing is ever simple, but difficulty breeds heroes. James thinks as he gets on the radio. "We have a monumental task ahead of us and an apocalypse to stop. Not the first time, likely not the last. It is what we are trained for. I will start working to get the data off the drives, Cutler I will need your assistance. Egan, I need another officer for self destruct confirmation, so you will get to enjoy a Brevet rank, but till that point I need you on defense, with Mane, Olive, Drum, and Achilles. If you know traps, set a few before we kick this pig into gear. I will try to distract them as best I can with the resources we have. As soon as the self destruct is in motion, we gotta move, whole area will be flashpoint of nuclear explosion. Any Questions will have to wait till we know we're not dead. Good luck!"
Despite the orders being given in a straightforward manner, it's easy to see the effect it has on the doggirl on the team. She seems to brighten underneath her armor, as if every word said by the Captain is being said to her. Her infatuation with the CS and it's goals is on full display. This'll serve those magical abominations right for trying to take a CS base! She can't help but give a quick bark of approval at the orders, wanting to find a way to murder the worms.

Such a plan quickly comes to the mutant. While Drummond and Mane plan to take on the enemy head on, she opts for a different route, knowing a different way to succeed. "When they teach you how to disarm ordnance," she'll explain to anyone curious enough to ask the dangerously excited pup, "They have to teach you how to arm them, too."

She gathers every scrap of explosive the others are willing to lend her, treating every proffered detonative device given by the humans like a gift of the highest caliber. She sets to work, arming and planting explosives set between a mix of proximity and manual detonation codes, using the short amount of time allotted to her to place in areas that would either funnel the worms or trap them out completely, mostly doorways and halls, using her previous memorization of the available pathways of the base to keep the group an escape route handy to outrun the fireworks at the end of the show.

Unfortunately for the Psi-Hound, she's not fully able to get her plan in motion. Whether through a lack of explosives, a failure in placement of said explosives, or simple lack of detonators, her plan is as much a dud as the explosions she had hoped to set off were, leaving the dog-girl to fight from behind her cyborg and fellow mutant, firing off laser shots with a mixture between anger and shame at her inability to help to her fullest extent in a time of need.
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-4 Dead Boy EBA w/Recon Helmet
M.D.C. by Location
  • Helmet: 70/70
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 60/80
  • Right Leg: 80/80
  • Main Body: 70/100



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 17/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
Culter

Re: Crossed Signals: Outpost F279 Approach

Post by Culter »

Perception: 1d100: [37] = 37 / 54%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: 1d20: [1] = 1 / 1d100: [21] = 21

Conditions:
An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!


Get the Data -- Option 2 -- Computer Operation: 1d100: [8] = 8 / 65% - 15% = 50%
--- P-p-p-pass by 42!

Post:
James wrote:We have a monumental task ahead of us and an apocalypse to stop. Not the first time, likely not the last. It is what we are trained for. I will start working to get the data off the drives, Cutler I will need your assistance. Egan, I need another officer for self destruct confirmation, so you will get to enjoy a Brevet rank, but till that point I need you on defense, with Mane, Olive, Drum, and Achilles. If you know traps, set a few before we kick this pig into gear. I will try to distract them as best I can with the resources we have. As soon as the self destruct is in motion, we gotta move, whole area will be flashpoint of nuclear explosion. Any Questions will have to wait till we know we're not dead. Good luck!"
"Got it, give me a moment." Culter responds and rolls his neck while moving to the core. Alright, got to save the data. Pulling the backups is easy but we lose important intel. Culter thinks to himself while he taps the computer and uses the SysAdmin role he gave himself all the while smiling within his helmet.

Culter knows computers, electronics and most things inbetween; hacking Coalition computers feels like a taboo to the Zapper but one he doesn't shy away from. Alright, going to edit that setting, secure the files. Pop the drive. Culter talks himself through his steps before furrowing his brow and scowling. Well, shit. Culter sighs as he queues his radio. "Alright, I can safely pull the drives and keep all the data on the computers, but doing so will send out a base-wide alert so we'll probably attract even more attention. Going to pull the drives and aid in defense." Culter warns and, barring any other orders, continues his work.

Culter connects to the core with his Electrokinesis, manipulating the core to the best of his ability to keep it powered and to remove any electronic locks that may be in place on the drives. After he removes all the restrictions and ensures the drives can be removed safely without loosing Data, Culter will look to Howlett. "Pulling drives." He says and will then disengage the hard-drives and pull them out.

The moment Culter pulls the drives, he, Howlett and possibly Egan all receive a warning that the Base Servers are disconnected. "That's the queue, boss. We'll have more company soon. We can blow it and evac." Culter says, and will secure them in his Overland Harness to keep them both out of the line of fire and under cover from potential static or other damaging factors. Culter will specifically alter his electrokinesis to protect the drives from other sources that may damage or wipe them. Next time, I am going to make sure to requisition some spare hard boxes just for situations like this. Can't risk my aura, could wipe the drives. Culter thinks to himself as he hugs the wall and posts up, using part of the wall as a swivel for his rail gun while providing him with 50-70% cover.

Posting up for defense and leveling his rail gun as Drum leeroy's towards the large monster. Culter shakes his head with a contained laugh as he lays down cover fire for the Borg from behind. Borgs are insane. Culter reasons but queues his mic. "Got your back, Leeroy." Culter says as he unloads Rail fire on the smaller worms that Drum runs past.

If Culter notes incoming from a different area, or sees the serious forces coming to investigate the servers (the two bosses), Culter reangles and focuses fire on them. At this stage, Culter does everything in his power to provide solid and devastating cover fire while maintaining a comfortable distance from any enemy.
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CS High Command
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals
Butcher's Bill
Butcher's Bill:
Captain James Howlett
  • Head (PA-08A): -20 MDC
    Right Leg (PA-08A): -14 MDC
Sergeant 1st Class Egan Grey
  • Head (PA): -27 MDC
    Hit Points: -11 HP
    Shield (PA): -115 MDC
Corporal Everett Culter
  • Right Arm (PA): -10 MDC
PFC Drummond Leighton
  • Helmet (Body Armor): -20 MDC
    Right Leg (Body Armor): -24 MDC
    All other Body Armor Locations: -8 MDC (digestive acid damage)
Private Olive
  • Main Body (Body Armor): -40 MDC
    Head (Body Armor): -20 MDC
    Right Arm (Body Armor): -20 MDC
    Impact: -11 SDC
Private Mane
  • Left leg (CA-6EX): - 12 MDC
    Main Body (CA-6EX): -20 MDC
    Helmet (CA-6EX): -20 MDC
Event Success!
8 Task Successes - 3 Task Failures + 1 NPC assist (causes everyone one additional hit) = 6 Task Successes
As Culter prepares the PC for backup and drive removal, Howlett writes one of the fastest brevet promotion forms in Coalition history. He would later find out that this was not the first time it had been done under pressure, but never had it been done so well, nor had it been filled out so perfectly with all the proper references, call backs, and supporting data. Part of that was his skelebot's assistance, but mostly it was the throughness of his personal approach to everything. He does so and the computer accepts it without protest, which is amazing in its own right. Egan punches in his new personal command code to enter it into the system, and then moments later he and Howlett arm the self destruct, allowing Howlett to wait for Culter's signal. In that time, Howlett transmits the plan and request for extraction and covering fire to Snoopy. He receives acknowledgement and is told that there are heavy bombardment assets that have already been scrambled and are heading to them. "So it's going to be important that you guys do not slow down when those pilots say they are there to pick you up. Margin for error on this is nearly non-existant." Howlett acknowledges receipt of the message and begins his planning as he waits for Culter.

Egan and Olive head out to prepare an explosive welcome to cover their flank, while Drummond and Man head to the garage to clear it. Through the door there, he sees the monster at the core, laying eyes on it for the first time. A plan forms in Drum's mind as he and Mane secure an exit for the squad. The prisoner-turned-ally (Clemp) also moves to cover this, keeping a watch on the now open roll up door from the cover of the shop's door. As the self destruct is triggered and the drives removed, Howlett and Culter close the armored doors to the servers and power plant, letting those masses of armor protect those vital systems until the self destruct does its job. Finished with their preparations, Egan and Olive begin to retreat towards the board room and then eventually to out of the door - when everything goes sideways. Only those with hearing protection hear anything but ringing for a few minutes. The entire world is stunned for what seems like forever - until two of the largest worm creatures they have ever seen crawl through the opening in the wall that the blast created. It is through this opening that Drummond makes his charge, directly into the maw of the large beast at the center of everything as it looks down to see what is happenning. He strikes his head into it as he pries its mouth open and goes in. It bites his leg on the way down, but doesn't really fight his intention. One doesn't always fight it when prey wants in your gullet. As Culter, Egan, Mane, Olive, and Howlett fight off the two large worm creatures, Clemp is engaging a squad of consumed humans with the skelebot's assistance. As they clean up, the skelebot informs Howlett that their exfiltration route is secure and that their extraction flight has reported their arrival is immenent. Seconds later Howlett hears the report over the radio, but having it beamed in by the implant makes it much more clear.

Egan seems to be taking the brunt of the attacks from the worms, his shield doing its job, even as he uses his sword to strike them. He tastes blood from the wound on his head and the dizziness that threatens his balance is concerning, but he cannot allow himself to be distracted. He and Olive are both the last out of the room, as he and Mane gut the alien worms. Olive finds herself being carried out by the skelebot as Mane helps the power armored pilot to his feet and out the door. As the group gets to the garage and out the door, Drummon comes bursting through the doors leading to the central room. He is covered in acid and gore, but he is mobile and, inside his helmet, grinning.

The squad makes it to the extraction point outside the main gates, fighting a running battle with consumed soldiers, cat familiars, and a few of the soldier worms. They make it onto their hover transport and it lifts into the sky and flies low over the trees as the countdown clock reaches zero. Fire and debris bloom in a flower of destruction as red, yellow, white, black and grey all swirl to create a hell hole. The hover transport actually gains altitude after the explosion, even as Torretto's fire team pours on more explosives and railgun fire at the few stragglers that manage to emerge from that hellscape. In the end nothing escapes and within minutes the group gets to see one of the rarest sights that special forces can see: a Pair of SF-7 Talons (CWC 178) laying down their payload of 150 mini-missiles and 6 heavy missiles (each) in a controlled bombardment, utterly destroying everything in a mile radius around the destruction. The team and its transport are part of the survey to ensure that complete erradication is achieved. The farm, its buildings, all the trees, the monsters and animals that lived in them, and anything else is now smoking ruin amid the snow.

It takes the combat elements of the 40-4th an hour to confirm that the area is clear. The air elements all fly to the place where they are holding the demoagogue from the town. Turns out he willingly bound himself to the creatures, whom he calls Timral. His journal cleared up some things, and his expert interrogation by Lt. Jericho Jackson, filled in the rest. When the base was detonated and his link on this world was severed, the man went crazy. In the struggle, Jericho had to kill him. No one seems at all unhappy that the madman was killed either. As Howlett and Toretto are getting a debrief, a radio call comes in from the Talons. One of Snoopy's men asks both officers, "Sirs, they are wanting to know if they should erradicate the local villages too. It will require them to return and rearm, but they can be back on station in thirty minutes. They noted two villages, so they can each take one." Snoopy looks to Howlett, with a questioning look in his eyes. Howlett knows he could easily identify the consumed humans now, assuming the can survive without the higher caste worms directing them. But it would take days, not hours.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA
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Mane
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Location: CS 110th - PC
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Re: Crossed Signals: Outpost F279 Approach

Post by Mane »

Perception (55% base); Friend or Foe Perception (90% base): 1d100: [11] = 11
JIC Rolls: 1d20: [4] = 4 , 1d100: [61] = 61

With the fighting over and the job finally done, Mane entered the transport and found a comfortable seat to rest his posterior entail upon... or at least as comfortable as he was going to find.

As the hover transport soared over the tree tops, the big cat longed for the joy of taking the helm himself. But he knew that Snoopy would not be agreeable to him putting his blood-soaked fingers all over his clean controls.

Reminded of that, Mane looked down at his hands, and saw the black goo tarnishing them like tar and crusty motor oil. The vile repugnant creatures' guts, and goo, and whatever passed for blood within them, and the cat hoped that there was no kind of contaminant within all that. Mane desperately wanted to take a long shower... long, warm, cleansing. Perhaps a bubble bath was in order, just soaking in its relaxing waters and suds for hours. He wondered he could also score some kind of squeak toy from the Dog Boys on base, wherever it was they were going to land. An adorable, yellow, rubber ducky sounded rather appealing at the moment.

Just then Mane's sensitive ears overheard the conversation in proximity to the boss. The discussion of whether or not to Nuke the other two villages, or more surgically remove the demonic contamination within them. Mane knew what he'd prefer if it were his call.

"Boss? If you're seeking opinions, I say raze them both to the ground. We still don't know how the worm demons infest their victims. Could be something as simple as a tiny little black grub that sneaks its way in their ear when they sleep, or their food when they eat, and then grows and takes over from the inside. They're a plague, and you burn plague villages down to the ground. You burn 'em to the ground. Maybe even deeper."

Mane once again looked at his black slime covered hands, and then over to the cyborg Drumm. His hands and arms got pretty bad, but the mechanical man got it a whole lot worse. Mane left the comforts of his seat (small as it was for his oversized frame), and found himself a rag or anything he could use to clean up.

"Here, let me help you with that." Maine knelt down before the bionic soldier soldier and began to clean off the acid and goo and demonic slime off his metallic body and armor. "Can't have you looking like that when we hit the strip clubs later on R&R."
Mane, driver of the big ugly bus.

Song in his heart: Take Five
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: DPM-D1 with Recon helmet
MDC by Location:
  • Main Body: 36/80
  • Head/Helmet: 36/50
  • Legs: (R) 50/50, (L) 50/50
  • Arms: (R) 21/35, (L) 35/35
Weapons:
CP-30 Laser Pulse Pistol:
  • Damage:4D6MD; Range: 800'
  • Payload: 10/10 pulses per long e-clip
CP-30 Laser Pulse Pistol:
  • Damage:4D6 MD; Range: 800'
  • Payload: 10/10 pulse per long e-clip
CM-940BR Battle Rifle - using SLAP Ammo:
  • Damage: 4d6 M.D./burst, Effect; Range: 2,000'
  • Payload: 5050 per magazine
Grenades:
  • Fragmentation Grenades 2/2
  • Tear Gas Grenade 1/1
  • Smoke Grenade 1/1
Munition Reserve:
  • Long E-Clips: 2/2
  • CM-940BR Magazines: 2/2
Conditions:
  • None at this time
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James Howlett
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Location: Group Leader (CS 110th)
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Re: Crossed Signals: Outpost F279 Approach

Post by James Howlett »

Perception: 1d100: [41] = 41 /78%
Just in Case: 1d20: [5] = 5 ; 1d100: [70] = 70
Conditions: None.

James listens to the report from Snoopy's man and nods. "Shame I kind of wanted to punch him in the face." James says without a smile, likely unaware how funny it probably sounds. "No need for the airstrike, at least not yet. These people are good humans who deserve a chance to live. So we will give them a chance for examination. If they refuse then, my hands would be tied." James says to the man. "Relay that I would like to touch down near the town."

James looks to his team. "Anyone need immediate medical attention, or can it wait a bit?" James says over the private channel, before switching it to Cutler's private channel. "Should only take us a few days to clear this up. It might even be a little relaxing. Computer cores secured?" James says before turning look out the door at the destruction they wrought.

James listens to Mane's suggestion, but doesn't say anything. At the moment, James is at peace, having done good work.
OOC Comments
WIP? Not sure how much farther to go.
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
User avatar
Drummond Leighton
Posts: 120
Joined: Sat Jan 27, 2018 7:36 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Drummond Leighton »

Perception: 33% vs 1d100: [22] = 22 (+15% vision, +15% hearing, +5% combat computer, +25% salvage, +25% contraband, +5% Perception Enemy Aggression and Troop Movement)
JIC: 1d20: [15] = 15 , 1d100: [4] = 4
Sensors
Passive Night vision 2000'
Thermal Imaging 2000'
Light Filter
Amplified Hearing
Sound Filtration
Air & Surface Temperature
Advanced Speedometer
Depth Gauge
Gyro-Compass
Metal Detector
Molecular Analyzer
Motion Detector 500'/40'
Radar Sens
Radiation Sensor
Damage:

CA-6C Main Body: 149/200
CA-6 Right Arm: 77/100
Helmet (Body Armor): -20 MDC
Right Leg (Body Armor): -24 MDC
All other Body Armor Locations: -8 MDC (digestive acid damage)
Plasma Cannon 8/8 shots remaining.


Drum has got a swagger. Bursting out of the creature, he was moving fast, but once outside, he slows.

Dripping with gore, acid sizziling creating fumes off his armor, the cyborg doesn't care. He's think about the story he's going to tell later. Too bad I can't drink as much now as I could before. I am going to get offered drinks for a month at least. Before boarding the transport he gives a shake to fling off some more goo and steps aboard.

He stows his gear and takes up his position, grabbing a hand hold to steady himself upright. He pops up the visor, his grin still wide on his face. When Mane moves over to wipe off some spots he can't reach, he says, "Thanks Mane, appreciate the assist." He looks over at Doc, "Doc, I think I said it before, I think we need indirect fire support, how about swapping out the internal ammo drum for a mortar system, like some of those NGR chassis? And not that we will come across something that needs to swallow a bitter pill of coalition medicine, but can we modify my armor to emit the same high frequency energy field as a vibro-blade?"
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Egan Grey
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Location: 110th CS SOG
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Re: Crossed Signals: Outpost F279 Approach

Post by Egan Grey »

Perception - 67%, 1d100: [54] = 54
JIC: 1d20: [11] = 11 , 1d100: [19] = 19

Egan slumps against the restraints in the back corner of the transport, his ears ringing slightly despite the sound negating tech installed in them. -Could be from the grenades, or the tentacles smacking my head a couple times...- He doesn't move much, trying instead to minimize the potential spread of any radiation around the craft he might have picked up from his botched trap.
James Howlett wrote: Wed Aug 04, 2021 4:38 pm"Anyone need immediate medical attention, or can it wait a bit?"
"Got my bell rung pretty good there. Olive looks like she might have gotten smacked around a bit, but we should be okay till after decom." Egan replies as he works his jaw trying to pop his ears, before wryly stating: "I think I might be glowing a bit, staying put for the moment." Keying off the coms, Egan takes stock of his screens and the damage indicators that continue to flash. "Could have been worse."
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
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Olive
Posts: 51
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [78] = 78 / 74%
JiC d100: 1d100: [38] = 38 ; JiC d20: 1d20: [15] = 15

Olive is immediately glad that the decision on how to proceed isn't her call. I don't know if I could live with myself for what I'd say. Even thinking about it made her sick to her stomach, so she remains silent.
Mane wrote:"Boss? If you're seeking opinions, I say raze them both to the ground. We still don't know how the worm demons infest their victims. Could be something as simple as a tiny little black grub that sneaks its way in their ear when they sleep, or their food when they eat, and then grows and takes over from the inside. They're a plague, and you burn plague villages down to the ground. You burn 'em to the ground. Maybe even deeper."
The doggirl visibly winces at that. While far more... emphatic than she would have put it, Olive can't help but agree with the mutant cat. Besides, she thinks to herself, If they're asking for permission to airstrike, that tells me the CS's standpoint. And given a choice, the loyal Psi-Hound would always side with the CS.

Still, the mental image of those humans that she had helped not too long ago being bombed, screaming, knowing almost certainly what ordnance they would be killed with, and what it could do... For once, she takes no pride in her loyalty.

It's almost a relief when she hears the Captain's decision, especially at the mention of going down personally to investigate. While she is still bone-tired, she isn't about to let anyone know that. Nor is she about to let her injuries, however minor, get in the way.
Egan Grey wrote:"Got my bell rung pretty good there. Olive looks like she might have gotten smacked around a bit, but we should be okay till after decom."
Olive almost immediately replies once her superior is done talking, "I'm fine! Nothing a good few day's work won't knock out of me." Her tone is almost cheerful, a hint of sincere excitement in her voice about going in to help the villages root out whatever remained of the horrid magical presence, her mind already moving past the dark thoughts that had clouded it.
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-4 Dead Boy EBA w/Recon Helmet
M.D.C. by Location
  • Helmet: 70/70
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 60/80
  • Right Leg: 80/80
  • Main Body: 70/100



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 17/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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CS High Command
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Re: Crossed Signals: Outpost F279 Approach

Post by CS High Command »

Crossed Signals
  • Date: January 29, 110 PA
    Time: 18:00 by end of post. It is dark outside as the sun sets.
    Temp: 20°, partly cloudy, but not snowing; Ground has a about 2 inches of snow
    Weather: Mostly Cloudy, Only a light dusting of snow and plenty of ice.
    Ley Line info:
    Location: About to leave the Village of Londesborough.
When the options given to them are in terms of examination or extermination, the villagers become unsurprisingly cooperative. The squads actually spend a good amount of time scouring the local area for further contacts, examining the ruins, etc. They are also able to get a decent night's sleep with the coverage from their platoon. The support squad actually deploys and builds make shift hospital and research shelter, and together with support squad, Howlett, Culter, and crew are able to examine all of their evidence and the townsfolk. The other village is a complete loss, however, as all people there were consumed. Those who had not were killed and presumably eaten, based on the remains found. While Howlett is examining them for infection by the worm creatures, he and his support medical staff also give them routine medical exams - much to the delight of the villagers.

The computer data reveals a wealth of information and after cursory on site evaluation, they are sent under heavy escort back to Chi-Town for detailed analysis. Between all of the information gathered, Intelligence Division is able to put together a full profile on these creatures. Colonel Black sends back her personal thanks to the platoon and its dedicated personnel. In those orders Olive is officially reassigned to the squad, and Jackson is recalled back to the Intel Division for an extensive debrief.

As part of the process, a few folks from the Civilian Relocation Program (a program run by the Propoganda Division) are there trying to convince folks to relocate. With the options of Minnesota, Missouri, or the wild frontier of Kansas, there are plenty of options available to the villagers. At first few are willing to even discuss it, but after the exams produce no further monsters and after the soldiers fight off yet another monster in the region, by the third day of the exams folks are much more willing to listen. To the last citizen, the entire town opts to relocate to Missouri to settle the western farmlands there. The CRP offers to assist them and give them some extra supplies, as well as help with the relocation. A DHT is flown in with some engineers who assist with removing the salvagable goods and equipment, as well as salvagable materials, and helps each family pack up a shipping crate of belongings. By the time the exams are done and the makeshift field hospital is torn down, the town is halfway packed up. The DHT and its escorts are fully capable of providing their own security and allow the commandos to head back after their examinations and reports are done.

As the team packs up the last of their gear and gets ready for the flight home, they look back on the hustle and bustle. Several townsfolk come to see them off, shaking their hands and thanking them. The CRP folks pack up the town, while the combat engineers strip everything of value to the villagers for use in their new home.

GM Note: This is a good place for posts to pad out your Quad total; who do you talk to, what are the missions you had; Post as often as you'd like here until the end of the quad.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA
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Mane
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Re: Crossed Signals: Outpost F279 Approach

Post by Mane »

Perception (55% base); Friend or Foe Perception (90% base): 1d100: [70] = 70
JIC Rolls: 1d20: [12] = 12 , 1d100: [54] = 54

In the time Mane spent in the village as the simple people were being examined for possible contamination, the big cat occupied himself greatly by helping the combat engineers in any way he could. Usually, that entailed moving heavy things, like the impromptu forklift he was. But other times it was more simple tasks, putting his mechanical skills to good use.

When not doing that main spent his time palling around with either Olive or Drumm.

With the doggirl, he would expose upon his various experiences in the field, commenting on his perspectives of being part of the Coalition pack. But also he shared with her the finer points of murder, killing, slaughter, termination, extermination, and of course euthanization... and the finer subtleties between all the above that fell within his job description as resident murder machine. He also offered to spar with the doggirl and maybe pass along some of his advanced combat training techniques.

With Drumm, the big cat took a more playful attitude, in that in the sophomore cyborg Mane saw the childhood that he never got to experience, but might still get to have in bits and pieces while life still flowed through the veins. He shared with the walking tank the lighter side of his experiences, often while on R&R with his newfound family in this very unit. "... I swear to ya, she had THREE titties!! I didn't get the chance to score, but we did have a cup of coffee together and a good chat. I doubt we'll ever stop there again, but I'd love to see Melinda again.

When it was time to leave, Mane looked back at the striped out village and the villagers boarding the colossal Death's Head Transport. He nodded in approval at the sight. As usual, Boss Man made the right call. They deserved a chance to live.
Mane, driver of the big ugly bus.

Song in his heart: Take Five
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: DPM-D1 with Recon helmet
MDC by Location:
  • Main Body: 36/80
  • Head/Helmet: 36/50
  • Legs: (R) 50/50, (L) 50/50
  • Arms: (R) 21/35, (L) 35/35
Weapons:
CP-30 Laser Pulse Pistol:
  • Damage:4D6MD; Range: 800'
  • Payload: 10/10 pulses per long e-clip
CP-30 Laser Pulse Pistol:
  • Damage:4D6 MD; Range: 800'
  • Payload: 10/10 pulse per long e-clip
CM-940BR Battle Rifle - using SLAP Ammo:
  • Damage: 4d6 M.D./burst, Effect; Range: 2,000'
  • Payload: 5050 per magazine
Grenades:
  • Fragmentation Grenades 2/2
  • Tear Gas Grenade 1/1
  • Smoke Grenade 1/1
Munition Reserve:
  • Long E-Clips: 2/2
  • CM-940BR Magazines: 2/2
Conditions:
  • None at this time
User avatar
Olive
Posts: 51
Joined: Wed May 20, 2020 2:15 pm

Re: Crossed Signals: Outpost F279 Approach

Post by Olive »

Perception: 1d100: [46] = 46 / 74%
JiC d100: 1d100: [50] = 50 ; JiC d20: 1d20: [18] = 18

Olive thoroughly enjoys her time out in the villages, helping out the humans there. The extended period of humanitarian work, in direct contrast to the onslaught of battle she had been through, helps the doggirl immensely. She had been nearly dower at the end of the mission, and her time spent with the villagers clearly cheers her up.

Most of her time is dedicated to helping them directly. Her senses help her quickly root out any suspicion they may have towards one another, and the few who are found to be alien menaces still squirreled away are isolated and easily dealt with. With the tension in the air removed, she finds herself in the middle of a dozen tasks every day to help out. Being man's best friend, but even more intelligent and capable turns out to be a great boon, as her aid ranges from providing companionship to those who are making the move further into Coalition territory to helping train the villagers on firefighting techniques, or even going out to aid them on the occasional hunt to stock up their food supply.

She finds much of her time eaten up by Mane, the large mutant cat seeming to take some solace in another member of the 40-4th being a non-human. Though her initial distaste for the feline persists at first, a few days with him sees that ease up, until she fully accepts him as a member of the pack, though internally she has to keep herself from forcing a heirarchy. The spars (which she likely handily loses) do not help, though she is sure to pick up a thing or two.

Her thoughts on the macabre that the battlecat shares are simple. "I've seen a lot of humans die to things like suffocation or blood loss from fallen rubble and the like," she says, "I can't say I like it when I see them hurt or injured. But D-Bees, especially like the ones we fought..." she gives a rumbling growl, "Those I can get behind watching suffer." Notably, she makes no mention of being disturbed by fellow Psi-Hounds or battlecats being maimed or killed, not surprising for a loyal Dog-Boy like herself.

As the team finishes their mission, and makes their way out, Olive finds herself reflecting on her time there. So much of it spent with civilians, helping them directly instead of just harming their enemies, gets her to think back on her initial thoughts on this. They'd all be a crater right now with the initial orders. I would have made them a crater. She was taught and trained to kill humans on order, and would kill a mage or non-Coalition combatant without a second thought. Even the meat-puppets those things used to appear as human she had no issue killing, even when they were dressed up as soldiers.

But civilians of the CS were different, at least in her eyes. She shudders, watching the snow-covered streets of the evacuated town they leave behind for a moment before turning away. I hope I never have to make that decision. She is glad someone else in charge, someone more capable of those decisions than a lowly Psi-Hound like herself.
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-4 Dead Boy EBA w/Recon Helmet
M.D.C. by Location
  • Helmet: 70/70
  • Left Arm: 60/60
  • Right Arm: 60/60
  • Left Leg: 60/80
  • Right Leg: 80/80
  • Main Body: 70/100



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 17/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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