CEAL Lab and Weapons / Armor Bunker INFO & TALK

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Daniel
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CEAL Lab and Weapons / Armor Bunker INFO & TALK

Post by Daniel »


  • Located inside the envelope left for Gargamel and Cantrell is information on what is located in the Bunker under the zoo. There is a rough map (next post) and information on the weapons and armors located in the bunker. The general idea is that Scara and Giest's forces are going to equip themselves with these weapons and armors - stopping them from accessing these items will help in the up coming war. Having these weapons and armors (stolen from Giest) will allow the rebels (you) to equip the masses to fight against Giest).


    Gloom Defense Force Light Power Armor
    QUANTITY: 400
    • Built by Golden Age Weapons and used by Security Forces in Gloom. The GDF LPA v1 was designed after pre-Rifts schematics by GAW. Giest ordered a shipment of these light power armor suits for her CEAL creations. Located under the bio-dome Gloom Zoo in guarded bunker are 400 of these suits just waiting for some one to steal them before the CEALs can get them. These suits are powered armor, from bygone days, and are not really Power Armor. Just bulky suits of armor which can be used by anyone, like say, average citizens in Gloom.
    Light Power Armor: Size 1, Armor +10, Pace 10 (24 mph, 38 kph), Crew 1, Remaining Mods 0
    Notes: armor, pace, fully environmentally sealed suit (O2 6 hours), sensor-suite, 2x strength-enhancement (for a +2 die types)
    Weapons:
    • None.
    Image

    GAW Ripper Chainswords
    QUANTITY: 100
    • Chainswords: Because Light Sabers arn't messy enough! Also located in the underground bunker/storage in Gloom.
    GAW Chainsword:
    • Damage: STR+2d10 MD
    • Weight: 15
    • Cost: 14,000 credits
    • Notes: AP 2. One Handed Weapon.
    Image

    GAW Ripper X1 Rifle
    QUANTITY: 100
    • GAW Assault rifle also located in the underground bunker/storage in Gloom.
    GAW Ripper X1:
    • Damage: 2d8+2 MD
    • ROF: 2, 3RB
    • Range: 24/48/96
    • Payload: 30 round box mag
    • Chain blade Damage: STR+2d6 MD
    • Weight: 14
    • Cost: 34,000 credits
    • Notes: AP 2.
    Image

    GAW M4 Carbine
    QUANTITY: 300
    • GAW Assault rifle also located in the underground bunker/storage in Gloom.
    GAW M4:
    • Damage: 2d8+2 S.D.C.
    • ROF: 2, 3RB
    • Range: 24/48/96
    • Payload: 30 round box mag
    • Weight: 7
    • Cost: 1,000
    • Notes: AP 2
    Image
OOC Comments

Code: Select all

Located inside the envelope left for Gargamel and Cantrell is information on what is located in the Bunker under the zoo. 

[b][size=150]Gloom Defense Force Light Power Armor[/size][/b]
[list]Built by Golden Age Weapons and used by Security Forces in Gloom. The GDF LPA v1 was designed after pre-Rifts schematics by GAW. Giest ordered a shipment of these light power armor suits for her CEAL creations. Located under the bio-dome Gloom Zoo in guarded bunker are 400 of these suits just waiting for some one to steal them before the CEALs can get them. These suits are powered armor, from bygone days, and are not really Power Armor. Just bulky suits of armor which can be used by anyone, like say, average citizens in Gloom.[/list]

[b][size=200]⇸ [/size][/b][b]Light Power Armor[/b]: Size 1, Armor  +10, Pace  10 (24 mph, 38 kph), Crew  1, Remaining Mods 0
[b][size=200]⇸ [/size][/b][b]Notes[/b]: armor, pace, fully environmentally sealed suit (O2 6 hours), sensor-suite, 2x strength-enhancement (for a +2 die types)
[b][size=200]⇸ [/size][/b][b]Weapons[/b]: [list][*]None. [/list]

[img]https://db4sgowjqfwig.cloudfront.net/campaigns/139427/assets/827703/gdf_gaw_v1.png?1518201705[/img]

[hr][/hr]
[size=150][b]GAW Ripper Chainswords[/b][/size]
[list]Chainswords: Because Light Sabers arn't messy enough! Also located in the underground bunker/storage in Gloom.[/list]

[b][size=200]⇸ [/size][/b][b]GAW Chainsword[/b]: [list][*][u]Damage[/u]: STR+2d10 MD [*][u]Weight[/u]: 15 [*][u]Cost[/u]: 14,000 credits [*][u]Notes[/u]: AP 2. One Handed Weapon.[/list]

[img]https://db4sgowjqfwig.cloudfront.net/campaigns/139427/assets/827704/1swqad.png?1518202878[/img]

[hr][/hr]
[size=150][b]GAW Ripper X1 Rifle[/b][/size]
[list]GAW Assault rifle also located in the underground bunker/storage in Gloom.[/list]

[b][size=200]⇸ [/size][/b][b]GAW Ripper X1[/b]: [list][*][u]Damage[/u]: 2d8+2 MD[*][u]ROF[/u]: 2, 3RB [*][u]Range[/u]: 24/48/96 [*][u]Payload[/u]: 30 round box mag[*][u]Chain blade Damage[/u]: STR+2d6 MD[*][u]Weight[/u]: 14 [*][u]Cost[/u]: 34,000 credits [*][u]Notes[/u]: AP 2.[/list]

[img]https://db4sgowjqfwig.cloudfront.net/campaigns/139427/assets/827708/1agnn.png?1518203403[/img]

[hr][/hr]
[size=150][b]GAW M4 Carbine[/b][/size]
[list]GAW Assault rifle also located in the underground bunker/storage in Gloom.[/list]

[b][size=200]⇸ [/size][/b][b]GAW M4[/b]: [list][*][u]Damage[/u]: 2d8+2 S.D.C.[*][u]ROF[/u]: 2, 3RB [*][u]Range[/u]: 24/48/96 [*][u]Payload[/u]: 30 round box mag [*][u]Weight[/u]: 7 [*][u]Cost[/u]: 1,000 [*][u]Notes[/u]: AP 2[/list]

[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092826-82378e75.png[/img]
Agents of Titan Robotics Industries (AoT)
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• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
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• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
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• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
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Daniel
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Re: CEAL Lab and Weapons / Armor Bunker

Post by Daniel »


Above Ground Picture of the "Zoo" Area.

Image

A hand sketched map is provided in the envelope looking like this:Image
The west end of map is the starting point.

Hand written notes by Jackshot show that the access point to the bunker is from the zoo. There is a hand drawn map (above) showing a generator room and a weapons room and a lab. Notes state that it would help to destroy the lab, and generator and steal the weapons and armors.


When you are ready to assault the Zoo a new Thread will be used. I have not posted that yet.

You can post away in this thread to plan or say what ever you wish. In Character or OOC.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Libertas Magicum
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Re: CEAL Lab and Weapons / Armor Bunker

Post by Libertas Magicum »

Lib looks over the schematics, once Cantrell brings them in on the plan. "Boss, it's a little risky, but you should know it would be possible for us to start out in the lab, proper, and then fight our way out, instead of in--it would give us the element of surprise, but once that was lost, we'd be in the thick of it until we can force our way out. I probably wouldn't have enough juice left to get back out the same way--blind 'ports are tricky as hell." He considers. "Also, I'd need someone who could rejuvenate me--taking a big group would be a drain."
The Mechanics
Okay, so Lib is suggesting he could build a Teleport device (or, more properly speaking a Greater Teleport device). Use it to get 40" would cost 10 PPE; he'd either have 12 or 17 in the device, depending on the Build Roll. Tricky bit is that teleporting to a place you've never been is a Smarts roll at -4. It COULD backfire, in which case everyone ends up standing back where they started, Shaken. And if he rolls a 1 on the Casting die, everyone takes damage after being Shaken. So, yes, Some Risk Required.

Even if it does work, Lib gets himself and 5 other passengers 'free' with Greater Teleport, but the last two people would be a Fatigue Level each. So he'd be at -2 Fatigue, and in desperate need of succor.

Still, it would be the last thing the guardians, whoever they are, would be expecting.
.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: CEAL Lab and Weapons / Armor Bunker

Post by Jitters »

Roughly how many yards is it from the entrance to the lab? If it's less the 240 yards (pace 120), Jitters could run that in less than one combat round to place a teleportation receiver, so instead of attempting a blind teleport, just teleport to the beacon.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Jitters
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Joined: Sun Dec 17, 2017 9:52 pm

Re: CEAL Lab and Weapons / Armor Bunker

Post by Jitters »

Also, are all of those doors open or closed? That would wind up being the biggest thing that would slow Jitters down.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: CEAL Lab and Weapons / Armor Bunker

Post by Jitters »

However, if Jitters was Intangible, he'd be able to walk through the walls, right?
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Libertas Magicum
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Re: CEAL Lab and Weapons / Armor Bunker

Post by Libertas Magicum »

The beacon would need to be capable of transmitting images, but that could work, yes.

I put the horizontal distance from door to lab interior at about 60", which would be around 360'/120 yds. For Greater Teleport, that's either 15 PPE on a success, or 10 on a Raise.

I think it's about 9-10" of vertical movement there, as well, which is what matters for running there, so total of 70", call it--140 yards. So, assuming that none of the barriers prevent intangibility, you'd be fine. (If they do, then we'd probably have issues with teleporting, too, of course.)
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: CEAL Lab and Weapons / Armor Bunker

Post by Jitters »

Would it be possible to dig that deep? At least quickly enough to matter? (Say, 1 minute max?)
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Gargamel
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Re: CEAL Lab and Weapons / Armor Bunker

Post by Gargamel »

Notice [dice]0[/dice]
wild dice [dice]1[/dice]

"I don’t see us fighting our way out of there unless we arrange for the entrance to be attacked at the same time; split their forces as a diversion. “If you can get us in there Libertas,” Gargamel held up a small dark gem, “this stores magical energies that can be drawn off from. Will it be enough to be able to teleport us back out again?”
OOC Comments
holds 5 PPE that regenerates every 24 hours
“Do we fight to take the place or do we destroy the items and get out? Do any of you have any demolitions or computer skills? Blowing the place up is one thing, but also ensuring that there are no files remaining is another.” Damn, he wished Thrudh was here. He could do the explosives and be in charge.
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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Libertas Magicum
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Re: CEAL Lab and Weapons / Armor Bunker

Post by Libertas Magicum »

Lib shakes his head. "No, a device like that would have a fairly short shelf-life, and be pretty much good for a one-way trip. And I thought part of the job was getting the armory's contents out for the benefit of our guys, not just blowing the place up. I'm pretty sure we're fighting our way through the defenders, regardless of which direction we're going."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Humble
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Re: CEAL Lab and Weapons / Armor Bunker

Post by Humble »

Humble listens to the discussion and thinks of course they could fight there way in and out. If he is helping, there is nothing that can stop Humble. But wanting to help and knowing not everyone is as willing as him to get shot he offers up the perfect solution. "Nuke entrance.
"Humble kill everything else.
"Sort through corpses for stuff"

A fairly complex plan and much more complex than he would normally use. But they seemed really worried about something in there and after all even he can be hurt by those big missiles on the robots. Feeling pretty satisfied with his solution he offers some of the ham he was eating to the rest of the team brainstorming. Everyone likes to eat after the planning is done.
OOC Comments
He may not be the best strategic adviser, but he tries.

Out of character Humble could perform a great distraction at the front. It would be a great way to test his regeneration and see if that retrapped Harder to Kill edge is as effective as I have been treating it.

Parry: 9 (1 from swords)
Toughness: 16 (4)

Humble
Bennies and Resources

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Daniel
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Re: CEAL Lab and Weapons / Armor Bunker

Post by Daniel »

Additional Details based on whats been said:

The Lab room is 25 feet underground. Once one opens the door from Zoo to the "Start" area there is a set of stairs ...

Here is a map with some dimensions on it. Please note the distances in feet are approximate.
OOC Comments
Image
So until this weekend when I get time to type up next GM post you can talk here and you have the Short Interlude here.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: CEAL Lab and Weapons / Armor Bunker

Post by Jitters »

Humble wrote:Humble listens to the discussion and thinks of course they could fight there way in and out. If he is helping, there is nothing that can stop Humble. But wanting to help and knowing not everyone is as willing as him to get shot he offers up the perfect solution. "Nuke entrance.
"Humble kill everything else.
"Sort through corpses for stuff"

A fairly complex plan and much more complex than he would normally use. But they seemed really worried about something in there and after all even he can be hurt by those big missiles on the robots. Feeling pretty satisfied with his solution he offers some of the ham he was eating to the rest of the team brainstorming. Everyone likes to eat after the planning is done.
OOC Comments
He may not be the best strategic adviser, but he tries.

Out of character Humble could perform a great distraction at the front. It would be a great way to test his regeneration and see if that retrapped Harder to Kill edge is as effective as I have been treating it.
"Humble, the nukes wouldn't just kill the enemies we want to loot, but it would also destroy the loot that we want to loot. Not to mention the radiation fallout would poison the city we are trying to save.
If our only goal was destroy everything, it would be more plausible to do just that. But it would ruin everything else that we have fought so hard for the we would be doing Scara's work for her. Does that make anymore sense?"
Jitters explains to the big guy. He looks to Libertas and says "Gargamel has a good idea about a simultaneous assault on the front entrance and from inside was we try to make our escape, but unfortunately we really don't have enough people to spare to make that a feasible option as we probably are going to need most, if not everyone inside the bunker. However that does give me a thought. Libertas, can you make a device that projects hard light holograms, maybe something that can cause just enough damage that the defenders will believe that the threat is real?Perhaps we can have almost all of the holograms 'missing' their target to explain why the defenders aren't taking damage, or even glancing blows and grazing hits, and can have a random hologram being the one that actually deals damage so that it's not the same hologram each time hurting one of the, and therefore make it less likely they will see through the ruse before we get out of there?"
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Libertas Magicum
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Re: CEAL Lab and Weapons / Armor Bunker

Post by Libertas Magicum »

Lib shakes his head. "You'd think so, wouldn't you? But no one's quite cracked the 'plausible hologram' barrier, yet."
OOC Comments
Illusion ain't on the TW list, sadly.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: CEAL Lab and Weapons / Armor Bunker INFO & TALK

Post by Cantrell »

"I'd rather not split the party. Bad things tend to happen when we do that," Cantrell says. "But I do like the idea of 'porting in to the center of the complex and fighting our way out. Maybe turn some of their own defenses against the. At the very least, we're starting in the softest and squishiest part of their base, and should be able to do some real damage, faster."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Libertas Magicum
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Re: CEAL Lab and Weapons / Armor Bunker INFO & TALK

Post by Libertas Magicum »

OOC Comments
Build Teleport (Techno-Wizardry) [dice]0[/dice]
Wild Build [dice]1[/dice]
Raise: Device has 1/2 + 5 PPE: 17 PPE total.
Lib nods to Cantrell. "I'll prep the device, then."

He gets to work, periodically plugging two cords from the staff into the small portal-maker. It only takes a few moments, and then he nods. "Done. This'll get us all in; depending on the fine details, I might even have enough juice for a lesser 'port later on. Now, about that rejuvenation I'm gonna need.... Do we have anyone capable of it, or do I need to rig another device for that and hand it off before we go?"

He considers. "Oh, and calculating three-dimensional hyperspace navigation blind off a schematic is tricky business; I'm gonna want to open by overcharging my cognitive capabilities. How close is the nearest Ley Line? If it's less than an hour or two, it might be worth it for me and the other PPE-users to go there to 'load up' right before we get down to brass tacks."
Gamespeak
So, any of us got succor? If not, Lib can build a device for some other AB-user to pop off on him.

Since Blind Teleports require a Smarts -4 roll, Lib wants to open with Greater Boost Trait on himself. If he gets a Raise (reasonable odds of that), he can make the Smarts roll at a flat d12/Wild Die. If there's a usable Ley Line close enough to the site, letting the PPE folks walk in with double/triple PPE is kinda sweet.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: CEAL Lab and Weapons / Armor Bunker INFO & TALK

Post by Maximilian »

Max raises a point to Cantrell and Libertas. "Any reason to bring Nadine along for this ride? Maybe not fighting out from the inside; she's probably too big. Should she clear out the exit end, give you guys a clean break once you hit the doors, or should I just plan on getting ported in with the rest?"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: CEAL Lab and Weapons / Armor Bunker INFO & TALK

Post by Daniel »

GM NOTE:

March 10th approximately will be the Mass Battle where we the BC and 13th reunite. Due to the story line of t'Fethic, Cira etc happening, this assault on the Lab will be unused. Story wise, the JAL, who are in Gloom waiting to assist you, assault the Lab before you finish planning the assault.

Thank you JAL.

We (The Vanished) will finish up fight with t'Fethic's students and then I will drop a final GM post that happens after the fight. You will be able to post a response to that GM post, and then we are reunited! The final GM post will be a Quick Combat Scene that wraps things up for the Vanished.

Thank you.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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