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16:02, 17th May 2024 (GMT+0)

San Sebastian Island Strike team.

Posted by SSOGMFor group archive public
Coxswain
Tue 4 Jan 2022
at 13:46
  • msg #7

San Sebastian Island Strike team

"We're under orders to avoid contact. To those ends, we'll be dropping you at the cove's inlet just north of the quay. There's a small beach at that point."

The coxswain's assistant is sending a radio message, and is heard to say something about "brief" and "destination".
Goliat
player, 50 posts
The devil inside
AR 12 SDC 55 (Armor)
Tue 4 Jan 2022
at 22:17
  • msg #8

San Sebastian Island Strike team

In reply to Bellissima (msg # 4):

"Mmhh, well if I pace myself 18 blast or 9 miscellaneous spells, but we will be on a ley line and a nexus point. There will be enough prana floating around that I could keep going all day. A frown appeared on his face. "I can turn us invulnerable to the energy, but without a fast way to leave the radioactive zone and a way to cleanse us it would be useless... if we survive the explosion that is."
Lite Star
player, 171 posts
Eliza Knight
Power Suit Pilot
Tue 4 Jan 2022
at 22:44
  • msg #9

San Sebastian Island Strike team

"Even if it ruined my thrusters I'd do everything in my power to get us out here and to a place where you could get sorted." Lite Star commented with a deep earnestness.  Looking over to the Naval crew men she shook her head.

"Some how I should have expected that."
Bellissima
player, 158 posts
Thu 6 Jan 2022
at 01:12
  • msg #10

San Sebastian Island Strike team

"I can go hard combat for about 10 mins, after that I will be limited and mainly depending on my martial arts training," she informed the Strike team.  "I plan on husbanding my resources carefully to extend my psychic abilities as long as possible." She explained to Maharaja nodding when Goliat offered up his limits.

Bellissima frowned at the Coxswain's statement about dropping them off on the beach outside of the cove. Another unexpected change to their plans, they had planned on taking the Zodiac right through the waterfall into the hidden port.  She would rather just have Lite Star drive the zodiac then have them dropped off outside of the waterfall.

Turning toward Lite Star, nodding in acknowledgement of the armored heroine's statement at what lengths she would go to save everyone. "Yeah, we should have.  That is going to change our timing a bit.  I take it that means we will be swimming through the waterfall?"  She asked  about how to handle this latest change of plans.  They hadn't even encountered the enemy yet. "I can levitate Maharaja and Goliat through the waterfall if needed," the brunette heroine shrugged, "Heck I could grab onto Lite Star's suit and focus on levitating the other two while Lite Star provides the propulsion through the waterfall and to the port."
Coxswain
Thu 6 Jan 2022
at 05:11
  • msg #11

San Sebastian Island Strike team

"As I said, we're under orders to avoid contact. If there was some sort of camouflage that would allow us to slip you into that cave without being noticed, well, presiding command officers are allowed to modify routes and destinations, within reason."
The coxswain then nods towards his assistant, who is apparently communicating with someone.
Bellissima
player, 159 posts
Thu 6 Jan 2022
at 05:30
  • msg #12

San Sebastian Island Strike team

Bellissima nodded over to Goliat, "Our friend can turn the zodiac invisible when we get to the entrance of the islet for several minutes, that should give you time to get us in and yourselves back out."
Goliat
player, 51 posts
The devil inside
AR 12 SDC 55 (Armor)
Thu 6 Jan 2022
at 06:22
  • msg #13

San Sebastian Island Strike team


"Mmhh. I can also fly you or more up there if the needs arise. I can also bench-press a couple of tons so no need to worry. I plan be a proud representative of the strike team. " He looked around at the military personal and wondered not for the first time if all the information they got was because there was more going on.
Lite Star
player, 172 posts
Eliza Knight
Power Suit Pilot
Sat 8 Jan 2022
at 13:02
  • msg #14

San Sebastian Island Strike team

Lite Star waits for the reply from the cox with regards to in the invisibility would let them actually carry out the agreed plan.  Of course failing that she could throw the pair over board and just take the boat in herself.  The sabotaging of the mission was getting ridiculous.  And it was really starting to support Justicar's paranoia.
Coxswain
Sat 8 Jan 2022
at 15:28
  • msg #15

San Sebastian Island Strike team

"Invisible? Ok."
"Second, run silent in the cove. We'll make for the cave."

This message had punctuation tweaked by the GM at 15:29, Sat 08 Jan 2022.
SSOGM
GM, 432 posts
Some Sort Of
Game Master
Sat 8 Jan 2022
at 18:08
  • msg #16

San Sebastian Island Strike team

At the cove entrance, the already quiet engine on the outboard motor becomes completely silent at some manipulation by the assistant coxswain. [Private to Goliat: Oddly enough, the very center of the nexus is the cave. In fact, you can be certain the waterfall isn't technological in nature once you reach the cove. Incidentally, this expands the utility of the invisibility superior spell to a point that we can ignore the numbers. You're character is strong enough to grab the zodiac and lift it, then cast the spell so that it covers everyone. The spell does indicate "anything he is wearing or carrying". Besides, the twenty PPE that the spell costs is exactly the amount of free PPE available each melee round.]
Goliat has no trouble cloaking the zodiac with invisibility, and his spell further muffles the already reduced sound of the boat. The waterfall even seems to flow around the boat rather than splashing on it. Inside the cave is just as it was described by the original infiltration. There are four men, apparently security guards, stationed in the lounge. Two of them occasionally walk the perimeter of the area, together.


Heroes Unlimited Revised Second Edition page 317:
2. Being at/on a ley line or a half mile from a nexus point increases the range, duration, and damage of magic spells, wards and circles by 50%. The mage can also draw 10 P.P.E. points from the ambient energy radiating from the ley line and nexus once per melee round (15 seconds). Furthermore, the character's own P.P.E. recovers at the increased rate of 10 P.P.E. per half hour/30 minutes, without meditation!
3. Being at a ley line nexus point or with in 200 feet (61 m) of a nexus point doubles the normal range, duration, and damage of magic incantations, wards and circles. The mage also enjoys a bonus of +2 to save vs magic and Horror Factor, plus his personal spell, ward or circle strength is also increased by +1. The mage can draw an additional 20 P.P.E. points once per melee round. Plus his own P.P.E. recovers at the incredible rate of 20 points per half hour!!


In reference to psionics:
Heroes Unlimited Revised Second Edition page 297:
Range and duration are increased by 50% when near a ley line (within two miles/3.2 km) and doubled when within one mile (1 .6 km) of a nexus point.
Damage from psionic energy attacks such as psi-sword, pyrokinesis, electrokinesis, and telekinesis is doubled when within a mile (1 .6 km) of a ley line nexus point (there's no additional damage from being directly on a ley line or nexus).


The waterfall IS the center of the nexus. The entire island is within one mile of the nexus point; the entire complex is within one half mile of the nexus point.
The Maharaja
player, 33 posts
Sat 8 Jan 2022
at 19:33
  • msg #17

San Sebastian Island Strike team

Mae Ha Rga gets into position to leap from the boat.
Whispering to Bellissima, "You take the one on the left.  I'll take the one on the right very quietly and then hide them behind boxes, no?"
Bellissima
player, 160 posts
Tue 11 Jan 2022
at 05:33
  • msg #18

San Sebastian Island Strike team

Bellissima whispers back to Maharaja, "Do you have a ranged attack?  I can reach out about 200 feet." At a rough estimation, from the edge of the dock to the lounge seemed to be roughly 100 feet.  There were stacks of boxes for cover, but overall the dock was a very open area.

They are still on the Zodiac approaching the dock quietly under Goliat's spell. Pausing in thought she turned toward Goliat and asked quietly, "If we leave the zodiac, do we lose the invisibility?"  She doesn't know how his spells work, maybe you only have to be close to Goliat during the cast and afterwards it is possible to spread out.
The Maharaja
player, 34 posts
Tue 11 Jan 2022
at 15:42
  • msg #19

San Sebastian Island Strike team

In reply to Bellissima (msg # 18):

"I have some shuriken that I can throw just over 100 feet if I put all my effort into it."
Lite Star
player, 173 posts
Eliza Knight
Power Suit Pilot
Tue 11 Jan 2022
at 18:06
  • msg #20

San Sebastian Island Strike team

"Go with what ever silent take downs you have.  The deeper we can get without tripping an alarm the better.  But we are going to get noticed at some point.  Once the roving patrol is down we go and deal with the ones in the lounge."

Lite Star crouches ready to leap onto the side of the dock when Bellissima and Maharaja have done their work.
Bellissima
player, 161 posts
Fri 14 Jan 2022
at 03:57
  • msg #21

San Sebastian Island Strike team

Bellissima nodded as Lite Star green lighted the attack.  She looked over at Maharaja, "I will take the farther guy, you take the closer one, on 3." She focused her psychic powers, opening herself up to hear other people's thoughts, focusing on the guards even though they are out of range at the moment. As soon as they are within 100 feet of the closer guard, Bellissima started the count down, "1..2...3!" Then she reached out with her telekinetic powers and grabbing the furthest patrolling guard and slammed his head into the ground.

As she was slamming the guard's head into the ground, she realized she was stronger within the nexus point as she found she could hear the thoughts of the guard closest to them.  She also internally flinched as she realized she slammed the guard's head into the ground harder than she expected. "Ooops."

quote:
1st action: Activite Telepathy
2nd action: Activite Telekinesis and Slam furthest guards head to the ground:
  21:44, Today: Bellissima rolled 17 using 1d20+3.  Bellissima attacking with Super TK.
  21:45, Today: Bellissima rolled 5 using 2d4.  Bellissime damage with super TK.
  Total Damage: 5x10x2= 100 points of damage.
3rd action: Ready to slam any conscious guard's head into the ground
  21:49, Today: Bellissima rolled 5 using 1d20+3.  Bellissima attacking with Super TK.



Hitpoints: 23/23, SDC: 56/56, ISP: 102/136

Bellissima has Sixth Sense to warn her of an imminent attack, always on as long as she has ISP.
Mind Block - Auto: always on, she has to let telepathy and empathy in.

Nexus point bonus: within one mile of nexus point: range, duration and damage doubled

Telepathy for 4 mins(8 mins): Read surface thoughts up to 60 feet (1 8.3 m) away or
two-way telepathic communication up to a distance of 140 feet  (120 ft/280 ft)

Super Telekinesis 4 mins(8 mins): 300 lbs for 30 ISP for 4 minutes, range: 100 feet(200 feet)

[Private to GM: 25 points for subduing guard and RPing it]
This message was last edited by the GM at 01:07, Wed 09 Mar 2022.
Patriot
player, 19 posts
Fri 14 Jan 2022
at 06:57
  • msg #22

San Sebastian Island Strike team

message
[Language unknown: "Iereil ersthaoul, entdayman ec iemous laryinove, ekcaom hiitmi usesno. Iountelatwit ta NAOUR. Ce icomme ac?"]
The Maharaja
player, 35 posts
Fri 14 Jan 2022
at 13:49
  • msg #23

San Sebastian Island Strike team

In reply to Bellissima (msg # 21):

On '3' Mae Ha Rga bursts from hiding and runs full speed at the other guard and gets him in a sleeper hold.  Holding his limp body in front of him he casually backs away to the nearest stack of boxes and hides behind them with the unconscious guard.

Rolled 2 + 7 to attack.  I assume I would need to roll for Prowl as well:  rolled 79% / 30%

(Sorry guys.  My dice are usually better behaved when company is over.)

[Private to GM: 25 points for skill use, 25 points for subduing guard and RPing it]
This message was last edited by the GM at 01:10, Wed 09 Mar 2022.
SSOGM
GM, 435 posts
Some Sort Of
Game Master
Sat 15 Jan 2022
at 12:03
  • msg #24

San Sebastian Island Strike team

JUSTICAR
[Private to group LESPradio: +"Crusader, its yours! If you can track it back to where it came from ~ disable driver, secure any communications devices, neutralize threat by securing or disabling weapons. Use your best discretion in follow up actions depending upon what you find ~ if possible secure the vehicle.  We will continue toward the Shack Objective."+]

Crusader
[Language unknown:  "Outla Eremen'ereeen. Tersetthueen ER prostareatheset ratne?"]

Chimp Man Z
[Private to group LESPradio: I'm on it.  we want them to know we are here anyway,]

JUSTICAR
[Private to group LESPradio: +"Patriot, linking my audio-sampling telemetry with your cyber-hearing. Triangulate with my sensors the vehicle's vector and potential number.  Can you confirm it is only one vehicle?"+]
[Private to group LESPradio: +"We should stick with the objectives CMZ...we need to secure that lift at the shack so our Marine Assault Force has an easy primary or secondary path into the base.  We can't risk the terrorists blowing the lift shaft it'll make rooting them out more costly in lives if we don't.  Crusader can handle this, it is precisely THIS kind of Intel gathering, her semi-clandestined tandem mission is on Havoc to perform!
Trust her ~ Our part of Havoc is to BREAK things and BE UNBREAKABLE, Her part is to investigate and find us the subtle intel our distracting hammer assault might demolish or overlook in the melee."+
]

Patriot
[Language unknown: "Ne ic, Hona hou e aterac essyinall. Pline ichcomith son eenkoress m ro ain, inrece leusmoen p ngivic al todi whch sepeet. St laieno ughanderecom k t i comareles evreit."]
This message was last edited by the GM at 12:19, Sat 15 Jan 2022.
SSOGM
GM, 436 posts
Some Sort Of
Game Master
Sat 15 Jan 2022
at 12:38
  • msg #25

San Sebastian Island Strike team

To no one's surprise, Goliat's invisibility holds till an attack is made. Bellissima slams down the guard, who lays still bleeding from a head wound. The Maharaja takes the other roving guard from behind, and promptly lays the limp body on the hard, cold concrete of the installation. The noise made was negligible and the other two guards are unaware that anyone is there.
The zodiac drops off Goliat and Lite Star before quietly exiting the cave, still protected by the invisibility.
Bellissima
player, 162 posts
Sun 16 Jan 2022
at 15:06
  • msg #26

San Sebastian Island Strike team

Bellissima turned toward Lite Star and telepathically sent to her, "Reading their minds, checking alert status of base."    She quietly moved into range of the guards in the lounge room, staying and hidden and quiet as possible, but accidentally making noise as she leaned against a stack of boxes that weren't as full as she thought they were.  She managed to keep the boxes from falling to the floor with a quick grab with her telekinesis.

Then she focused her telepathy on the closest guard to see what was going through his surface thoughts.



quote:
09:03, Today: Bellissima rolled 76 using 1d100.  Bellissima Prowl.


Hitpoints: 23/23, SDC: 56/56, ISP: 102/136

Bellissima has Sixth Sense to warn her of an imminent attack, always on as long as she has ISP.
Mind Block - Auto: always on, she has to let telepathy and empathy in.

Nexus point bonus: within one mile of nexus point: range, duration and damage doubled

Telepathy for 4 mins(8 mins): Read surface thoughts up to 60 feet (1 8.3 m) away or
two-way telepathic communication up to a distance of 140 feet  (120 ft/280 ft)

Super Telekinesis 4 mins(8 mins): 300 lbs for 30 ISP for 4 minutes, range: 100 feet(200 feet)


[Private to GM: 25 experience points for skill use]
This message was last edited by the GM at 16:10, Sun 16 Jan 2022.
Lite Star
player, 174 posts
Eliza Knight
Power Suit Pilot
Sun 16 Jan 2022
at 16:59
  • msg #27

San Sebastian Island Strike team

With a slight nod Lite Star agreed, moving to cover also and waiting to get the reply from the psychic.  The antenna on the helmet twitched a little as they scanned around with their enhanced audio pick up and sensory cameras, looking for anything amiss and covering all angles, including above them in the rafters of the dock area.
SSOGM
GM, 439 posts
Some Sort Of
Game Master
Wed 19 Jan 2022
at 11:52
  • msg #28

San Sebastian Island Strike team

Bellissima and The Maharaja have become visible (as they attacked). Goliat and Lite Star remain unseeable. In addition, those still under the spell remain quieter than those no longer subject to its benefits.
[Private to Goliat: Just a reminder, you are at a ley line nexus which gives an extra ten PPE per melee round to use for casting. The cost of spells is halved and duration is doubled. That means you can turn two people per melee round invisible, and they will remain so for twenty-four melee rounds, at no PPE cost to you. Casting the spell isn't an act of aggression and will, therefore, not end the caster's invisibility.]
Bellissima
player, 165 posts
Sat 22 Jan 2022
at 21:50
  • msg #29

San Sebastian Island Strike team

Bellissima projected into Lite Star's mind, "Nothing useful coming out of these guys brains, do you want me and Maharaja to take them out since we have already broken our invisibility?"  The brunette was judging if there was any furniture she could pick up and slam into the guards, but decided it would be better to just attack directly again.
Lite Star
player, 175 posts
Eliza Knight
Power Suit Pilot
Sat 22 Jan 2022
at 22:22
  • msg #30

San Sebastian Island Strike team

Concentrating and hoping Bellissima could receive the message, having no idea how it worked.

"Go ahead.  We'll move up to the entrance to the rail system and keep an eye there, make sure it isn't shut off."

Gesturing for Goliat to join her, Lite Star moved forwards across the dock to the monorail entrance.
Bellissima
player, 166 posts
Sun 23 Jan 2022
at 00:47
  • msg #31

San Sebastian Island Strike team


Bellissima nodded at Lite Star in acknowledgement of receiving her thoughts, the psionic heroine turned toward Maharaja and telepathically sent, "Lets take down the guards in the lounge, same plan as before?" She suggested as she moved stealthily, accidentally kicking the corner of a box and nearly knocking it over.  Hissing as she held back a cry of pain at stubbing her toe she continued to move where she could see the farthest guard and still have cover.  She checked to see that Maharaja was ready, she telepathically counted down, " 1, 2, 3!"  As soon as she finished sending 3, she reached out with her telekinesis and grabbed her target and slammed him into the floor.

quote:
Action 1: prowl to place where she can see the guard: 18:14, Today: Bellissima rolled 73 using 1d100.  Bellissima Prowl 50%

Action 2: 18:21, Today: Bellissima rolled 14 using 1d20+3.  Bellissima grabbing with Super TK.
18:23, Today: Bellissima rolled 11 using 4d4.  Bellissime damage with super TK.  Damage: 11*10= 110.

Action 3: Ready to grab and slam other guard incase Maharaja doesn't make it over
18:28, Today: Bellissima rolled 7 using 1d20+3.  Bellissima grabbing with Super TK.
18:28, Today: Bellissima rolled 8 using 4d4.  Bellissime damage with super TK. Damage: 8*10=80.



Hitpoints: 23/23, SDC: 56/56, ISP: 102/136

Bellissima has Sixth Sense to warn her of an imminent attack, always on as long as she has ISP.
Mind Block - Auto: always on, she has to let telepathy and empathy in.

Nexus point bonus: within one mile of nexus point: range, duration and damage doubled

Telepathy for 4 mins(8 mins): Read surface thoughts up to 60 feet (1 8.3 m) away or
two-way telepathic communication up to a distance of 140 feet  (120 ft/280 ft)

Super Telekinesis 4 mins(8 mins): 300 lbs for 30 ISP for 4 minutes, range: 100 feet(200 feet)

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