You're doing what seven month old babies, even with the minds of adults, do best. Napping.
A biped leans over you.
"Ah, there you are, so cute. And such an amazingly powerful temporal paradox. To be. Could be. Might be. Was. Hmm. This language of yours is not really adequate for temporal issues."
You start to be worried. And he smiles. And suddenly you're very, very calm.
"I hope to help you resolve this situation, or potential situation, or situation already past, meh, but that will require you taking something of a sidetrip. A detour. But you should be back here later."
He slips a ring on your finger. And picks you up on his shoulder and burps you.
"So many millenia since I did that, or was it just this morning, or is there any differnce, but its nice to see I still have the touch."
The room vanishes around you.
"I've watched a hundred dopplegangers in a hundred timelines make the exact same mistake to become dopplegangsters." His cheerful baritone contains a note of warning, but it soothes you as you spin through the void. Even as your adult mind finds it silly to be soothed, your baby body responds.
"Mind and body talk to each other, little verser." He says in another room. "This was the nearest shortcut to your other location/time/space/universe coordinates." He pauses. "At least with avoiding the road block created by the Time Police near level five."
He lays you down, and shuts your eyes. You realize you still haven't gotten a good look at him, or know who he is.
"Call me Clock." He says to your closed eyes, and you feel a shifting in yourself. A stretching, a cacophony of nerves reporting strange messages, and then it ceases. It feels familiar.
You realize you're laying on your back on a dusty floor. Your t-shirt and diaper don't remotely fit now with your shirt now being more of a necklace. There's a new ring on your finger. Clock feels gone. You hear a thrumming noise. It sounds like crickets.
What do you do?
Am I still in a baby body? If the shirt fits like a necklace, then that would seem to imply I suddenly got back into my adult form. Look around. Where am I, what does my body look like? If I'm still a baby, there isn't much of anything I CAN do besides that. Any Scriff vectors to my gear?
You open your eyes, and you're in your adult form. You realize that all that noise of your nerves and the strange feelings was your body growing to normal size. How? Good question.
You look like you did when you were eighteen, except you have no scars you had gathered by that time.
Looking around you see a shadowed room to your right at 3 o'clock. There are three metal shelving units with some little stuff on them. The room goes back a ways, but the dimness is too much to make out details.
You lay in a wide doorway ten feet wide, and twelve feet tall.
To your left at 9 o'clock is a better lit room with a window high in the wall with some sort of glazed material in it that provides natural light. This room leads to a wide corridor toward your feet or 6 o'clock, and a narrow corridor leading out of the bright room at 2 o'clock.
Your gear is piled up neatly next to you.
This is the contents of the Verser's Survival Pack, I know this came because I was wearing it when I versed out of TerraNova. The rest of my gear, I have no idea what all came, because that was all 10,000 miles away and has not yet been recovered. If I'm 18 again, then I would have no trouble at all carrying all of this.
Equipment
Local
Leatherman multi-tool, (pliers, 3 flathead screwdrivers, 1 Phillips screwdriver, blade, can opener, two-sided file and scissors) (second of these, slightly different) in black nylon case on belt
Magnesium fire starting tool (fanny pack)
Screwdriver, long heavy flathead
Vicegrips
Claw Hammer
Duct Tape, 1 roll
1 complete first-aid kit weight 1 pound has tweezers, over 100 band-aids, several gauze pads, an instant ice pack, surgical tape, rubber gloves, instruction book
2 BIC Cigarette Lighters
T-shirt, worn
Jeans, worn
Socks, pair, worn
Underwear, worn
leather billfold
Ruger P-89 pistol 15 shot magazine +1 chambered 9mm 3# reload (clip) 0:12 RF10 dangerous 10':75':150':300':+1/3'
$15.75 money from B Movie Monster World
8 magazines 15 round each for 9mm Ruger (one empty, one –2)
Military Surplus Sleeping Bag
Keyring: house key, mailbox key, toolbox key, AND a key that will open standard issue police handcuffs
Throwing Knife
holster for a Ruger P-89, has pouch for single spare clip
two-quart aluminum canteen with canvas case and shoulder strap
New Combat Boots, original SWAT brand, size 13
Hobo Knife, splits with knife and spoon on one half, fork and can opener on the other, fanny pack
KABAR, 12 inch Marine (military) fighting/survival knife, black leather sheath.
4 gold coins, 1 ounce each, 24K ($3200 original price in B Monster Movie World), fanny pack, say "United We Stand" with a picture of the American flag on one side, and on the reverse the words, "We must all hang together, or surely we will all hang separately.--Benjamin Franklin"
10 blocks .999 silver, 1 ounce each ($461.00 original price in B Monster Movie World), fanny pack, say "E Pluribus Unum" under a picture of the United States Capitol building, and on the reverse "United States of America" over the image of George Washington.
Diamond ring, gold setting, $225 original price (B Monster Movie World), fanny pack
Diamond ring, gold setting, $235 original price (B Monster Movie World), fanny pack
Fanny pack, black leatherette with cloth strap and plastic buckle, on waist
Ronco Pocket Fisherman
Deck playing cards
8 shillings, 0.5z nickel
8 pence, 0.5z bronze
Jumpsuit, drab green khaki (standard WW2 army) one piece, step into legs, pull shirt up behind you, put arms through sleeves, and button front from fly to collar; twin patch breast pockets, left and right outside pouch pockets above the waist, front and rear hip pockets stitched inside, and a pair of large outside pockets on the upper legs with snap-down flaps on top. sleeve cuffs button, and there are loops for a belt, cuffs on the legs, apparently so the length can be adjusted--or so that if you drop a screw you know where it landed. worn
Jumpsuit, drab green khaki (standard WW2 army) one piece, step into legs, pull shirt up behind you, put arms through sleeves, and button front from fly to collar; twin patch breast pockets, left and right outside pouch pockets above the waist, front and rear hip pockets stitched inside, and a pair of large outside pockets on the upper legs with snap-down flaps on top. sleeve cuffs button, and there are loops for a belt, cuffs on the legs, apparently so the length can be adjusted--or so that if you drop a screw you know where it landed.packed
Invisibility cloak M1@3 Active when Worn confers M5@8 Invisibility and M7@3 Penetrate Disguise
Straight Razor
Quiver, 30 quarrel capacity
2 Fragmentation grenades, 10':30':60':100':+1/1', fatal 10'r
2 Glue grenades, 10':30':60':100':+1/1', 10' diameter sphere of glue strands difficult check, additional 10'r simple check to break strands
Smith & Wesson .357 six-shot revolver with 4" barrel and rubber grip
60 rounds .357 revolver ammo
4 days worth trail/adventure food. Water is required to prepare these, but some components are ready to eat particularly in the "lunch" packs.
Full-sized synthetic backpack with lightweight polymer frame can carry 240 pounds in a six cubic foot interior , 3'x2'x1', with a maximum enclosed diagonal (for an object running from opposite corners through the center of the pack) of 3'9". It weights 2 pounds
High-tech (Terranova) Crossbow, It's a bottom lever action drawstring and a simple mechanical trigger mechanism to release the string. The frame is a lightweight material, something like plastic but extremely hard and not at all flexible. The bow is obviously a different material, flexible, only about twelve inches across but with tremendous draw power when pulled back. Quarrels sit in the track in a drop-in loading system, and there are clips along the right side to hold five quarrels for ready access, point down, fletching up. There is a flip-up cross-hair a pin sighting system that is calibrated for range and gravity. The drawstring seems to be a synthetic spider web. The bow twists ninety degrees, folds down, and slides parallel beneath the stock, making the entirey device twenty-seven inches long, three inches at the widest point, and five inches top to bottom. RF1, 20':50':100':150':+2/3'
12 Chlorine water purification pills, one pill per 2.5 gallons/10 liters normal contamination water in ziplock bag
36 Crossbow Bolts, hunter heads, polymer shank and fletching
2 platinum ingots, 2z each
9 Speedloaders for .357 revolver, loaded, 1 silver bullets, 1 gold bullets
1z lead ingots
9mm Carbine (rifle) 30 shot magazine (identical to Ruger P89 clip) 0:12 reload dangerous RF6, triburst option (three bullets in one second, full auto) RF3 provides two dangerous intrinsic riders (not bonused for MSV), 20':150':300':600':+1/6'
Trench coat, untearable, -DC from knees to shoulders including arms on kinetics, reflects lasers
7 30 round 9mm mags for pistol/carbine rubber-banded to stock and shoulder sling of carbine
2-magazine holder for 15 round 9mm magazines
Speedloader pouch holds two speedloaders
Holster for .357 Revolver
Shotgun, single shot 12 gauge
8 .00 buckshot shells
8 flare shotgun shells
8 shredder shotgun shells
2 shotgun belts, 12 round
Wilderness Survival Book, plastic
Solar recharging penlight
Flashlight charges from movement of walking
Folding camp saw
4 bandannas
2 bedsheets, waterproof cloth, king sized
2 bedsheets, cloth, king sized
Plastic garbage bags, box
Rubber Bands
Aluminum foil, roll
Wire, insulated, sturdy electrical
Cookie sheet, flat
Twine, good, ball
Carabiner
100' 2000# test spidersilk rope, 1/2" diameter, 4#
2 tension hand holders, squeeze to adjust (for rope climbing)
Sewing Kit, miniature, 8 spools thread, 12 needles, scissors
4 laser pistols,
16 laser pistol clips
1 laser pistol clip charger, charges 4 at a time.
Take off the baby clothes, what's left of them. Get dressed. There's underwear, jeans, t shirt, put on a jumpsuit, socks, boots, the bulletproof trench coat, I've got the 357 is in a holster behind my back, the 9mm pistol is in a shoulder holster, the single shot shotgun is in an inside pocket of my coat, it's loaded with a round of 00 buckshot. Put on the belt bag and the backpack. The 9mm carbine rifle can be pulled from the backpack without taking it off. It's loaded with a 15 round magazine, and the 30 round magazines are rubber banded to the rifle. I've got access to all of the 9mm magazines without taking off the backpack.
Look around and see what's what.
You're dressed and loaded for bear.
Standing up, you look around and see what I've described. There is a layer of dust on everything. The floors are hard and dirty white. The rooms are painted differing shades of color.
Gravity feels normal.
Air feels thin.
Edit: You do sense a scriff source that is moving.
I have no idea why this is a big deal to me, but I've got 9 00 buckshot rounds. One in the gun, and 8 more in the belt. Two 12 round belts of extra shells, and one in the gun, total of 25 rounds. Just wanted to be clear on that.
About the rest of the gear, as I said, I don't know what all came through. You would have to talk to MJ about that. I can't tell you what's there aside from what I mentioned.
Follow the other scriff sense I suppose. I've got the coat open, and I'm ready to draw the 9mm pistol should the need arise. See what the other scriff sense is doing.
OOC: No problem. Be as clear about such details as you like. Let's not bother MJ with that for now.
You follow the sense into the bright room, and then into the narrow corridor. You take it around the hairpin corner, ready for an ambush, and find a straight corridor that extends into dimness and then full black from the second glazed window twenty feet up the wall behind you.
Another corridor extends off to you right ten feet ahead, and it sorta seems like its going in the scriff direction. You pass a closed 'door'? It looks like a metal indentation in the wall.
Turning into the corridor to the right, you hear something behind you. Spinning about with gun in hand, you confront a rat as large as a small cat that came up out of the dimness.
Is the rat the other scriff sense?
"ANYBODY HERE???? HELLO????"
Character sheets:
- Name John Edward Cross II/John Reese Conner
a.k.a. John A1nut
Attributes
Persuasion 1@6
Charisma 1@5
Animal Magnetism 1@5
Strength 1@9/0@7
Stamina 1@8/1@2
Resistance 1@10/1@3
Density 1@1/1@1
Flexibility 1@3/1@5
Agility 1@4/0@8
Hand/Eye 2@1/0@7
Intellect 1@10
Intuition 2@2
Education Level 2@1
Will Power 1@7
Averaged Attributes
Ranged Strike Value 2@2
Martial Strike Value 1@10
Target Value 1@6
Damage Value 1@7
Best Relevant Attributes
Tech 2@2
Psi 2@2
Mag 2@2
Bod 1@9
Bias
Tech 12@1
Psi 14@5
Mag 12@6
Bod 7@5
Weaknesses Titanium plate in left ankle, lazy eye (left, can switch eyes), no depth perception, Selachophobia, (fear of sharks)
Description Height 6' 2", Weight 240 pounds, Current Hair Style long, Hair Color brown (natural), Age 29, Eye Color brown, Facial Hair unkempt beard, 6 inch scar on left ankle, 2 inch scar above right eye, bulky, stocky, carry the weight well.
Skills
Tech All weapons are fully loaded
1@1 Survival: Temperate Forest, T0@1
1@3 Edible Plants T0@1
1@5 Basic Fire Skills Package T1@1
1@3 Cook T1@2
1@5 Firebomb T1@6
1@3 Sewing T2@1
1@4 Fishing T2@1
1@2 Knit T2@2
1@1 Whittling T2@3
2@1 Operate Typewriter T3@1
1@1 Build latch & lever crossbow T3@1
1@1 Design lever & latch crossbow T3@1
1@7 Use crossbow T3@1
1@5 Operate Small Boat T3@1
1@10 Make Blunt Weapons T3@1 (using metalworking skills) +1Mark
1@1 Pick Locks T3@2
2@1 Blacksmithing Package T5@3 Various tool use skills including hammers, pliers, tongs, and sheers; Identify soft metals T4@0; Smelt soft metals T4@1; Hammer soft metals T4@1; Welding T4@2; Carve soft metals T4@2; Imprint soft metals T4@2; Alloy soft metals T4@3; Draw soft metals T4@3; Identify hard metals T5@1; Smelt hard metals T5@1; Cast hard metals T5@1; Hammer hard metals T5@2; Cut hard metals T5@2; Draw hard metals T5@2; Temper hard metals T5@3; Alloy hard metals T5@3.
2@8 Gun Knowledge T6@0
1@10 Operate Large hand-carried explosive-driven slug thrower (rifle) T6@1 9mm Carbine +3
2@2 Operate Ruger P-99 pistol T6@1 +2
2@4 Operate Mossberg Shotgun T6@1
1@1 Operate Explosive-tip Spears T6@1
1@3 Hard Shell Bombs T6@2 (pipe bombs)
1@2 Soft Wrap Bombs T6@3
1@2 Design & Build explosive-driven artillery T6@4
1@4 Electronic Detonators T6@5
1@5 Medical Diagnosis T7@0
1@8 Medical Treatment/First Aid T7@1
2@5 Operate Vehicle (automobile) T8@0
2@1 Operate Vehicle (CDL--trucks & heavy equipment) T8@1
1@3 Automotive diagnosis and repair T8@2
1@1 Use Epoxy Polymer T9@1
2@1 Electronic Assembly T10@2
1@7 Use Computer T11@0
1@1 Operate Heating and Cutting Laser T12@1
1@1 Use Laser Blaster T12@1 (borrowed from Derek Brown)
1@2 Use Laser Pistol T12@1
2@1 Time Travel Theory T15@0
Psi
Familiarity: John the Smith +5, William the Smith's Apprentice +3
1@10 Hypnotic Headache Relief P1@0 involves massaging forehead while speaking gently
1@1 Dream Practice P1@0 enables the user to add one hour of practice while asleep for at least two hours to a previous three hours of practice awake
1@6 Mind Reading P1@1
1@2 Observe Mental Process P1@1
1@2 Tap Language Center P1@1
1@2 Search Memories P1@1
1@1 Delayed Telepathic Message P1@2 projects thought to be received by the intended target when he is next psionically aware.
1@1 Project Psionic Skill Pattern P1@2
1@2 Telepathy to Humans P1@3
1@3 Telepathy to Humans P1@3
1@1 Self-suggestion P1@4
1@1 Compel Candor P1@4
1@2 Summoning P1@8 learned without doing
1@2 Blank Mind P2@4
1@5 Enhanced Memory P3@0
1@2 Clairaudience P3@5
1@1 Clairvoyance P3@6
1@2 Clairolfaction P3@7
1@1 Clairgustation P3@7
1@3 Clairtacticity (unspecified) P3@8
1@1 Detect Magical Energy P3@10
2@2 TK Pulse P4@1 +2
1@3 Simple TK P4@2
1@1 Heavy Object Telekinesis P4@3
1@3 Out-of-Sight Telekinesis P4@3
1@1 High Velocity Telekinesis P4@4
1@1 Neutral Bouyancy TK P4@6
1@9 Multiple Object TK P4@7
1@1 Telekinesis of Powder P4@7
1@1 Levitation P4@8
1@1 Fly P4@10
1@5 Intensify Senses P5@1 by shifting sensory resources in the brain
1@2 Adapt Against Cold P5@4
1@2 Noncorporeality P5@10 RS minutes
1@2 Heal Damage to Self P6@1
1@1 Pyrogenesis P7@4
1@1 Interrupt Thought P8@1
1@3 Block Memory of Presence P8@2
1@1 Create Force Shield P10@1
1@1 Slicer P10@6 Dangerous
1@1 Age Control P14@5 enables character to slow his own aging
Mag
1@5 Act Psychotic M0@2
1@8 Religion: non-denominational Christian M1@0
1@1 Ceremony: Bless Water M+1@1 0:06 TF say something like "Dear God, bless this water, that it might be effective against your enemies." while making sign of cross with either hand, imbues any contained quantity of water with holy magic for use in other skills -82SM
1@2 Bonus Morale M+1@1 0:12 TF pray "God give me the courage to do what needs to be done" while kneeling, -2SM
1@1 Bless up to 150 weapons to increase damage against demons M+1@3 kneel and pray with appropriate words in established base location over chosen weapons to confer +DC on all weapons so blessed for use in next battle with demons, -2 SM
1@3 Bless up to 150 weapons to increase damage against demons M+1@3 kneel and pray with appropriate words over chosen weapons to confer +DC on all weapons so blessed for use in next battle with demons, -12 SM
1@1 Use Active When Worn/Held Invisibility Cloak M1@3 performs M5@8 Invisibility for those within it plus M7@3 Penetrate Magical Disguise
1@1 Bonus Blacksmithing/Metalworking Skill Checks M+1@4 retire to personal room or quarters, kneel with total body involvement, pray with appropriate words for forgiveness, wisdom, strength, and help with current task, 5:00TF, confers +20 on next major task attempted, +53SM
1@1 Bonus Single Blacksmithing task check M1@4 RF1 appropriate prayer while performing the skill, -25SM
1@3 Bless Named Group M+1@4 gives +RS/5 to next prayers prayed/holy magic skills used by all members of target group for next RS/5 prayers distributed among them equitably, appropriate words, total body involvement (kneeling) in established home base, 2:30 TF, +45SM
1@1 Help with Blacksmithing Project M+1@4 RS/10 bonus on all skill checks for RSx8 minutes, must kneel in established home base, pray appropriate words aloud, 2:30 TF, +15SM
1@1 Bonus Mag Device Use Skill Check M+1@4 TF 0:06 say "Please God let this work" +RS/5 to next mag device use attempt -10SM
1@2 Bonus Psi Skill Check M+1@4 TF 0:06 say "Please God let this work" +RS/5 to next mag device use attempt -10SM
1@1 Blessings on the Day M+1@6 mitigates GE and botch rolls for RS/10 hours, must kneel in established home base, pray appropriate words aloud, 2:30 TF, +45SM
1@2 Torture Spirit Power M+1@10 base dangerous plus pain versus will power RS=S/D/N to act, throw holy water on target with either hand, -15 SM
1@1 Counter Nerve Pain (including Brain Burn) M+2@3 kneel with hands folded and pray "God please relieve my pain that I've been caused. I realize that it was my own lusts that caused it. I pray for forgiveness of my lusty behavior, and for relief from the pain I have caused myself as a result" for five minutes +48SM Brain burn my create penalties
1@1 Cure Diseases M+2@4 retire to personal room or quarters, kneel with total body involvement, pray with appropriate words for healing of specified ailments, sound necessary, 5:00TF, +17SM
1@1 Cure Diseases M+2@4 retire to personal room or quarters, kneel with total body involvement, pray with appropriate words for healing of specified ailments, sound necessary, 10:00TF, +27SM
1@2 Unlimited Damage Repair M+2@7 pray "God, heal (subject, possibly self) injuries, that (subject) might (do what needs to be done)" for five minutes +3SM
1@1 Release Lock M+3@4 kneel with hands folded and pray "God, give me the means to retrieve my belongings. Whatever way you, in your infinite wisdom, believe to be the safest and easiest way to do so. Be it providing me with a key to the door, or by dissolving the wall so that I can pass through it. However would be the easiest, safest way for me to retrieve my belongings, that is what I would like for you to do for me." causes door to unlock so as to open easily, provided that caster owns objects on the other side of the door, +84SM
1@1 Strengthen Object Against Blast M+3@6 kneel and pray appropriate words with hands folded, 10:00TF, success roll is threshold of damage roll of blast that can be withstood undamaged by object strengthened, -53SM.
1@2 Prevent Personal Psionic/Magic Power Release M4@10 kneel and pray "God, please eliminate any unexpected results in the psionics (or magic, as the case may be) that I am about to attempt. The expected results would be success or failure. Anything outside of that (read "botch") I ask you to negate and nulify. Prevent any and all unexpected results (read "botch") from happening." Pray for 5 minutes, +2SM
1@2 Secretly Communicate Plan to Associate M+7@1 pray quietly aloud with hands folded for 10:00, delivering a five minute explanation of an intended plan which will be heard by the one designated ally, +8SM
1@1 Locate Demon M+7@5 pray silently while kneeling for 10:00TF "God, give me direction to the remaining demons, that I might engage and kill them." duration 1:40:00 +20SM
1@1 Communicate with Deity M+7@7 10:00 TF kneeling with hands folded by bed in home base, appropriate words asking questions, 5:00 worth of answers concurrent with second half of prayer, +40SM
1@2 Request Course Correction M+7@7 2:30 prayer kneeling in home base with appropriate words for God to point him in the right direction if he's going the wrong direction; success might be basis for divine directive bonus on subsequent skills, +28SM
1@3 Communicate with Deity M+7@7 10:00 TF kneeling with hands folded by bed, appropriate words asking questions, 5:00 worth of answers concurrent with second half of prayer, +30SM
1@1 Confirm Guidance M+7@7 drop to knees and pray "God, you're supposed to be leading me [optional insert for where]. What happened?" Pray for 5 minutes. +25SM
1@1 Communicate with Deity M+7@7 5:00 TF fold hands and pray appropriate words including desired information +10SM
1@2 Create Blast M+9@9 pray loudly and fervently for 3:00TF with appropriate words on knees for annihilating level explosion of 240' central blast radius centered on caster -12SM
/1@1 Cause Sleep M10@5 0:12TF say "[Name], go back to sleep. That's an order from the future leader of the world resistance.", +5SM
1@2 Call Local Sentient Fighter M+11@4 5:00TF kneeling in established base camp with appropriate words, calls random sentient fighter to ally against a specified enemy +45SM
1@1 Attract Assisting Angel M+11@6 loudly say, "Please God Help Me" repeatedly for 2:00 while trying to think of ways God could deliver from the current mess, brings Terry, a garishly clothed slender effeminate male guardian angel with long blonde hair and an assortment of 2@ magical powers for solving difficult problems, -2SM.
1@3 Attract Assisting Angel M+11@6 put right big toe in mouth, then left big toe, then think for 1:00:00 about the guardian angel Terry coming to help, lying supine looking up with hands raised intermittently but as much as possible +64SM
1@1 Call Angelic Messenger M+11@7 20:00TF kneeling in established base camp with appropriate words, calls specific angel messenger to answer questions +57SM
1@1 Call Angelic Messenger M+11@7 5:00TF kneeling with appropriate words, calls specific angel messenger to answer questions; others present see the angel as a faint image and hear a distant echoing voice +27SM
1@1 Call Off-world Sentient Informer M+11@8 pray for 10:00 appropriate words +2 SM will bring an experienced verser to his world to teach him what he needs to know.
1@1 Call On- or Off-world Sentient Informer M11@8 pray for 1:00:00 appropriate words will bring an effective teacher to him to teach skills in the limited area he specifies +32SM
1@1 Attract Off-World Sentient Informer M+11@8, 20:00TF lying supine with hands raised, no words, +10SM.
1@1 Attract Off-world Sentient Fighter/Informer from Future M11@9 prayer is entirely by thought, appropriately requesting a specific individual to choose to travel from the future by his own means, thought prayer continuing for four hours, will power check required to maintain focus despite hunger of not eating or other discomforts, 4:00:00TF +33 SM
1@3 Walk on Water M+12@6 pray "God, there are people on the other side that need our help. As Jesus Christ walked on water, and as Peter attempted, I wish to now walk on water, that I might engage and destroy your enemies. God, give me the ability to walk on water." while kneeling with hands folded and head bowed beside body of water for 0:18 TF then step onto water, +15 SM.
Bod
2@8 Photosensitivity B0@4 (exceptional night vision)
2@10 Focus B0@5 (20/13 visual accuity)
1@5 Stealth B0@6
/1@2 Signal Generation B0@2
1@1 Depth Perception B0@8 (due to lazy eye)
2@1 Walk at Walking Speeds B2@4 +1 mark
1@2 Great Jump B5@6 uses one attack, RS/2' up and/or away, may turn to face any direction while in the air, +10 die mod for distance purposes only with 10' run, untargeted success roll.
1@2 Chow En Lai B7@1 martial arts style fast aggressive weapon-dependent
1@3 Bo Stick B7@1 Martial Arts Weapon base damaging RF1
2@1 Boxing B7@1 attack multiplier 1, slow defensive, weapon-adverse, no offensive modifier, -15 Defense modifier, -15 damage modifier, hand & arm
1@4 Okydoky Smoky martial arts style B7@1 Fast Defensive Weapon-utilizing Poke-based -10 Def SM -20 Def Dam mod Att x2 no offensive mods hand and foot primary
1@7 Panoramic Awareness B7@2
1@2 Fighting Blind B7@2
1@1 Solid Punch B7@3 Intensified Damage: damaging, standard attack success required, -10 sit-mod
1@1 Spinning Backhand Punch B7@3 intensified damage damaging attacker steps back with one foot, spins clockwise and strikes the opponent in front of him with his right hand for base damaging damage, -10SM.
1@2 Missile Catch B7@5 RS=damage mod on incoming attacks, if attack roll reduced to zero missile is caught, high velocity missiles create penalties
Equipment
Local (Equipment that was with him when he versed out)
Leatherman multi-tool, (pliers, 3 flathead screwdrivers, 1 Phillips screwdriver, blade, can opener, two-sided file and scissors) (second of these, slightly different) in black nylon case on belt
Magnesium fire starting tool (fanny pack)
Screwdriver, long heavy flathead
Vicegrips
Claw Hammer
Duct Tape, 1 roll
1 complete first-aid kit weight 1 pound has tweezers, over 100 band-aids, several gauze pads, an instant ice pack, surgical tape, rubber gloves, instruction book
2 BIC Cigarette Lighters
T-shirt, worn
Jeans, worn
Socks, pair, worn
Underwear, worn
leather billfold
Ruger P-89 pistol 15 shot magazine +1 chambered 9mm 3# reload (clip) 0:12 RF10 dangerous 10':75':150':300':+1/3'
$15.75 money from B Movie Monster World
8 magazines 15 round each for 9mm Ruger (one empty, one –2)
Keyring: house key, mailbox key, toolbox key, AND a key that will open standard issue police handcuffs
Throwing Knife
Shoulder holster for Ruger P-89 holds two spare clips
two-quart aluminum canteen with canvas case and shoulder strap
New Combat Boots, original SWAT brand, size 13
Hobo Knife, splits with knife and spoon on one half, fork and can opener on the other, fanny pack
KABAR, 12 inch Marine (military) fighting/survival knife, black leather sheath.
4 gold coins, 1 ounce each, 24K ($3200 original price in B Monster Movie World), fanny pack, say "United We Stand" with a picture of the American flag on one side, and on the reverse the words, "We must all hang together, or surely we will all hang separately.--Benjamin Franklin"
10 blocks .999 silver, 1 ounce each ($461.00 original price in B Monster Movie World), fanny pack, say "E Pluribus Unum" under a picture of the United States Capitol building, and on the reverse "United States of America" over the image of George Washington.
Diamond ring, gold setting, $225 original price (B Monster Movie World), fanny pack
Diamond ring, gold setting, $235 original price (B Monster Movie World), fanny pack
Fanny pack, black leatherette with cloth strap and plastic buckle, on waist
Ronco Pocket Fisherman
Deck playing cards
8 shillings, 0.5z nickel
8 pence, 0.5z bronze
Jumpsuit, drab green khaki (standard WW2 army) one piece, step into legs, pull shirt up behind you, put arms through sleeves, and button front from fly to collar; twin patch breast pockets, left and right outside pouch pockets above the waist, front and rear hip pockets stitched inside, and a pair of large outside pockets on the upper legs with snap-down flaps on top. sleeve cuffs button, and there are loops for a belt, cuffs on the legs, apparently so the length can be adjusted--or so that if you drop a screw you know where it landed. worn
Jumpsuit, drab green khaki (standard WW2 army) one piece, step into legs, pull shirt up behind you, put arms through sleeves, and button front from fly to collar; twin patch breast pockets, left and right outside pouch pockets above the waist, front and rear hip pockets stitched inside, and a pair of large outside pockets on the upper legs with snap-down flaps on top. sleeve cuffs button, and there are loops for a belt, cuffs on the legs, apparently so the length can be adjusted--or so that if you drop a screw you know where it landed.packed
Invisibility cloak M1@3 Active when Worn confers M5@8 Invisibility and M7@3 Penetrate Disguise
Straight Razor
Quiver, 30 quarrel capacity
2 Fragmentation grenades, 10':30':60':100':+1/1', fatal 10'r
2 Glue grenades, 10':30':60':100':+1/1', 10' diameter sphere of glue strands difficult check, additional 10'r simple check to break strands
Smith & Wesson .357 six-shot revolver with 4" barrel and rubber grip
60 rounds .357 revolver ammo
4 days worth trail/adventure food. Water is required to prepare these, but some components are ready to eat particularly in the "lunch" packs.
Full-sized synthetic backpack with lightweight polymer frame can carry 240 pounds in a six cubic foot interior , 3'x2'x1', with a maximum enclosed diagonal (for an object running from opposite corners through the center of the pack) of 3'9". It weights 2 pounds
High-tech (Terranova) Crossbow, It's a bottom lever action drawstring and a simple mechanical trigger mechanism to release the string. The frame is a lightweight material, something like plastic but extremely hard and not at all flexible. The bow is obviously a different material, flexible, only about twelve inches across but with tremendous draw power when pulled back. Quarrels sit in the track in a drop-in loading system, and there are clips along the right side to hold five quarrels for ready access, point down, fletching up. There is a flip-up cross-hair a pin sighting system that is calibrated for range and gravity. The drawstring seems to be a synthetic spider web. The bow twists ninety degrees, folds down, and slides parallel beneath the stock, making the entirey device twenty-seven inches long, three inches at the widest point, and five inches top to bottom. RF1, 20':50':100':150':+2/3'
2 Spidersilk Crossbow Strings tied to crossbow
12 Chlorine water purification pills, one pill per 2.5 gallons/10 liters normal contamination water in ziplock bag
36 Crossbow Bolts, hunter heads, polymer shank and fletching
2 platinum ingots, 2z each
9 Speedloaders for .357 revolver, loaded, 1 silver bullets, 1 gold bullets
1z lead ingots
9mm Carbine (rifle) 30 shot magazine (identical to Ruger P89 clip) 0:12 reload dangerous RF6, triburst option (three bullets in one second, full auto) RF3 provides two dangerous intrinsic riders (not bonused for MSV), 20':150':300':600':+1/6'
Trench coat, untearable, -DC from knees to shoulders including arms on kinetics, reflects lasers
7 30 round 9mm mags for pistol/carbine rubber-banded to stock and shoulder sling of carbine
2-magazine holder for 15 round 9mm magazines
Speedloader pouch holds two speedloaders
Holster for .357 Revolver
Shotgun, single shot 12 gauge
8 .00 buckshot shells
8 flare shotgun shells
8 shredder shotgun shells
2 shotgun belts, 12 round
Wilderness Survival Book, plastic
Solar recharging penlight a portable light about the size of a (2 D-cell) flashlight which is as bright as a 150 spotlight/floodlight (the lens adjusts to wide or narrow beam) and gets about eight hours of light from a single charge. It can be recharged in about an hour from a standard electrical supply or in about twelve hours of sunlight. There is a penlight version which puts out the equivalent of a twenty-five watt bulb and requires similar recharging.
Flashlight charges from movement of walking
Folding camp saw
4 bandanas
2 bedsheets, waterproof cloth, king sized
2 bedsheets, cloth, king sized
Plastic garbage bags, box
Rubber Bands
Aluminum foil, roll
Wire, insulated, sturdy electrical
Cookie sheet, flat
Twine, good, ball
Carabiner
100' 2000# test spidersilk rope, 1/2" diameter, 4#
2 tension hand holders, squeeze to adjust (for rope climbing)
Sewing Kit, miniature, 8 spools thread, 12 needles, scissors
4 laser pistols, 1 loaded
15 laser pistol clips
1 laser pistol clip charger
Wristop, a computer with a terrabyte of memory and a terraherz processor that fits on your wrist, displays through a flat screen similar to those on the walls, and can interface with most known systems via internal wireless modem.
Sleeping Bag, Terranova origin a cylindrical sack about six inches in diameter and thirty inches long, and removes from it a rolled mass of material that has the synthetic look of a space blanket, but black on the outside. It unrolls to a seven foot long thirty inch wide multi-layered rectangle which thickens up significantly with a single shake. Sleeping bag, 4 pounds
Distant (Equipment that was on the station when he versed out, which I deemed to be in southern Argentina when he was in southern California on the verse-in)
1 school backpack weight 1 pound
1 school duffle bag weight 1 pound
1 luggage style duffle bag, weight 1 pound
1 14 inch hunting knife, black nylon sheath with 2 carrying pouches. Inside one pouch is a Leatherman multi-tool, (pliers, 3 flathead screwdrivers, 1 Phillips screwdriver, blade, can opener, two-sided file and awl punch) 12 sewing needles and 3 small spools of thread. The other pouch contains 1 BIC cigarette lighter, fishing line, fishing sinkers and several fishhooks. Wrapped around the knife sheath is 15 feet of high-tensile black nylon cord. total weight approximately 4 pounds
1 tool box, red painted steel sheet metal, containing pair of regular pliers, soldering iron, solder removal tool, 1 roll of solder, pair wire cutters, crescent wrench, hatchet, box of 3 inch nails, roll duct tape, utility knife with 4 changeable razor blades, leather work gloves, 2-AA battery flashlight, voltmeter, wood saw, multi-tipped screwdriver, weight, approximately 10 pounds.
100 feet high tensile white nylon cord, weight 1 pound, cut in two pieces ~30' and ~70'
1 21 speed all-terrain mountain bicycle, with security chain and combination lock, weight approximately 15 pounds
1 dynamo flashlight (shake it to charge, no batteries needed) weigh 1/2 pound
1 dynamo radio (crank to charge, no batteries needed) and black nylon carrying case with strap. radio receives AM, FM, audio to TV frequencies 2-13, 7 weather bands. It is equipped with an LED flashlight, siren, and hazard signal flasher. It can also be used to charge a cell phone battery weight 1 pound
1 Marlin 22 caliber rifle, 18 round capacity, 2,000 rounds 22 ammunition. total weight, approximately 10 pounds, reload 0:60
1 can opener weight approximately 1/2 pound heavy duty crank type
1 aluminum baseball bat, weight approximately 1 pound
3 BIC cigarette lighters
Clothing: 2 pair jeans, 2 tee shirts, 1 heavy winter coat, 2 camouflage army jackets, 2 pairs socks, 2 pairs underwear, 2 pairs flannel pajama pants, 1 black leather belt, 1 purple hoodie sweatshirt, total weight approximately 30 pounds
black military combat boots
5 boxes 50@ 9mm pistol ammo
MAK 90 Russian-made shoots 7.62x39 ammo, low quality detachable bayonet comes with a metal sheath that can be hooked to the bayonet to become a pair of wire cutters, back of bayonet has hacksaw blade as part of the blade, serves as bayonet, fighting knife, wirecutters, and hacksaw, reload 0:24, base dangerous RF 30 10':40':80':300':+1/3'
30-round MAK magazine -17 rounds
Utility belt
8x30 round MAK magazines, loaded
radio flyer wagon
universal gun cleaning kit
2 throwing knives
15 BiC lighters, five (one sealed pack) in fanny pack
Ruby, 3 carat (~1cm diameter)
Emerald, 3 carat (~1cm diameter)
20# in 4z silver crowns (coins)
+21 crowns 4z each
2 silver half crowns 2z each
26 gold leaves 1z from Dancing Princess trees
56 shillings, 0.5z nickel
108 pence, 0.5z bronze
2 Jumpsuits, drab green khaki (standard WW2 army) one piece, step into legs, pull shirt up behind you, put arms through sleeves, and button front from fly to collar; twin patch breast pockets, left and right outside pouch pockets above the waist, front and rear hip pockets stitched inside, and a pair of large outside pockets on the upper legs with snap-down flaps on top. sleeve cuffs button, and there are loops for a belt, cuffs on the legs, apparently so the length can be adjusted--or so that if you drop a screw you know where it landed.
4 pair boxer shorts, army drab
4 pair socks, army drab
3 sets medieval clothing
"Boom Stick" spear, 6', from Dancing Princess
Priest's traveling robes
3 sets manacles, wrist cuffs covered with rabbit pelts
8 Fragmentation grenades, 10':30':60':100':+1/1', fatal 10'r
8 Glue grenades, 10':30':60':100':+1/1', 10' diameter sphere of glue strands difficult check, additional 10'r simple check to break strands
940 rounds 9mm ammo
790 rounds MAK90 ammo
MAK 90 clip, 100 round drum
MAK 90 clip, 50 round
MAK 90 clip, 30 round
410 rounds .357 revolver ammo
88 Chlorine water purification pills, one pill per 2.5 gallons/10 liters normal contamination water
84 Crossbow Bolts, hunter heads, polymer shank and fletching
Plastic Ground Cloth, green, 6'x5'
33 platinum ingots, 2z each
80 gold ingots, 2z each
4 skeins synthetic yarn
2 pairs metal knitting needles
Collapsible .22 rifle with 6-bullet clip, barrel slides into stock, can't fire without extending barrel; rear of stock folds down and up flush over trigger guard, latching in place to either position; clip inserts into rear portion of stock, can be kept in place, but gun will not operate unless fully opened. 0:30 to open gun fully. Uses standard .22 ammo. Barrel does not unscrew but telescopes, slightly wider in diameter in extended end than in stock (shortens range). Think of it in three sections. Center section has trigger mechanism and chamber; stock folds around to cover this, partly hollowed, also has part of feed mechanism to hold bullets and feed them to chamber when in open position. Barrel pops out from other side. Completely collapsed it approaches rectangular, barrel extension flush with side and other side has two relatively flat surfaces (bulge on rear stock meets indentation on the central section, pressure interlocks mechanisms, released by lever on underside). Release button beneath barrel unlatches lower section and allows barrel extension to slide out. It does not store spare ammo. Each section is about fifteen inches in total length, barrel extension shorter (has to stop before the hammer mechanism and have an inch or so inside when fully extended). 48" tip to back. Folded, 15"x~8"x~1.5-2", not perfectly squared in any direction. Floats in water, constructed almost entirely of polymers and plastics with some metal parts, made for survivalist use. lightweight, #3. Does not fire folded because ammo supply is in rear stock, partly intended as safety feature, to prevent weapon from firing when stowed.
15 1z lead ingots
holster for a Ruger P-89, has pouch for single spare clip
Military Surplus Sleeping Bag, Terranova
Silver hunting knife, 10z
18 silver bullets (six in speedloader)
18 gold bullets (six in speedloader)
2 15-round 9mm clips, loaded
2 30-round 9mm clips, loaded
10 Explosive grenades, soft-shell explosives that function much as dynamite, effective for targeting objects.
10 Tear gas, those in affected area must resist caustic effects or be disabled.
10 Knockout gas, similar but renders unconscious.
10 Net caster, as described.
Mossberg Persuader 12 gauge 8 round capacity.
45 rounds 12 gauge bird shot
537 rounds 12 gauge 00 buckshot
537 rounds 12 gauge shredders dangerous blast with a damaging fragments rider within 10 yards, damaging blast with annoying fragments in the next ten, and annoying blast in the next ten.
49 rounds 12 gauge flares. Flare gun, range of 1 mile.
unbreakable bottle of good liquor, 80 or more proof, whiskey, Jack Daniels or equivalent. (disinfectant, possible trade item)
25 round shotgun bandolier.
9mm pistol (second)
Solar recharging penlight a portable light about the size of a (2 D-cell) flashlight which is as bright as a 150 spotlight/floodlight (the lens adjusts to wide or narrow beam) and gets about eight hours of light from a single charge. It can be recharged in about an hour from a standard electrical supply or in about twelve hours of sunlight. There is a penlight version which puts out the equivalent of a twenty-five watt bulb and requires similar recharging.(second)
12 gauge shotgun, 20 inch barrel, bullpup stock, Pump/Auto fire design. 16+1 shot capacity. two tubes, one on each side, shoulder sling which holds 16 rounds ammo
2 grenade launchers, one mounted on the MAK 90
Stage 1
World List B Monster Movie World
Pearl Harbor
Dancing Princess
Terranova Habitat
Terminator/Teleport to ?
Quick comments:
- It appears to me that he is not in his old body, but instead has been aged to adulthood in his new body. If that is so, then he does not have his old body's bod skills, and only has those bod skills that came with the magic--he never learned to walk, so unless he was magically given the skill to walk, he still has to learn that. I know you're trying to shortcut a lot of things that I designed the game to make it hard to shortcut, but you'll want to give some thought to what bod skills he has and how good he is at them, unless you are restoring his old body with its specified problems.
- I'm noting that he did not verse out; therefore this still counts as his fifth world, part of the Terminator world, for all purposes for which the number of previous worlds is a question. I don't like that, either, but I'll live with it.
--M. J. Young
M.J.
Thank you for the character sheet.
Yes, that appears to be the case. I'm trying to hold my cards close to my chest.
That is a good point about the bod skills.
As to shortcutting, yes, necessary. Some people complain that the CIA's help created Bin Laden. Others say ridiculous. I say, it doesn't matter. If we traded Global Thermonuclear War for AQ's Jihad, it was a wise trade. Every improvement creates new problems.
Indeed. And I wrote a fair number of WAW articles where Tad visited multiple worlds without versing out from each one. Its a somewhat neglected aspect of the Verse.
Thank you for your forbearance. I thought it likely enough to some degree that you were observing the developing situation, and were refraining from commenting.
John,
The rat jerks, and then skitters away into the darkness.
A quick check reveals he is not the scriff source. However, it seems as if the scriff source may have rotated slightly in its direction to you. Its part way now between the corridor to the right and the corridor that the rat went down into.
And then you hear fluttering and cheeps in the distance as your voice booms and echoes from the walls and through the empty halls. As the sound dies away, you realize no one is coming to investigate.
OOC: One brownie point for making the GM smile with your question about the rat.
It occurs to me that John has a sort of adjunct character of which you ought to be aware. He has sometimes summoned what amounts to one of his assigned guardian angels, a rather effeminate "surfer dude" type named Terry. I've been building his sheet as needed, but it currently reads:
- Name Terry (Guardian Angel)
a.k.a.
Attributes
Persuasion
Charisma
Animal Magnetism 3@2
Strength
Stamina
Resistance
Density
Flexibility
Agility
Hand/Eye
Intellect
Intuition
Education Level
Will Power
Averaged Attributes
Ranged Strike Value
Martial Strike Value
Target Value
Damage Value
Best Relevant Attributes
Tech
Psi
Mag 3@2
Bod
Bias
Tech
Psi
Mag
Bod
Weaknesses
Description
Skills
Tech
Psi
Mag
2@9 Teleport Creature Out M+12@6 1:36 TF spoken in angelic language, finish with a flourish
2@4 Temporary Nonphysicality M+15@7 4:00 TF spoken in angelic language, finish with a flourish
Bod
Equipment
World List First summoned on page 3 of Terranova Habitat thread, to free John from being caught in a chair due to a botch that caused him to fall into it.
I should specify that Terry's functions are limited to getting John out of trouble, and that he will do it his way, although he does that because he knows his own limitations and does not see any reason why John has to know them. Also, Terry does not lie, but he is under no obligation to tell John anything (in fact, he is not properly an "informer", so other than telling him what he can do to correct the latest disaster he is barred from giving John information of any sort).
Use him as you feel appropriate if he is summoned. Also, note that Terry is not bound by time or space, but will probably be confused by the fact that he is really in the middle of talking to John somewhere else.
--M. J. Young
OOC: So was all of the gear that MJ described sitting there in the pile with the Verser's Survival Pack? If it was, then I picked up a few more things before I headed out to investigate the errant scriff sense. I'll tell you what those are when you tell me if it was sitting there. If none of that was sitting there, then I obviously didn't pick any of it up. And just out of curiosity, what do you call this scenario? Is it one of yours that you developed?
It occurs to me that I was talking to an angel in a playpen as a baby, now I'm here in an adult form. I was doing lucid dreaming as part of my character training, so I probably think this is a dream of some kind, that the baby body fell asleep and I'm now dreaming. I probably don't yet realize this is really happening.
Keep trying to find the scriff sense.
OOC: No. The scenario name is "Havenfall" and its mine.
You take the right corridor up a flight of stairs, and meet a pile of large rocks that came through the roof. Going back down, you realize the scriff sense is almost to the dim hallway now, and so you follow it down.
You pass a corridor entrance to your left to a larger room, and then thirty feet on, you're in total darkness.
A half-dozen red pairs of eyes are near the floor about twenty feet in front of you as if they suddenly moved forward or came from behind something.
OOC: No, so all I got is the VSP? OK, that's what I designed it for, so I wouldn't need the other gear, so that's fine. I've got everything in the VSP on-person. I was hoping to be able to reload all of the empty magazines, but it looks like that's not going to happen.
Is there another scriff vector to the far away gear? If I stay in this scenario long enough, I'm going to go after it.
Back up into the light. I've got two flashlights, get one of those out and look around into the darkness before I walk into it again. What do I see? What are the red eyes?
It occurs to you that the scriff sense that is moving could be your other gear. Of course, if its rotating around you from ten thousand miles away... Its a bit of a puzzler. It does feel like items and not another verser, tho'.
You flick on the flashlight.
Rats. Large rats. There are others beyond the ones in front.
The hallway is dotted with empty barrels, and plastic boxes with names with some strange alphabet.
The rats stare at you.
It occurs to you that the scriff sense that is moving could be your other gear. Of course, if its rotating around you from ten thousand miles away... Its a bit of a puzzler. It does feel like items and not another verser, tho'.
Or that it is stationary and this place, whatever it is, is spinning. That could explain it as well.
Flashlight in my left hand, 9mm in my right, head down the hallway. What are the barrels made out of? Is there any indication of the level of technology of this place? Keep heading towards the other scriff vector. It's as good a direction to go as any.
Indeed.
Ceramic.
There are no lights in the ceiling it seems.
You walk on down the hallway. You hear skitters around you.
Suddenly you feel a bite in your right leg. The rats are around you.
Start screaming and shouting to scare the rats away. If that doesn't work, turn around and head back the way I came, back into the light. If the rats scatter keep going this way. Scream periodically to keep the rats at bay.
Load into the shotgun a flare shell. Rats, at least on our world are attracted to heat and light. I might use that as a decoy to draw them away from me.
Examine the bite to see how bad it is. Does it need attention, or is it just a superficial wound? I could have been poisoned, not much I can do about that though, so best not to worry for now.
How much 9mm ammo do I have? Sarah Connor was in possession of this gear for about a year and a half. Could she have reloaded the magazines? That's certainly possible.
The rats trundle away, not really scared, but willing to call it a day. The bite is a superficial wound. The rats were testing you.
Given who and what Sarah Connor is, its not only possible. Its likely. Yes, they are reloaded, but with one less bullet than the max to ease the spring tension for longer term storage.
You've loaded your shotgun. That done, you take the flashlight back out of your teeth, and swing it up and down the hallway. Looking deeper, you see less signs of rats.
OOC: Don't often explain my decisions, but with a roll of '2', you win over the rats this time, but with the minimum success possible.
Edit: Do you have a relevant skill for scaring rats? I'm assuming this is a new thing to you. So if so, +1 to skill or 1@1 for Scare Rat skill.
OOC: Don't often explain my decisions, but with a roll of '2', you win over the rats this time, but with the minimum success possible.
So you don't show dice rolls? Can you start? The point is to learn, I would think showing the dice rolls would aid in the learning process. It would be to help me learn the game.
Edit: Do you have a relevant skill for scaring rats? I'm assuming this is a new thing to you. So if so, +1 to skill or 1@1 for Scare Rat skill.
Is that even a skill? I wouldn't even count that as a skill, but that's just me. I was just screaming. Loud noise scares animals. I would have thought that would be a GE roll, but again, that's just me. If scaring animals is a skill, I think my sister's cat would probably say I'm an expert hehehe.
Given who and what Sarah Connor is, its not only possible. Its likely. Yes, they are reloaded, but with one less bullet than the max to ease the spring tension for longer term storage.
Actually I've been told that's a myth. The springs are designed to either be fully compressed or fully extended. Leaving a bullet out actually wears the spring out faster than having it fully compressed. Then again, I've heard a lot of schools of thought on that, so who knows? And just to clarify, I'm not arguing, just asking questions.
You've loaded your shotgun. That done, you take the flashlight back out of your teeth, and swing it up and down the hallway. Looking deeper, you see less signs of rats.
Well, what DO I see? Keep going. Scream periodically to keep the rats away.
OOC: You can ask, once, on any decision I make. On this, my answer is that its better for me to maintain my natural flow, and I think that the chief thing you need to learn is not about dice. Now, you may disagree, after all this is a judgment call, and I can see differing sides, but, 'Is that your final answer?' as they say on that TV show...yes, it is.
I had one player who started a game with Hitting Things With Lead Pipes as a skill. Anything can be a skill. I'll put this as a +1 mark on your Scare Small Mammals with most of your previous skill learned on your sister's cat. Give me a Reasonable number on that skill, please.
I'm not a gun expert, so I'll just say that the coils you have are designed to rest with one less...in that universe. I will not venture an opinion about the coils in this universe.
You see...a long empty hallway. Once you walk on further, you see a door to your left that leads to a wide room. Your beam is not powerful enough to reach across it, but with your excellent vision you can just make out the large, blocky shape of something on the far side.
OOC: You can ask, once, on any decision I make. On this, my answer is that its better for me to maintain my natural flow, and I think that the chief thing you need to learn is not about dice. Now, you may disagree, after all this is a judgment call, and I can see differing sides, but, 'Is that your final answer?' as they say on that TV show...yes, it is.
(Laughing) It would just make me more comfortable if I knew the dice rolls, but I can see player comfort isn't really a priority to you.
I had one player who started a game with Hitting Things With Lead Pipes as a skill. Anything can be a skill. I'll put this as a +1 mark on your Scare Small Mammals with most of your previous skill learned on your sister's cat. Give me a Reasonable number on that skill, please.
Cats make really good pellet gun targets. 2@1 Scare Small Animals I suppose.
I'm not a gun expert, so I'll just say that the coils you have are designed to rest with one less...in that universe. I will not venture an opinion about the coils in this universe.
And God only knows what Sarah Connor has been told on the subject. So 14 bullets in the 15 rounders and 29 in the 30 rounders. I'll probably fix that as soon as my character realizes it. I've got 16 magazines, empty out a 15, put the one in each, and just have an empty 15 in my pocket. Not yet though.
You see...a long empty hallway. Once you walk on further, you see a door to your left that leads to a wide room. Your beam is not powerful enough to reach across it, but with your excellent vision you can just make out the large, blocky shape of something on the far side.
Check it out. Why not? The 9mm is up and ready to go, the flashlight is up. I'm ready for anything.
Two
Eric, not trying to argue, just asking a favor. I know you say you don't tell the rolls, but on the 1 in 1,000 chance that I roll either a 3 or a 30 GE roll, I would like you to tell me. I've rolled everything between a 4 and a 29, but I've never rolled a 3 or a 30, and I would just like to be told if I do. It would just complete things sort of. Thanks.
OOC: As to the 1 in a 1000. I'll see what I can do.
You step into the large room, and its a reverse layout of the 'bright' room. A corridor that is wide leads off from the far end of the room, and there is an open, wide door to another storage area.
The differences begin with seeing hundreds of spider legs, but no spider bodies. They crunch under your feet. A few yards on, you see two rats chewing on a spider body. They glance up at you, and go back to eating.
Along the walls to your right and left are dense patches of spiderweb, and hundreds of half-dollar sized gray spiders. Proving that the rats don't have it one way, you see some cocooned rat bodies hung in the thin threads.
These webs are like ordinary spider webs, except there are at least a thousand webs in the room. Some places, its thick enough to block sight.
On the far end of the room, the webs block the wide corridor, and drape over a 3X sized tracked loading machine with a pale white box the size of two garbage dumpsters on its prongs.
Spiders that can kill rats the size of cats? I'm outta here. Back down the dark hallway, back the way I came, back into the lightened room I started in. I'm looking for a way out of this building. Forget the scriff sense for the moment. This is too much to handle.
OOC: And very often enough there is some method of fortune or balance other than dice. Right now, I'm using Random.org, but it doesn't scale properly with GE rolls.
Following discretion, you retrace your steps. You pass through the rat's hangout area, and scare them back just enough to give you room. Once back in the lightened room, you head down the wide corridor.
It slopes down, and you see track marks on each side of the corridor. And then it widens out into a giant ramp a hundred feet wide, and forty feet tall. The slope is gentle, and you hike down it, feeling the cooling breeze.
At the base of the ramp, you see giant granite blocks tumbled this way and that. They extend upwards sixty feet or so. Its like you're at the bottom of a thirty foot wide well. You can see clouds above you.
The air is thin and you're panting.
There are remnants of stuff at the base of the rock, and some of the rock looks scarred and splashed. Every twenty feet there is a spike in the rock.
OOC: And very often enough there is some method of fortune or balance other than dice. Right now, I'm using Random.org, but it doesn't scale properly with GE rolls.
Like I said, I've just never rolled a 3 or a 30. It would just kind of complete things if I did. Probably sounds kind of stupid to you, but just please let me know on those two rolls.
It slopes down, and you see track marks on each side of the corridor.
What kind of tracks? Foot tracks? Bicycle tracks? Car tire tracks? Train tracks?
At the base of the ramp, you see giant granite blocks tumbled this way and that. They extend upwards sixty feet or so. Its like you're at the bottom of a thirty foot wide well. You can see clouds above you.
So is the only way out to go back the way I came? Can I go between the blocks? I've got a rope and carabiner, I might try to climb out of this if I have to.
Every twenty feet there is a spike in the rock.
Like a defensive battlement?
Two
I just wanted to explain to you how I'm set up here. Combat boots, jeans and a belt, t-shirt, over that is a Pearl Harbor jumpsuit and the belt bag. I've got the 9mm pistol in a shoulder holster, the gun is on my left side (for right-handed draw) on the left side is a pouch which holds two 15 round magazines. On the belt-bag strap is another pouch with two more 15 round magazines. The 357 magnum is in a holster behind my back set up for right handed draw. (Officer: "Let me see some ID." Me: "Sure" reach behind me for my wallet, and come up with the gun) On the belt-bag strap is another pouch with two 357 speed loaders. The Kabar knife and the Leatherman multitool are also on the strap, on my right side. In the belt bag are 2 more speed loaders, and 2 more 15 round magazines. The 9mm carbine is in the backpack, loaded with a 15 round magazine, and has all eight 30 round magazines attached to it with rubber bands. It can be pulled from the backpack without taking it off (which is why it's loaded with a 15 rounder. The 30 would be too long to make that happen) The carbine can fire semi auto, triburst and full auto. The trench coat is over all of the clothes, I've got a flashlight in a pocket. The single shot shotgun folds in half and is in an inside pocket of the coat, currently loaded with a flare. Two 12 round shotgun belts are around me, with the shells to the side. Eight flares, eight explosive shredder shells, and nine 00 buckshot rounds. I've also got one fragmentation grenade and one glue grenade in pockets of the coat.
So, in short, I'm loaded for bear. Just wanted to explain that to you.
Something like car tracks.
So far, this is the only way out you've found. There are niches in the rock, but not many, and they don't look like they go deep.
The spikes are the thickness and length of a baseball bat partially driven into the wall. There is nothing of a battlement about them. There are three of them so perhaps they are closer to fifteen feet apart.
Understood already, but more clearly now: Loaded for bear, yes.
Something like car tracks.
So a decent level of technology. That's good. A set of car tire tracks that go to a dead end? That's odd. This must be the garage.
So far, this is the only way out you've found. There are niches in the rock, but not many, and they don't look like they go deep.
And unless I go over the wall, I can't get out out this way? That bytes. How high is the wall? I might try to climb it.
It looks like an unloading ramp but instead of an open field, it leads to a pit that you're on the bottom of.
--At the base of the ramp, you see giant granite blocks tumbled this way and that. They extend upwards sixty feet or so. Its like you're at the bottom of a thirty foot wide well. You can see clouds above you.--
So, sixty feet to climb.
I wonder how thick the granite blocks are. Could I maybe blast a hole in the wall with a shredder shell? Probably not a good idea.
Is there anything in the loading bay? Why would they make a ramp leading to nowhere? (Just thinking out loud) Go back in and see if I can find another way out. See if I can follow those tire tracks. Climbing would be a bad idea. Stay to well-lit areas. I don't want to deal with the spiders. All of my guns would be useless against them.
Just an aside about those laser pistols. I never actually fired one, Derek just gave me the run-down of their operation. The first time I fire one will be a new use. I do intend to practice with those when I get an opportunity.
At least ten feet thick, and almost certainly thicker.
It doesn't look like it was deliberately built this way.
You find that the right corridor off the corridor with the rats leads up to a staircase up and then a pile of rocks the size of refridgerators that ripped through the ceiling. If you stay in the lighted areas, you haven't found another way out than up the well.
You find that the right corridor off the corridor with the rats leads up to a staircase up and then a pile of rocks the size of refrigerators that ripped through the ceiling.
So there's a hole in the ceiling. Climb up the pile of rocks and see if I can get up on the roof. (How in the hell did rocks the size of refrigerators fall from the sky?) What's up on the roof? Can I get down from there? That rope and carabiner set is designed more for going down than going up.
You climb out on top of a broad fuselage. You can see that the several hundred yard long 'plane' smashed into the mountainside, and still mostly retained its shape. The nose punched through a column, and dumped the column to make the hole you just climbed up out of.
Looking to the rear you can see a dark spot, and then a tail fin sticking up four stories in the air, and then beyond that a swathe of destruction several miles long. You can see the difference because to the right and left of it are tough, viny trees of perhaps fifty feet in height, and the ones in the swathe are thirty feet.
Around you, you see mountaintops.
Above you, a pale, blue sun.
It looks as if you can go down on the right side of the 'plane' if you're up to traversng a jumbled causeway of large granite rocks.
Looking to the rear you can see a dark spot
Another hole in the ceiling? Check that out.
So this is a gigantic aircraft. Are there any indications as to what type of aircraft it is? Military, civilian, private? If this is a military cargo plane (And that's the only thing I can think of which would be this big) I might go back inside and see if there's anything worth looting before I take off.
What kind of propulsion system does it have? (Props, jets, etc) What color is it? Are there windows on the sides?
Which direction is the scriff sense to my errant gear? It's pointing somewhere way beyond the plane right? That's the direction I'm going to be heading when I leave this place.
And tell me more about that ring that Clock gave me. I aged instantly. That means a goodly magic bias. The plane indicates a goodly tech bias. I wonder about psionics. I want to see if I can teach myself teleportation. Not yet though.
NOTES:
When you leave this place, get the crossbow out. I'm probably getting hungry. Might need to kill something and eat it. For one shot, it's as good as the 9mm carbine for protection, and the arrows are reusable.
The dark spot is revealed to be the well at the end of the 'plane'. You can look down into the hole, and even see a bit of the offloading ramp.
The wings are really stubby and/or broken off. And it looks waaaaay larger than a 21st century cargo plane.
You walk to the sides, to look for windows, but the slope gets to be too much. You can try climbing out on the rock pathway?? for a better view if you like.
You see what might be a nodule under the 'armpit' of the wing on the left. It has a string of symbols on it in multiple languages with differing alphabets. Only one looks even vaguely familiar.
~!!-H!!~!!-H!! Exvlosiwe/Vlammable/!!Annihilatory!! ~!!-H!!~!!-H!!~
The ring is a dark blue metal. It does not move on your finger.
The scriff sense is currently pointing to the plane's right. Its beyond the plane.
You see something that might be a hawk circling high in the sky.
The color of the plane is off-white. Its skin is not metal, exactly.
Climb down the rocks and off of the plane and start heading towards the errant scriff sense. Leave this thing behind. There might be some stuff worth looting, but I don't feel like dealing with those spiders. When I get to the ground, do like I said and get out the crossbow. Just walk with that in hand and if I see an animal I can kill with it for dinner, do so. (MJ gives a new use for killing a living being with the ranged weapon. I've not done that with this. Do you give the same new use?) Otherwise, just head in the direction of the errant scriff sense. It's about 10,000 miles away. This might take a while......
Just to be clear up front, this is more of an observation than an attempt to argue with the referee. You said that my 9mm magazines were minus one bullet, and that Sarah Connor did that. Sarah Connor thinks that was sent to her by The Resistance. What you're saying is that Sarah, a waitress, thinks she knows better how it should be loaded than the combat trained Resistance soldier who sent it to her. I found that kind of funny when I thought about it. Again, an observation, not an argument.
You hike down the rubble pile, deftly balancing on a tippy rock, and leaping a small chasm before you reach bottom. Heading out across the thinly vegetated landscape, you aim for the scriff sense.
On the way, you see a lizard, and nail it with an excellent shot right behind the head. Coming closer, you see it flopping.
Its grey, brown, and scaled with a length of five feet and a thickness of four inches at its widest. Three of those feet are the rather thin tail.
It also has six legs.
OOC: Making an arguement once is not a problem. In this case, I made an error in judgment because I thought this was Sarah the really experienced survivalist not Sarah the waitress, but a key problem is not to go back over the past excessively. So it is what it is, aaaaaand we're moving forward.
On the way, you see a lizard, and nail it with an excellent shot right behind the head. Coming closer, you see it flopping.
Did you give me a new use? I need to know so I can mark it.
Pull out the Kabar knife, cut its head off, get out the magnesium fire starter, start a fire, cook me a lizard and have dinner. This is something I've never done, so its probably a new skill.
MJ gave like a +40 for that magnesium fire starter for starting fires.
OOC: Making an argument once is not a problem. In this case, I made an error in judgment because I thought this was Sarah the really experienced survivalist not Sarah the waitress, but a key problem is not to go back over the past excessively. So it is what it is, aaaaaand we're moving forward.
That's the thing. Being psychotic makes it very difficult for me to let go of the past. Imagine a home movie of all of your life's most embarrassing, humiliating moments flashing before your eyes, and you can't shut it off, coupled with what feels like blender blades spinning inside your head. That's a psychotic episode. The illness literally forces me to relive the past and constantly go over and over and over it inside my head. As I said (twice) I wasn't arguing with you, it was just something I found funny when I gave it a moment's thought. It's OK, I don't have a problem with it. I thought you might get a laugh out of it as well.
Speaking of which, after I cook the lizard and have dinner, check the magazines. A good soldier never uses a magazine that someone else loaded. Unload all of them onto one of those bedsheets that I have and then reload them. So, there were 29 in the 30s and 14 in the 15s. Now, I have one 15 empty, (Put it in the backpack) all eight 30s are full, six of the 15s are full, and one 15 has 14. (There were 14 bullets in the now empty, and that's one bullet out for 14 magazines.)
After that, reload the crossbow and head out in the direction of the scriff sense. Still have all of the arrows.
