1.5 Operation: Cold Slither. (Scouting out the Delvers base)

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Diamond Patron
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1.5 Operation: Cold Slither. (Scouting out the Delvers base)

Post by Lars »

Finish up here: viewtopic.php?f=298&t=5326&p=69481#p69472 then proceed to this post.

A: Topside Watcher, sees above and over the cliff.
B: Watcher
C: Watcher
D: Watcher

The far side is a sheer cliff dropping of roughly 600 feet. Watched by A.

All Watchers/Guards look like large cyborgs or robots of unknown design.

All sides appear to have electronic detection devices.

The trip across the frozen wastes of the South Pole is uneventful and cold as a witches t%t in a steel bra.

From about 600 yards away the Disavowed can stay hidden and out of sight behind mounds of snow and rock.

Orn, the tall D-Bee is true to his word. He guides the group to the Delvers base.

Borrowed transportation behind you, covered by white tarps and the dimensional raider base ahead, the Disavowed CS cell team is able to see what looks like four obvious guards out side the complex.

This old world technological military style base is multitiered and over looks a cliff on one side and a heated pool of water on the other side. How the water is heated is unknown for now: natural or tech based?

Two layers of the building can be seen from outside. Likely there are more levels beneath the frozen ground.

The plan?

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Re: 1.5 Operation: Cold Slither. (Scouting out the Delvers base)

Post by Shades »

Shades rides shotgun in the team's new ride. Monitoring the communications Shades pipes up over the intercom, "I can survey the facility. If we can find an access that is minimally observed."

"I can gather the details. Maybe they have a portal or something that they use to travel."

Hefting a few homemade devices, "I could disrupt things a bit from the inside."

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Re: 1.5 Operation: Cold Slither. (Scouting out the Delvers base)

Post by Timothy Hernandez »

Timothy walks up to Reyes, "I say we get some snipers on those four guards. With them out of the way, we would be able to infiltrate. The problem I have is what are we not seeing?" On that note, Timothy switches between all available visual spectrum for any clues of any additional observers not visible to the naked eye.

Notice: 1d4+2!!: [3]+2 = 5
Notice: 1d6+2!!: [4]+2 = 6
Dice rolls
Notice 1d6: [5] = 5
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Damage: 2d12+2
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Re: 1.5 Operation: Cold Slither. (Scouting out the Delvers base)

Post by Klanker »

"My sensors are active and ready. My Rail Guns aren't exactly finesse weapons, but if things go... sideways... we will be very glad I have them. Orders?"
Main: Tiny Tim
Active: Growler, Klanker
Retired: Merlaggon, Hans Greuber
Pace: 8 (d6), +1 Jumping Distances.
Toughness: 25(9)
Parry: 8
  • Railgun 1: 11/20
    Railgun 2: 12/20
Combat Feats and Other Notes:
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  • 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Ignore Illumination Penalties, +2 to all sight based Notice checks and versus blinding flashes and effects.
  • +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
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Re: 1.5 Operation: Cold Slither. (Scouting out the Delvers base)

Post by Richards »

Looking at the cyborg Richards believes he is right. He is right, a sniper could do all the work that is needed here. "The sniper idea works well. I can hang back and use my curse to enhance the accuracy of the bullets. Then bring both myself and whoever the sniper is to the battle field when needed."

Then looking down he tries to pick up all the information he can, both with his powerful arcane senses and with his optics and human sense.

Notice 1d8!! or 1d6!! +2 to the higher roll: [6]+[5] = 11
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
  • Athletics d4
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PPE: 10/15

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Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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