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Grace, Rise of the Supers

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D20 based role playing game 

Tags: Super, powers, heros, villans, dice20 

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Chapter 1 - : Aboard Cerberus Goto Page: 1 2 3 ... 4 6 7 8 9 [>] [»|]

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ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Thu Mar 08, 2012 8:37 pm


Intro - Departing a world:

It was the first morning of the new calender, constructed to reflect the day cycles of the new home to the human species. It was an amazing day, human kinds first ever globe wide recolonization, where every country and nationalization dis-guarded their trivial boarders and flags in favor of a new organization of the entire human race under one banner. Earth, the world that humans were leaving behind was now baron due to over exploitation of her natural resources, their only hope for survival was to migrate across the stars to their new planet, Grace. The journey would take several years, scientist estimated close to one hundred, meaning that the true pioneers of the new world would be the sons and daughters of the first generation.

Welcoming a New

The years passed in relative silence. For the first time in recorded history there was a true peace brought about by the sheer exitment of welcoming a new home. The children of the first generation were raised aboard the Cerberus, trained in their duty of colonizing Grace. As the end of the trip drew near, and the great space craft Cerberus reached the outer limits of their new Galaxy unexpected developments began to pop up abourd the ship. Prolonged exposure to deep space radiation caused mutations and enhancements in a very small portion of the population. Realizing this, the A.S.E.A (Anti- Super - Enforcement - Agency) began imprisoning any member aboard the ship that exhibiting any unusual symptoms. Using a hand held device that could scan the retina for the tale signs of the mutation, the A.S.E.A systematically checked and verified each member pod by pod before ending their search in the main vessel of the ship. It is the year 102 and the ship Ceberus is only hours away from making it's first landing on the plants surface. However, the A.S.E.A has ordered that no one shall be allowed to enter a decent craft until they have been checked for signs of Earthly sickness, masking their true intention.


User Image - Blocked by "Display Image" Settings. Click to show.


Quote:
Begin:

To begin this campaign roll a 1d20. A ten or higher means that you were unfortunate enough to have been stationed in one of the pods that had been searched earlier in the journey and have already found yourself inside the ships holding cells. You are in a single person cell that constrains your movement under increased artificial gravity. There is but one window in the upper right corner of your cell door. If you manage to stand in order to look out of the window, you will find that you are inside of a large circular room with similar cell doors all around its diameter. Directly in the center of the circle lies a stationary desk filled with flashing screens and keys where two security guards are constantly stationed. On the far end of the circle is a double door that leads out into the mall hall.

To Escape:

You find yourself buckling under the weight of the increase artificial gravity, before you can do anything you realize that you must gather the strength to rise to your feet and gather your surroundings. Make a Str check DC: 12. Success means that you were able to fight against the gravity and rise to your feet, giving you a better view of the holding cells.

Failure means that you strained to rise but buckled over under the pressure. If so you must make a toughness saving throw DC: 10 + number of failed attempts. Three failed attempts in a row will trigger an alarm that will automatically alert the guards of your attempts to stand.

If you successfully manage to stand you must now manage to escape your cell and open the prison gates. This can be done in any way you find acceptable (The GM will impose the checks as needed)



Quote:
Begin:
If you roll a nine or lower then you were fortunate enough to have been stationed in a pod that had not yet been searched for the mutation. You have found yourself in the main hall with the remaining passenger who are awaiting their scan to board the decent ship. If you are already aware of your mutation then you realize that you are in much danger. The obvious thing to do is to some how slip passed the guards and make your way to the decent ships.

To Sneak: In order to sneak passed the guards you must make a stealth check vs the guards notice DC of 10. Success means that you have managed to slip passed the guard and may now board the escape craft with the rest of the passengers headed for grace. Failure means that you were spotted and now have only moments before being captured and throw into the prison cells. If you have been spotted, you may make one more stealth check to try and hide from their sight, however if you should fail again you will be confronted by the guards.

TIPS:

•Be Creative Nothing on this page is set in stone. If you come up with a clever way to get around the obstacles faced by this campaign, feel free to attempt to do them. The GM will impose the DC's for such actions upon your attempt or in advance depending on the situation. You are not required to follow the steps listed on the campaign sheet, however doing so allows you to see the DC's that you are facing in advance.


•Fighting Back/Running If you think that you are up to it, you do have the option to fight the guards back or to simply run away. Such checks will be imposed upon their attempt by the GM.

• Hiding: If others have spotted you, you can’t use Stealth to remain unseen. You can run around a corner so you are out of sight and then use Stealth to hide, but others then know which way you went. You can’t hide at all if you have absolutely no cover or concealment, since that means you’re standing out in plain sight. Of course, if someone isn’t looking directly at you (you’re sneaking up from behind, for example), then you have concealment relative to that person. Characters with the Hide in Plain Sight feat (see feats) can make Stealth checks without the need for cover or concealment.

• Creating a Diversion to Hide: A successful Bluff or Intimidate check can give you the momentary diversion needed to make a Stealth check while people are aware of you. When others turn their attention from you, you can make a Stealth check if you can reach cover or concealment of some kind. (As a general guideline, any cover has to be within 1 foot for every rank you have in Stealth.) This check, however, is at a –5 penalty because you have to move quickly.
PostPosted: Sat Mar 10, 2012 12:31 am


Quote:
Profiles:

Each player starts out at PL: 1 with 15/20pp

However only 5 pp may be used on powers, the other 10pp is for use on customizing your character with feats,skills etc. Please Pm profiles to ele360 for approval.
 

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
ele360 rolled 1 20-sided dice: 16 Total: 16 (1-20)

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Sun Mar 11, 2012 5:08 pm


Quote:
1d20 starting roll - In Prison
Kakone rolled 1 20-sided dice: 11 Total: 11 (1-20)
PostPosted: Sun Mar 11, 2012 5:09 pm


Quote:
1d20 starting roll - Prison

Kakone

ssAntonio rolled 1 20-sided dice: 13 Total: 13 (1-20)

ssAntonio
Crew

PostPosted: Sun Mar 11, 2012 5:12 pm


Quote:
1d20 starting roll - Prison
ssAntonio rolled 1 20-sided dice: 6 Total: 6 (1-20)
PostPosted: Sun Mar 11, 2012 7:03 pm


Quote:
Str DC: 12 (-3 Modifier) = 15 or Higher


Within the deep quarters of the Cerberus, held inside one of their many cells, a young man lulled out a groan of pain as he stirred from his drugged sleep. Wearily, his eyes attempted to search out but a powerful pressure pushed against his head, forcing him to bow in respect to it's mighty power as it refused to allow him the right to move about to his own free will. Groaning yet again, he tried to raise a hand to his head to prop it up but found that once again the pressure was there and only allowed his arm up half a foot before forcing it back over to his side and causing him to slump uncomfortably to the side.

It was only then that he had the time to notice he was sitting in a chair, or rather slumped over the arm of the chair like a lifeless doll as the pressure continued to weigh him down. The metal of the chair shafted violently against his ribs causing him to gasp for air that refused to come, his mind all the more clouded in confusion and pain. Unsure of what else to do, the man attempted to gather the strength to force himself up right and hopefully stand.. but as his buckling knees and shaking arms tried to heave his weight up, he found that he couldn't manage and soon gave way, allowing his body to slump to the floor below with a hefty sigh.

ssAntonio
Crew

ssAntonio rolled 1 20-sided dice: 10 Total: 10 (1-20)

ssAntonio
Crew

PostPosted: Sun Mar 11, 2012 7:19 pm


Quote:
Tough DC: 10 (+1 Failed Attempt) = 9 or Higher


As the man slumped to the ground, he managed to brace himself with the palms of his hands just in time leaving him in a awkward looking push-up-like position. With his teeth clamped shut and his eyes screwed closed, he ignored the strain on his head from the pressure and slowly heaved himself up with nothing more then his own willpower. For a moment he buckled over and felt as though his spine was going to snap in half from the pressure, but he quickly shuffled to the nearest wall and allowed his weight to be propped up against it. Gingerly, he paced around the room as his eyes searched up and down it for details until finally landing on the small window to the side. Carefully, he peered through it and watched the two guards that sat in the room, contempt and disgust for them filled his mouth like a dangerous bile that threatened to burn a hole through him. Spitting to the side, he let his eyes wonder pass them to look at the monitors and the keys that laid out on the table in front of them before continuing on to study the other cells. For a moment he wondered if there were others like him locked away in there.

Taking a deep breath he let his back press against the wall and slid down to squat just above the floor so his shadow pooled darkly underneath him. Closing his eyes, he tried to clear his mind but the pain was just too much for it so he settled for the next best thing... knuckles pressed against his temples, the young man held his breath and tried to sink into the shadow bellow him. If everything worked the way he wanted them to he would resurface beneath the table that the two guards sat at; from there he would be unseen from harmful eyes, near to the keys he would likely need to escape to prevent himself abusing his abilities too much and would also put in him the best position to take an action if need be.
MonkpoolofLight rolled 1 20-sided dice: 10 Total: 10 (1-20)
PostPosted: Sun Mar 11, 2012 7:27 pm


Quote:
1d20-Starting Area:

MonkpoolofLight

ele360 rolled 1 20-sided dice: 4 Total: 4 (1-20)

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Sun Mar 11, 2012 7:32 pm


Jerry winced in pain from the slowly forming bruise to his rib cage that he suffered from trying to resist his own capture. He had been placed inside of a hold cell unlike any that could have been found on planet earth. Inside the cell, he was placed in a single padded chair and was being constantly bombarded from the artificial effects of man made gravity set to such heights that he could barely manage to keep his head up, let alone make any attempt at standing. Frowning for a brief moment, Jerry contemplating his situation. Would they release him when they were prepared to land? Jerry figured they would, if only to transport him to some sort of lab where they could basically turn him into a human science project. Biting the inside of his lip, Jerry realized that his only hope to return to a normal life and be with his family once again would be to make some sort of attempt at an escape. Where he would go was beyond his concern at the moment, for now all he could do was at least try and stand.

Quote:
Str DC: 12 = Fail
Kakone rolled 1 20-sided dice: 12 Total: 12 (1-20)
PostPosted: Sun Mar 11, 2012 8:03 pm


Quote:
Str DC: 12 (+1 Modifier) = 11 or Higher = Success


Reminiscing about the events passed which had assisted the girl into finding herself in such a sorry state, Anala let out an elongated sigh of exhaustion. It was just her luck to be caught inside one of the pods that had actually been searched for the human mutations that had been created over the years. Of course, the researchers weren't about to let all of their time straining creations wander away from their watchful eyes. Despite these occurrences, Anala shrugged off these small annoyances for the time being. She needed to focus on the situation at hand. Her eyes scanned over the immediate vicinity for something that she could mentally grasp to help relieve herself of this situation. The walls were all encompassing and of a mundane color. The gravitational pull was beginning to wane her spirits; however, Anala was confident that if she had pushed herself to her utmost limits that she would be able to overcome the overwhelming gravitational force. If she could accomplish this, she would finally be able to see outside the upper, single window within this room. There had to be some clue as to an escape route outside of that clear pane.

Kakone

ele360 rolled 1 20-sided dice: 17 Total: 17 (1-20)

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Sun Mar 11, 2012 11:03 pm


Quote:
Tough DC: 10 (+1 failed attempt) = 1d20 + 2 = Sucess
GoldDragon1188 rolled 1 20-sided dice: 16 Total: 16 (1-20)
PostPosted: Sun Mar 11, 2012 11:03 pm


~ Celio Hawk - "The Jade Sentinel" ~

User Image

Attention all Cerberus Officers, there has been a containment leak. This is not a drill, I repeat this is not a drill. All Cerberus Officers must report for decontamination immediately...
The voice over the intercom was clear as Celio was nearly finished packing, having only enough time to put on his fashioned powersuit before a nearby officer flagged him in the direction of the decontamination chamber. The gig was up, Celio knew very well, but fighting this early in the game was sure to be disaster, particularly with reinforcements so close at hand...
The contamination was not from a containment chamber of course, deep space radiation had afflicted his cellular structure, and only through a good friend's medical techniques had he survived; his heart having gone into cardiac arrest before being replaced with a large stone of jade weighing just over one pound, and infused with nanobots to mimic heart functions. The jade acted as a stabilization to his mutation, while the nanobots ensured proper heart functions could retain with this artificial heart now living in his chest. The recently designed powersuit was to take advantage of excess energy from his new heart in order to create plasma blasts. The suit had not had a field test due to the risk of being caught, though he supposed his eventual escape would be as good a first test as any...
The doctors in the decontamination wing took a sample of his blood, analyzed it, and in his peripherals he saw the word he knew would flag him to be contained; MUTATION ...

GoldDragon1188
Crew

GoldDragon1188 rolled 1 20-sided dice: 16 Total: 16 (1-20)

GoldDragon1188
Crew

PostPosted: Sun Mar 11, 2012 11:23 pm


~ Celio Hawk - "The Jade Sentinel" ~

User Image

Celio had always been a resilient enough man, though he would readily confess he had not intention of abusing that. Once the guards shut the doors, he counted to twenty, mississippi-style, and then took a breath as he straightened himself up, standing against the artificially enhanced gravity and bracing himself against the wall briefly while he acclimated to the pressure, taking in his surroundings. The cell itself was tiny, his university dorm had had more space than this, and unfortunately the only window was fairly high up on the cell door. Straining briefly with each step, Celio began to make his way towards the door, peering out with one eye to see the outside.
The outside room seemed to be the main containment cellblock, a large circular room of cells, which held two security guards, a single desk, several flashing screens, and the only door to the outside...

Quote:
Strength Check : DC 12
Roll : 16 + Str Bonus +1 = 17
Success
TheBlazinDragon rolled 1 20-sided dice: 17 Total: 17 (1-20)
PostPosted: Sun Mar 11, 2012 11:50 pm


Quote:
1d20-Starting Location: - Prison

TheBlazinDragon

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