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[IC] Trespassers of the Multiverse DC; XCOM 2 Subplot: Return of the Traitor


GodofGamingRWBY

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Everyone

 

Not long after Aquila’s request came out, the Commander spoke through everyone’s coms, “Menace 1-5, Aquila has encountered three Mutons. Looks like we were correct in assuming some of ADVENT’s forces survived. Clear the ship out with lethal force immediately” she stated, “Sandman, go into the ship and begin locating any more hostiles for the rest of the squad. Lazarus, Nader, assist Aquila. Database, continue extracting supplies. The rest of you, you’re free to explore or assist wherever until further notice”  the Commander stated, before falling silent.

 

Lazarus

 

At Frigus’s statement, Lazarus simply nodded before punching in one last number for the charge, before standing, listening to the Commander’s orders before sighing, “Wonderful, Mutons” he muttered before grabbing his rifle again, beginning to run towards where Aquila had gone.

 

 

Rachel

 

Once the Commander let out her orders, the Reaper’s cloak shimmered back into existence as he stood, “Keep the area out here secure if you wish. I have something to do” he said to the Sister of Battle, before moving towards the hole in the ship and, after taking a careful look inside, jumped into the ship.

 

 

Harry & Contagion

 

As Harry and Contagion made their way to the main entrance of the ship, they could see Alan and Database return from their trip back to Firebrand, ready to bring in more supplies. Database herself, upon seeing the container Harry carried, raised an eyebrow, stepping closer to inspect it, “Found something neat, huh?” she asked, leaning forward to try and figure out what it was, “Hm.. Commander? Should we bring this in? I’ve never see-”

 

“Yes, bring it in, as soon as possible” the Commander quickly interrupted over the comes, causing Database to simply shrug,

 

“Alright, I’ll bring it back then” she stated, holding out both arms to indicate that she was ready to take the container.
 


Aquila

 

(12 vs 4: Pass) Aquila, thankfully, managed to break contact and move his way around a corner thanks to the Muton’s lights, before turning around and preparing to strike at the first Muton to come into his sight. And then, when the first one came into his sight, he threw out his fist to clothesline the alien brute (9 vs Natural 20!)... Only to find the alien brute catching his fist, then pulling it to the side and headbutting Aquila in the head, ignoring the fact that he was still wearing his helmet, staggering him and leaving him open for the Muton’s followup, a large slash with its rifle (25 vs Nonnatural 20), his armor armor absorbing most of the blow and leaving Aquila with only 8 damage to his name.

 

The other Mutons barely had time to round to corner before Lazarus, Nader, and Frigus ran into the room, the two Alien troops turning to meet them and roaring at both, activating their rifles to allow green energy to begin flowing through them.

 

Status

Spoiler

Aquila: 30/38: Wounded, +4 Res

 

Nader: 26/26: Healthy

 

Frigus: 26/26: Healthy

 

Lazarus: 60/60: Healthy

 

3 Mutons: Healthy

 

 

Initiative

Spoiler

Average Dex: 5.5 (Wow that’s a lot of dex)

 

Frigus

 

Aquila

 

Lazarus

 

3 Mutons

 

Nader

 


 

Edited by GodofGamingRWBY
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As Frigus rounded the corner into the room with Lazarus and Nader he instantly summoned his armor and weapon.  He raised his Keyblade and pointed it at the space between the two roaring creatures and shouted "Gravity!" creating a field of black and purple energy originating on that point.

The two Mutons would find themselves suddenly wrenched and pull to the center of the field.

 

Frigus uses Gravity(Draw) on the two Mutons not in combat with Aquila, for two rounds any attacks that would hit one instead hit both.

 

 

Loadout:

Spoiler

-Actives

Cure: Restorative energy that mends bones and seals wounds.  

Restore 1d4+[Int] HP of one target.

-Level 2(trick): +1 target.

-Level 3(trick): Now remove one ailment from effected target(s).

 

Blizzard(Blast): Send out a cone of ice magic that freezes those affected.  

Deal [Key atk] cold damage to three targets, reduce their Init by [Int]/3, cooldown=2.

-Level 2: +1 target.

 

Barrier: A magical wall of force that impedes incoming attacks.

Reduce the damage dealt to one target by 50% until this Init slot next round, this action cannot be take more than once per round.

 

Gravity(Draw)(Trick): Frigus creates a tiny maelstrom of gravity, sucking in foes.
Choose Two groups of Mooks, for 2 turns, attacks that would hit one instead hit both.

 

Blitz(Trick): A series of simple jumping attacks.

Make two Keyblade attacks at 65% damage, if two hit then make another Keyblade attack at 150% damage, all attacks have a 10% miss chance.

 

-Passives

 

Combo+(Trick)(x2): Once per round when you make a basic Keyblade attack against a target you may follow up with a Combo Keyblade attack against the same target as a free action.

 

-Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

-Bound: Keyblades are very particular about their wielders.  Anyone who tries to wield/pick up/steal a keyblade who hasn't been properly initiated/isn't deemed worthy will find that the keyblade disintegrates in their hand.  A keyblade may be summoned into or out of existence by its owner much like one would sheathe or unsheathe a sword.

-Growing Power: May spend Merit to increase the size of the dices by one tier(d6>d8>d10>d12>d14 etc), and to add threshold bonuses.

-Keychains: The form and power of a keyblade is drawn out by the keychain you attach to the base blade.  Attaching a bauble(“keychain”) to this weapon grants it bonus damage/powers based on that bauble.  No more than one keychain may be attached at any point in time, though they may be changed out for one another.  The keychain does not take an action slot.

-Lockbreaker I: You may use your Keyblade to open mundane locks with relative ease, the GM may prompt an Int check for more difficult locks.

-Sever I: Keyblade damage dice are now d8 instead of d6.

 

Name: Time Spiral

Description: Designed and prototyped by Frigus, this keychain appeared fifteen minutes before he finished designing it, though he didn't notice until he was done and the version he made vanished from his hands. It is a heavy, mobius hourglass, sand constantly falling and circulating through the glass no matter how it is held, surrounded by a gunmetal-grey frame and chain that fails to reflect the light. The keyblade itself picks up steampunk gears and widgets that cause its shape to constantly shift and tick loudly even when held motionless.(edited)

Special Qualities:

-Keychain: Attached to a "Keyblade"
-Bolster Keyblade: +1 dice.

-Threadweave: Once per encounter, maximize all damage dice of a single attack as a free action.

-Heroism Point: Once per plot, guarentee a roll of 20 v 1 on your next non-crafting check as a free action.

-Temporal Lock: By thrusting the keyblade into an enemy or object and locking it tight, Frigus can cause the target to become locked in time, unable to affect or be affected by anything. This does not cause the target to stop being affected by orbital movement. Only one target can be locked at a time. Unwilling targets are entitled to an opposed essence check to resist. Targets can be unlocked in the same manner as they were locked.

Level 2: +1 Dice, Bound.

Level 3: + 1 Dice.

 

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Ow, that kind of hurt. That didn't discourage Aquila who calmly backed up a little bit. Perhaps if the red thingy could think it would note how closely Aquila was watching it. Or it'd just try to move as he darts forward to headbutt it, his flail going to tangle up in the useless bars on it's gun.

"Try that again without the gun bitch."

Mark the Muttie and then Use groin attack.

 

Spoiler

-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.
Block: Halves all damage taken, but can’t attack at all.
    L2 Counter Strike: Can counter attack, but the damage is halved.

    L3 Get behind me!: An ally can choose to be affected by block, losing their ability to attack but having damage to them halved.

Groin attack: Knocks the air out of an enemy. Deals 1d6 damage and if the target fails a STR v CON check they're action locked for two turns.
 
 
-Passives
For Honor: When a non-marked enemy attacks Aquila the damage he does with a counter in doubled.
 
 
-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering or counter attacks he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.
 
 
Equipment:
 Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage. Heals for half the damage caused by a counter. Debuffs the victim's dexterity by 4 for 1 round.
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantly it fits his asthetic. +3 RES, doubled against bullets.

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"We'll see if the medieval man can handle this, since he's got assistance, it sounds like. If they need help, we'll run back, and you can spew gas all over them or whatever. But for now, we'll take directions from the Sandman. Find another group of hostiles, and eliminate. You know the drill, right?" Harry handed the canister over to Database, making certain she had a good grip on it before letting go. "Keep me updated on what it is, alright?"

 

Await the Sandman, and then follow, or be directed to where more hostiles might be.

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"Roar at me, fuckin' space alien, you think I'm gonna back down?! I'm not gonna give you that chance to kill me!"

Expressing his outrage at the very idea of these things trying to intimidate him, the man in the blue-and-red mangalloy plate also took the chance to let his paranoia and instinctive anger flow a little bit more physically: he charged at the aliens that his new ally had caused to float in the air and stick together, and drew his arm back to deal them both a blow... then landing one foot forward to pivot as hard as he could five feet away from the beasts, a pivot that brought the heavy tip of the Horsekiller's barrel hurtling towards one of the thing's head.

Nader uses Heavy Metal Blow, dealing 1d20+Str (6) damage to the Gravity'd Mutons!

Spoiler

 

Rabid Tiger Infantry Armor (Perk, Starting Gear, Level 2): Nader's prized possession, a full-body-concealing set of manganese-steel alloy plates with thick, tough military fabric backing, and usually capable of deflecting the majority of small arms fire. The ergonomics of his armor is improved from the standard, with series of small interlocking plates being used at the elbows, pauldrons, and knees, and with the ends of the plates themselves being rounded. It has two rails, on on each arm, that he can fit his guns onto, either so that they can slide when fired or to fix them there completely. He can pull on a trigger on the bottom of his wrist to fire these guns.
+9 RES, Nader gains two additional action slots that are limited to guns of at minimum rifle size, and the armor automatically levels when Nader clears a world.
(Levels: Perk: +3 RES, the action slots, the auto-leveling
Starting Gear: +1 RES
Level 2 (AP): +2 RES

Level 3 (Australia Clear): +3 RES

 

Horsekiller 1935R (Starting Gear, Level 5): A semi automatic .60 cal rifle, this gigantic, five-foot-barrel beast of a weapon can deal some massive damage, capable of killing a horse in one hit or penetrating Tiger Armor, but even with the multiple upgrades Nader has given the gun, it is unwieldy and inaccurate.
Deals 6d6+3+DEX damage, but has a 10% chance of missing. Heavy weapon.
(Levels: Starting Gear: 2d6+3+DEX damage, 10% miss chance
Level 2 (AP): +1d6 damage

Level 3 (Merit): +1d6 damage

Level 4 (Merit): +1d6 damage

Level 5 (Merit): +1d6 damage)

 

M3 Sorraia (Level 5, all Merit): A literal machine gun, this general purpose machine gun fires .30 cal bullets and can fire 800 rounds in a minute, with the tripod removed for mounting on his armor. However, even with a solid system of straps and braces he can only fire a burst for a second or two before the recoil makes it utterly uncontrollable. 
Deals three attacks of (2d6+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(2d6+DEX) damage, 2 turn cooldown)

(Level 2 (AP): Can hit one target with both attacks or two targets with one attack each

Level 3 (Merit): Damage upgraded to 2d6+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(2d6+DEX) per attack.

Level 5 (Merit): Damage reupgraded to 2d6+DEX per attack)

 

Mk. 3 Osprey (Level 3): A much more tame rifle than his other weaponry, the Osprey rifle is chambered in 7.62mm, with a 10 round magazine and with the Mk. II Eagle Scope, and is a very accurate weapon, as well as not being a weapon that would blow a man to pieces. Meant for snipers, Nader uses it when he needs precision, and holds it rather than mounts it.
Deals 4d6+DEX damage and if the target has a dodge chance they must pass a DEX check (vs damage that would be dealt, if the GM chooses to use a DC) or they fail to dodge. Rifle-sized, not heavy.

(Level 2 (Merit): Damage upgraded to 3d6+DEX.

Level 3 (Merit): Damage upgraded to 4d6+DEX)

 

Personal Assault Weapon (Level 3): Unimpressed with the piddly little PDW he got in Australia, Nader gave it a bigger, full rifle sized chassis, entirely ruining the point of the weapon but making it more likely to hit on target. He also modified it to be automatic, completely changing the gun’s mechanism.
2d4+DEX damage, or instead can stun 1 enemy for 1 turn, at the expense of rendering the gun unusable for a 3 turn cooldown. Rifle-sized, not heavy.
(Level 1: 1d4+DEX damage
Level 2 (Merit): Upgraded to 2d4+DEX damage, counts as rifle sized.
Level 3 (Merit): Given the ability to stun an enemy for 1 turn, at the cost of a 3 turn cooldown for the whole gun.

 

Heavy Metal Blow (Level 2): Sometimes, even if you can’t shoot someone with a gun, you can still introduce them to the business end of Newton’s First Law close up, especially when in heavy armor with heavy guns. Deals 1d8+STR damage, deals 1d20+STR instead if Nader is in his armor and wielding a heavy gun.

Level 2: Upgrade from 2d8+STR to 1d20+STR with armor and gun.

 

Barrage: Nader absolutely lets loose, pulling out all his guns and wildly firing every single one of them at a target, invariably outputting a truly legendary amount of firepower. This mighty hailstorm of hot lead puts quite a bit of strain on Nader to pull off, so it isn’t something he can do often without legitimately injuring himself.

Nader fires all of the guns in his loadout at one target. Multitarget and AoE effects are respected, but so are cooldowns. Even if granted additional actions, Nader can’t do anything else this turn at all.

 

 

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Harry & Contagion


At Harry’s question, Database merely nodded, taking the canister and beginning to carry it back to the ship. Not long after he did so, the russian voice of Sandman came into his comms,

 

“I’ve spotted a small party of ADVENT forces. Two soldiers and an active Spectre, moving through the hallway to the right room. I am currently flanking them” he informed, before his com went silent again.

 

 

Main Room

 

Frigus uses the feared “Gravity” spell, dragging the two Mutons not engaging Aquila to be side by side!

 

(Natural 20 vs 19!) As Aquila prepares his counter attack, his flail wraps around one of the bars of the Muton’s rifle, before pulling the rifle out of the Mutons grasp, forcing the alien trooper forward and straight into Aquila’s knee strike, dealing 9 damage to it. (17 vs 23) Unfortunately, despite it getting knee’d in the crotch, the Muton seemed rather ok

 

Lazarus, taking advantage of Frigus’s gravity spell, raises his rifle (90), firing a short burst of bullets that deal 10 damage to each Muton.

 

The first two Mutons take aim despite the gravity, one aiming for Frigus, and the other aiming for Nader, each of their guns glowing brightly in the darkness.
(58) The Muton aiming for Frigus hits his mark, dealing 10 damage to the keyblade warrior.
(11) The other Muton, due to the darkness, misses Nader by a hair, the beam of plasma hitting the wall behind him and nearly burning a hole through it, despite its superior metal.

 

The final Muton, angrily roared at Aquila, deciding to fully ditch it’s rifle in favor of sending a powerful right hook towards Aquila’s head, his armor doing its work and only causing a mere 6 damage. Aquila instantly managed a counter attack on the poor Muton, his flail hitting it for a hefty 16 damage and healing 8 hp!

 

Nader charges the Mutons that were stuck in the air, swinging his Horsekiller at the one that missed him, causing it to be knocked into the other, dealing 17 damage to both of them!

 

 

Status

Spoiler

Aquila: 32/38: Wounded, +4 Res

 

Nader: 26/26: Healthy

 

Frigus: 16/26: Healthy

 

Lazarus: 60/60: Healthy

 

3 Mutons:  3 wounded, all angry.

 

Initiative

Spoiler

Average Dex: 5.5 (Wow that’s a lot of dex)

 

Frigus

 

Aquila

 

Lazarus

 

3 Mutons

 

Nader

 

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"Got it. We'll set up in the right room, get ready to take them with some fire down the hallway." Harry nodded to Contagion to imply that was the plan and they should get to moving, then began to head carefully to the right room. If they got there without any trouble, Harry'd call again to confirm whether the enemies were in the hall, and whether it was possible and safe to shoot through the door, or to just open it. (Presumably once we get confirmation on one of the two options, we'll do it)

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Aquila smashes the mutie with his flail.

 

Spoiler

-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.
Block: Halves all damage taken, but can’t attack at all.
    L2 Counter Strike: Can counter attack, but the damage is halved.

    L3 Get behind me!: An ally can choose to be affected by block, losing their ability to attack but having damage to them halved.

Groin attack: Knocks the air out of an enemy. Deals 1d6 damage and if the target fails a STR v CON check they're action locked for two turns.
 
 
-Passives
For Honor: When a non-marked enemy attacks Aquila the damage he does with a counter in doubled.
 
 
-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering or counter attacks he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.

   Current Charge: 14/38
 
 
Equipment:
 Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage. Heals for half the damage caused by a counter. Debuffs the victim's dexterity by 4 for 1 round.
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantly it fits his asthetic. +3 RES, doubled against bullets.

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Frigus jumps into the fray!

 

Frigus uses a Basic Keybalde Attack on the two Mutons affected by Gravity, dealing 3d8+9 to both.  Combo+ triggers and he attacks again for another 3d8+9 damage.

 

 

 

 

 

Loadout:

Spoiler

Stats:

 

Essence: 4

Constitution: 3

Dexterity: 6

Intelligence: 9

Resistance: 3

Strength: 0

Synergy: 0

 

-Actives

Cure: Restorative energy that mends bones and seals wounds.  

Restore 1d4+[Int] HP of one target.

-Level 2(trick): +1 target.

-Level 3(trick): Now remove one ailment from effected target(s).

 

Blizzard(Blast): Send out a cone of ice magic that freezes those affected.  

Deal [Key atk] cold damage to three targets, reduce their Init by [Int]/3, cooldown=2.

-Level 2: +1 target.

 

Barrier: A magical wall of force that impedes incoming attacks.

Reduce the damage dealt to one target by 50% until this Init slot next round, this action cannot be take more than once per round.

 

Gravity(Draw)(Trick): Frigus creates a tiny maelstrom of gravity, sucking in foes.
Choose Two groups of Mooks, for 2 turns, attacks that would hit one instead hit both.

 

Blitz(Trick): A series of simple jumping attacks.

Make two Keyblade attacks at 65% damage, if two hit then make another Keyblade attack at 150% damage, all attacks have a 10% miss chance.

 

-Passives

 

Combo+(Trick)(x2): Once per round when you make a basic Keyblade attack against a target you may follow up with a Combo Keyblade attack against the same target as a free action.

 

-Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

-Bound: Keyblades are very particular about their wielders.  Anyone who tries to wield/pick up/steal a keyblade who hasn't been properly initiated/isn't deemed worthy will find that the keyblade disintegrates in their hand.  A keyblade may be summoned into or out of existence by its owner much like one would sheathe or unsheathe a sword.

-Growing Power: May spend Merit to increase the size of the dices by one tier(d6>d8>d10>d12>d14 etc), and to add threshold bonuses.

-Keychains: The form and power of a keyblade is drawn out by the keychain you attach to the base blade.  Attaching a bauble(“keychain”) to this weapon grants it bonus damage/powers based on that bauble.  No more than one keychain may be attached at any point in time, though they may be changed out for one another.  The keychain does not take an action slot.

-Lockbreaker I: You may use your Keyblade to open mundane locks with relative ease, the GM may prompt an Int check for more difficult locks.

-Sever I: Keyblade damage dice are now d8 instead of d6.

 

Name: Time Spiral

Description: Designed and prototyped by Frigus, this keychain appeared fifteen minutes before he finished designing it, though he didn't notice until he was done and the version he made vanished from his hands. It is a heavy, mobius hourglass, sand constantly falling and circulating through the glass no matter how it is held, surrounded by a gunmetal-grey frame and chain that fails to reflect the light. The keyblade itself picks up steampunk gears and widgets that cause its shape to constantly shift and tick loudly even when held motionless.(edited)

Special Qualities:

-Keychain: Attached to a "Keyblade"
-Bolster Keyblade: +1 dice.

-Threadweave: Once per encounter, maximize all damage dice of a single attack as a free action.

-Heroism Point: Once per plot, guarentee a roll of 20 v 1 on your next non-crafting check as a free action.

-Temporal Lock: By thrusting the keyblade into an enemy or object and locking it tight, Frigus can cause the target to become locked in time, unable to affect or be affected by anything. This does not cause the target to stop being affected by orbital movement. Only one target can be locked at a time. Unwilling targets are entitled to an opposed essence check to resist. Targets can be unlocked in the same manner as they were locked.

Level 2: +1 Dice, Bound.

Level 3: + 1 Dice.

 

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Nader charged forwards and swept his left arm violently to the right once more, the tip of his Horsekiller moving to help finish off the two Mutons Frigus was going after.

Nader uses Heavy Metal Blow, dealing 1d20+Str (6) damage to the Gravity'd Mutons!

Spoiler

Rabid Tiger Infantry Armor (Perk, Starting Gear, Level 2): Nader's prized possession, a full-body-concealing set of manganese-steel alloy plates with thick, tough military fabric backing, and usually capable of deflecting the majority of small arms fire. The ergonomics of his armor is improved from the standard, with series of small interlocking plates being used at the elbows, pauldrons, and knees, and with the ends of the plates themselves being rounded. It has two rails, on on each arm, that he can fit his guns onto, either so that they can slide when fired or to fix them there completely. He can pull on a trigger on the bottom of his wrist to fire these guns.
+9 RES, Nader gains two additional action slots that are limited to guns of at minimum rifle size, and the armor automatically levels when Nader clears a world.
(Levels: Perk: +3 RES, the action slots, the auto-leveling
Starting Gear: +1 RES
Level 2 (AP): +2 RES

Level 3 (Australia Clear): +3 RES

 

Horsekiller 1935R (Starting Gear, Level 5): A semi automatic .60 cal rifle, this gigantic, five-foot-barrel beast of a weapon can deal some massive damage, capable of killing a horse in one hit or penetrating Tiger Armor, but even with the multiple upgrades Nader has given the gun, it is unwieldy and inaccurate.
Deals 6d6+3+DEX damage, but has a 10% chance of missing. Heavy weapon.
(Levels: Starting Gear: 2d6+3+DEX damage, 10% miss chance
Level 2 (AP): +1d6 damage

Level 3 (Merit): +1d6 damage

Level 4 (Merit): +1d6 damage

Level 5 (Merit): +1d6 damage)

 

M3 Sorraia (Level 5, all Merit): A literal machine gun, this general purpose machine gun fires .30 cal bullets and can fire 800 rounds in a minute, with the tripod removed for mounting on his armor. However, even with a solid system of straps and braces he can only fire a burst for a second or two before the recoil makes it utterly uncontrollable. 
Deals three attacks of (2d6+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(2d6+DEX) damage, 2 turn cooldown)

(Level 2 (AP): Can hit one target with both attacks or two targets with one attack each

Level 3 (Merit): Damage upgraded to 2d6+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(2d6+DEX) per attack.

Level 5 (Merit): Damage reupgraded to 2d6+DEX per attack)

 

Mk. 3 Osprey (Level 3): A much more tame rifle than his other weaponry, the Osprey rifle is chambered in 7.62mm, with a 10 round magazine and with the Mk. II Eagle Scope, and is a very accurate weapon, as well as not being a weapon that would blow a man to pieces. Meant for snipers, Nader uses it when he needs precision, and holds it rather than mounts it.
Deals 4d6+DEX damage and if the target has a dodge chance they must pass a DEX check (vs damage that would be dealt, if the GM chooses to use a DC) or they fail to dodge. Rifle-sized, not heavy.

(Level 2 (Merit): Damage upgraded to 3d6+DEX.

Level 3 (Merit): Damage upgraded to 4d6+DEX)

 

Personal Assault Weapon (Level 3): Unimpressed with the piddly little PDW he got in Australia, Nader gave it a bigger, full rifle sized chassis, entirely ruining the point of the weapon but making it more likely to hit on target. He also modified it to be automatic, completely changing the gun’s mechanism.
2d4+DEX damage, or instead can stun 1 enemy for 1 turn, at the expense of rendering the gun unusable for a 3 turn cooldown. Rifle-sized, not heavy.
(Level 1: 1d4+DEX damage
Level 2 (Merit): Upgraded to 2d4+DEX damage, counts as rifle sized.
Level 3 (Merit): Given the ability to stun an enemy for 1 turn, at the cost of a 3 turn cooldown for the whole gun.

 

Heavy Metal Blow (Level 2): Sometimes, even if you can’t shoot someone with a gun, you can still introduce them to the business end of Newton’s First Law close up, especially when in heavy armor with heavy guns. Deals 1d8+STR damage, deals 1d20+STR instead if Nader is in his armor and wielding a heavy gun.

Level 2: Upgrade from 2d8+STR to 1d20+STR with armor and gun.

 

Barrage: Nader absolutely lets loose, pulling out all his guns and wildly firing every single one of them at a target, invariably outputting a truly legendary amount of firepower. This mighty hailstorm of hot lead puts quite a bit of strain on Nader to pull off, so it isn’t something he can do often without legitimately injuring himself.

Nader fires all of the guns in his loadout at one target. Multitarget and AoE effects are respected, but so are cooldowns. Even if granted additional actions, Nader can’t do anything else this turn at all.

 

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Middle Group

 

Frigus initiates ham mode, whacking both of the Mutons stuck in his gravity (still), dealing (21+29) 50 damage to both! They look mighty pissed off now!

 

(8 vs Non-Natural 20) Aquila uses his trusty flail once more, going to whack the Muton once more… Only to find it ducking beneath his swing before ramming forward! (Natural 20! Vs 22!) Thankfully, by planting his feet on the ground and grabbing onto the Muton, Aquila is able to stay on his feet… Only now he was trying not to get thrown by an extremely angry Muton now struggling out of his grip.

 

Lazarus merely takes aim at the two Mutons still stuck in mid air, filling them with more holes, dealing 16 damage to each. Not long after, the gravity spell Frigus casted wore off, causing both to drop to the ground, dead.

 

With the two Mutons now dead, Nader changes his target to the one fighting against Aquila, who were both currently grappling each other. While it was distracted, Nader slammed Horsekiller into its back, hitting it for 8 damage. It’s still pissed off.

 

(17 vs 11) With a mighty roar, the Muton manages to finally throw Aquila off of him, pushing the knight a few feet back before taking another swing at Nader, the latter’s helmet doing it’s job and protecting him from the blow, only causing 4 damage.
 

Do we need an Initiative?

Spoiler

Frigus

 

Aquila

 

Lazarus

 

3 Mutons

 

Nader

Needless Status

Spoiler

Aquila: 32/38: Wounded, +4 Res

 

Nader: 22/26: Fist to the Head

 

Frigus: 16/26: Not so healthy anymore.

 

Lazarus: 60/60: Healthy

 

3 Mutons:  2 dead, 1 Unlimited Angrish Works

 

 

Harry & Contagion

 

Not long after Harry asked his question and got set up, the Reaper responded, “They’re only a few steps from the door now. I have the one opening it” he stated. Not 5 seconds afterwards, the door to the lab opened, revealing two ADVENT soldiers and a black/green humanoid creature that was likely the Spectre the Reaper talked about. Just as said door opened, a large rifle crack came from behind them, before the left-most soldier’s head practically blew apart. 

 

Before either the Spectre or the other soldier could react though, Harry and Contagion were already firing, with Harry’s new plasma rifle hitting the ADVENT Soldier in the chest for a good 18 damage, while Contagion hit the Spectre for 20. Neither seemed dead, but each seemed upset.
 

Initiative

Spoiler

Contagion

 

Sandman

 

Spectre

 

Harry

 

ADVENT Soldier

 

Status

Spoiler

Harry: 48/48: Healthy

 

Contagion: 30/30 HP: Healthy

 

Sandman: 30/30 HP: Healthy

 

Spectre: Wounded

 

ADVENT Soldier: Wounded

 

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Harry ducked behind one of the large tubes in the room, taking another shot with the new weapon.

 

Spoiler

Damage is the same as before, but I'm using this trick in my psuedo loadout. Don't expect it to be a long battle, but I'll stick psionic levitation, message, now you see me, and slap on a bandaid into the loadout, just in case.

 

Training Roll: 22 vs 11 Quality of training: Natural 20.

Vital Targetting (trick, level 1): Harry can now fire where the opponent would be at their weakest by using his head. When he uses a gun, Harry adds Int/4 to his gun's damage.

 

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Contagion ducks behind cover and uses Burst Fire on the Spectre.

 

(+4 DEX for 3 rounds)

 

Spoiler

Active-

Burst Fire- Contagion opens fire with three attacks from his current firearm. 

-(Level 1) Deals full damage on each attack, the first with no penalties, the second 75% likely to hit, and the third being 50% likely to hit. Cooldown: 4 turns.

 

Toxin Cloud (AOE)- Contagion releases a cloud of poisonous gas on the battlefield, damaging all enemies.

-(Level 1) 1d6 + INT, prompting a INT vs RES check for enemies not to get Poisoned - [INT/4]d4 poison damage for 3 turns. Target Limit: 2. Cooldown: 3 turns.

-(Level 2) 2d6 + INT, prompting a INT vs RES check for enemies not to get Poisoned - [INT/4]d4 poison damage for 3 turns. Target Limit: 2. Cooldown: 3 turns.

-(Level 3) 2d6 + INT, prompting a INT vs RES check for enemies not to get Poisoned - [INT/4]d4 poison damage for 3 turns. Target Limit: 3. Cooldown: 3 turns.

-(Level 4) 2d6 + INT, prompting a INT vs RES check for enemies not to get Poisoned - [INT/4]d4 poison damage for 3 turns. Target Limit: 4. Cooldown: 3 turns.

 

Passive-

Heightened Awareness- Contagion's adrenaline kicks in, causing his reaction timing to increase.

-(Level 1) +4 to his DEX for the first 3 rounds of combat.

 

Nimble- Contagion is a bit quicker in his light gear

-(Level 1) +10% chance to dodge

 

Equipment-

Contagion’s Modified AK47: Modified to be more accurate and more damaging. 

-(Level 1) Deals 1d12 + DEX damage.

-(Level 2) Deals 2d6 + DEX damage.

-(Level 3) Deals 3d6 + DEX damage.

 

Plasma Torch: This tool projects a knife-sized blade of plasma.

-(Level 1) Deals 2d6 + INT damage. It deals double damage to inanimate, unresisting targets.

 

Edited by Projeck
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After seeing his gravity spell ware off and the two creatures fall dead Frigus turned and took one long step towards the last one.  First he tried to slam the edge of his Keyblade into the back of its head, then he followed up with an upward strike from the other direction.

 

Frigus uses a Basic Keyblade Attack on the last Muton, dealing 3d8+9 to it.  Combo+ triggers and he attacks again for another 3d8+9 damage.

 

 

 

Spoiler

Stats:

 

Essence: 4

Constitution: 3

Dexterity: 6

Intelligence: 9

Resistance: 3

Strength: 0

Synergy: 0

 

-Actives

Cure: Restorative energy that mends bones and seals wounds.  

Restore 1d4+[Int] HP of one target.

-Level 2(trick): +1 target.

-Level 3(trick): Now remove one ailment from effected target(s).

 

Blizzard(Blast): Send out a cone of ice magic that freezes those affected.  

Deal [Key atk] cold damage to three targets, reduce their Init by [Int]/3, cooldown=2.

-Level 2: +1 target.

 

Barrier: A magical wall of force that impedes incoming attacks.

Reduce the damage dealt to one target by 50% until this Init slot next round, this action cannot be take more than once per round.

 

Gravity(Draw)(Trick): Frigus creates a tiny maelstrom of gravity, sucking in foes.
Choose Two groups of Mooks, for 2 turns, attacks that would hit one instead hit both.

 

Blitz(Trick): A series of simple jumping attacks.

Make two Keyblade attacks at 65% damage, if two hit then make another Keyblade attack at 150% damage, all attacks have a 10% miss chance.

 

-Passives

 

Combo+(Trick)(x2): Once per round when you make a basic Keyblade attack against a target you may follow up with a Combo Keyblade attack against the same target as a free action.

 

-Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

-Bound: Keyblades are very particular about their wielders.  Anyone who tries to wield/pick up/steal a keyblade who hasn't been properly initiated/isn't deemed worthy will find that the keyblade disintegrates in their hand.  A keyblade may be summoned into or out of existence by its owner much like one would sheathe or unsheathe a sword.

-Growing Power: May spend Merit to increase the size of the dices by one tier(d6>d8>d10>d12>d14 etc), and to add threshold bonuses.

-Keychains: The form and power of a keyblade is drawn out by the keychain you attach to the base blade.  Attaching a bauble(“keychain”) to this weapon grants it bonus damage/powers based on that bauble.  No more than one keychain may be attached at any point in time, though they may be changed out for one another.  The keychain does not take an action slot.

-Lockbreaker I: You may use your Keyblade to open mundane locks with relative ease, the GM may prompt an Int check for more difficult locks.

-Sever I: Keyblade damage dice are now d8 instead of d6.

 

Name: Time Spiral

Description: Designed and prototyped by Frigus, this keychain appeared fifteen minutes before he finished designing it, though he didn't notice until he was done and the version he made vanished from his hands. It is a heavy, mobius hourglass, sand constantly falling and circulating through the glass no matter how it is held, surrounded by a gunmetal-grey frame and chain that fails to reflect the light. The keyblade itself picks up steampunk gears and widgets that cause its shape to constantly shift and tick loudly even when held motionless.(edited)

Special Qualities:

-Keychain: Attached to a "Keyblade"
-Bolster Keyblade: +1 dice.

-Threadweave: Once per encounter, maximize all damage dice of a single attack as a free action.

-Heroism Point: Once per plot, guarentee a roll of 20 v 1 on your next non-crafting check as a free action.

-Temporal Lock: By thrusting the keyblade into an enemy or object and locking it tight, Frigus can cause the target to become locked in time, unable to affect or be affected by anything. This does not cause the target to stop being affected by orbital movement. Only one target can be locked at a time. Unwilling targets are entitled to an opposed essence check to resist. Targets can be unlocked in the same manner as they were locked.

Level 2: +1 Dice, Bound.

Level 3: + 1 Dice.

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The punch the Muton dealt Nader may have rocked him backwards a step, a loud metallic BONGGG ringing out as his head was pushed backwards, but aside from a likely moderate bruise, Nader wasn't that injured (curve of the helmet doing its work), and he was most certainly not out of the fight. Yelling angrily, Nader took a step forwards and swung his Horsekiller arm again, aimed at a hammer blow.

If the Muton somehow survives Aquila and Frigus, Nader will use yet another Heavy Metal Blow on it for 1d20+Strength (6) damage.

Spoiler


Rabid Tiger Infantry Armor (Perk, Starting Gear, Level 2): Nader's prized possession, a full-body-concealing set of manganese-steel alloy plates with thick, tough military fabric backing, and usually capable of deflecting the majority of small arms fire. The ergonomics of his armor is improved from the standard, with series of small interlocking plates being used at the elbows, pauldrons, and knees, and with the ends of the plates themselves being rounded. It has two rails, on on each arm, that he can fit his guns onto, either so that they can slide when fired or to fix them there completely. He can pull on a trigger on the bottom of his wrist to fire these guns.
+9 RES, Nader gains two additional action slots that are limited to guns of at minimum rifle size, and the armor automatically levels when Nader clears a world.
(Levels: Perk: +3 RES, the action slots, the auto-leveling
Starting Gear: +1 RES
Level 2 (AP): +2 RES

Level 3 (Australia Clear): +3 RES

 

Horsekiller 1935R (Starting Gear, Level 5): A semi automatic .60 cal rifle, this gigantic, five-foot-barrel beast of a weapon can deal some massive damage, capable of killing a horse in one hit or penetrating Tiger Armor, but even with the multiple upgrades Nader has given the gun, it is unwieldy and inaccurate.
Deals 6d6+3+DEX damage, but has a 10% chance of missing. Heavy weapon.
(Levels: Starting Gear: 2d6+3+DEX damage, 10% miss chance
Level 2 (AP): +1d6 damage

Level 3 (Merit): +1d6 damage

Level 4 (Merit): +1d6 damage

Level 5 (Merit): +1d6 damage)

 

M3 Sorraia (Level 5, all Merit): A literal machine gun, this general purpose machine gun fires .30 cal bullets and can fire 800 rounds in a minute, with the tripod removed for mounting on his armor. However, even with a solid system of straps and braces he can only fire a burst for a second or two before the recoil makes it utterly uncontrollable. 
Deals three attacks of (2d6+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(2d6+DEX) damage, 2 turn cooldown)

(Level 2 (AP): Can hit one target with both attacks or two targets with one attack each

Level 3 (Merit): Damage upgraded to 2d6+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(2d6+DEX) per attack.

Level 5 (Merit): Damage reupgraded to 2d6+DEX per attack)

 

Mk. 3 Osprey (Level 3): A much more tame rifle than his other weaponry, the Osprey rifle is chambered in 7.62mm, with a 10 round magazine and with the Mk. II Eagle Scope, and is a very accurate weapon, as well as not being a weapon that would blow a man to pieces. Meant for snipers, Nader uses it when he needs precision, and holds it rather than mounts it.
Deals 4d6+DEX damage and if the target has a dodge chance they must pass a DEX check (vs damage that would be dealt, if the GM chooses to use a DC) or they fail to dodge. Rifle-sized, not heavy.

(Level 2 (Merit): Damage upgraded to 3d6+DEX.

Level 3 (Merit): Damage upgraded to 4d6+DEX)

 

Personal Assault Weapon (Level 3): Unimpressed with the piddly little PDW he got in Australia, Nader gave it a bigger, full rifle sized chassis, entirely ruining the point of the weapon but making it more likely to hit on target. He also modified it to be automatic, completely changing the gun’s mechanism.
2d4+DEX damage, or instead can stun 1 enemy for 1 turn, at the expense of rendering the gun unusable for a 3 turn cooldown. Rifle-sized, not heavy.
(Level 1: 1d4+DEX damage
Level 2 (Merit): Upgraded to 2d4+DEX damage, counts as rifle sized.
Level 3 (Merit): Given the ability to stun an enemy for 1 turn, at the cost of a 3 turn cooldown for the whole gun.

 

Heavy Metal Blow (Level 2): Sometimes, even if you can’t shoot someone with a gun, you can still introduce them to the business end of Newton’s First Law close up, especially when in heavy armor with heavy guns. Deals 1d8+STR damage, deals 1d20+STR instead if Nader is in his armor and wielding a heavy gun.

Level 2: Upgrade from 2d8+STR to 1d20+STR with armor and gun.

 

Barrage: Nader absolutely lets loose, pulling out all his guns and wildly firing every single one of them at a target, invariably outputting a truly legendary amount of firepower. This mighty hailstorm of hot lead puts quite a bit of strain on Nader to pull off, so it isn’t something he can do often without legitimately injuring himself.

Nader fires all of the guns in his loadout at one target. Multitarget and AoE effects are respected, but so are cooldowns. Even if granted additional actions, Nader can’t do anything else this turn at all.

 

 

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Rachel

 

(14) As everyone continues to fight, Rachel gets to work setting up a perimeter with her traps… Managing to fine scattered plates of the ship's hull around, plenty of pipes and (surprisingly) wire. Hell, she even managed to find one of the engines half buried in the ground near the ship... She just couldn't tell if it was broken or not.

 

Either way, a lot of material at hand.

 

 

Middle Group

 

(66) Frigus moves up and proceeds to whack the Muton twice in the head, catching it off guard and dealing 44 damage to it. It’s not dead yet, but it seems to be getting close…

 

(49) As Frigus whacks the Muton in the head, Aquila himself goes for a stab at the Muton, the bayonet of it’s rifle being inserted right in its gut, dealing 9 damage! Now it’s just getting angrier.

 

As if the Muton couldn’t get enough today, Lazarus fires his grappling hook at the thing, the hook piercing its armor and digging into the skin. After a second, the Muton rears back in pain as 15 amps of electricity is pumped into it. Not even two seconds later, the Muton stops, steam rising off of its body before it slumps to the ground, dead, while the hook detaches from its corpse, reeling back to Lazarus, who merely shakes it off once it came back.

 

The Mutons are dead. You three punks get two merit.

 

 

Harry & Contagion

 

(30) (28) Before the ADVENT troops could truly react to the ambush, Contagion fires at the Spectre, dealing (27)(27)(22) 76 damage!

 

As for the Soldier, a small device flies out of the darkness, sticking to his back as a small, blinking red light began to emit from it.

 

The Spectre, after getting a multitude of bullets shoved into its form, looks up, its faceless visor staring straight at Contagion before its body begins to dissolve into a swarm of black particles, which hover in the air for a bit before racing towards Contagion. (7 vs 17) Before Contagion could react, the dark cloud washes over him, blacking out his sight as it began to assault him and… Analyze? It didn’t really matter. As it stood, Contagion himself felt his senses fading away, before even his mind went to black.

 

Meanwhile, at Contagion’s body fell to the ground, an outline remained, before forming into a solid shape, vastly similar to Contagions, except completely black. The Spectre quickly reformed right next to him as well.

 

Harry, as this happens, opens fire at the ADVENT Trooper, (62) his shot landing with a mighty 26 damage… And hitting the device that was thrown onto him. Needless to say, the device proceed to turn a dead trooper, into a dead EXPLODING trooper.

 

Here’s the Initiative

Spoiler

Contagion

 

Dark!Contagion

 

Sandman

 

Spectre

 

Harry

 

 

Status

Spoiler

Harry: 48/48: Healthy

 

Contagion: 30/30 HP: Having a good nap

 

Sandman: 30/30 HP: Healthy

 

Spectre: Shot to hell and back

 

Dark!Contagion: 30/30 HP: Healthy and spooky

 

Two Dead Soldiers


 

Edited by GodofGamingRWBY
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"Well. That's new. Sandman, I've got the spandex man." The being had created some sort of copy of Contagion. Not a clone, since it didn't appear to be biological, and the mass to make up a new Contagion had no where to come from. Presumably more of a sillouette approximating him in most respects. The question was, did they share one mind, or did this new creation act independently. There was a simple test, Harry decided. Steeling himself, he peeked out around the corner of his cover at the two, and as quickly as possible, began to suppress the sensory input that told the Spectre that he existed. He then dashed to another of the pods, crouching behind it. If there were no gunshots immediately after, he was in the clear.

 

If there aren't any gunshots as Harry dashes between cover, he'd sprint up to the Spectre, maintaining his effect on the thing's mind until he was close. Once he got in close, he would snap the things neck. A quick twist, then release. If it fell, good. If not, he'd take a shot at its head point blank.

 

Harry activates Now You See Me. . . on the Spectre, erasing any trace of him from its mind, then dashes to more cover. If there is no suppressive fire, then Harry will quickly approach and attempt to snap the Spectre's neck. If that fails, point blank shot to the head with the plasma rifle.

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After a good long while of standing guard near Database's position just in case the sound of gunfire in the distance started to approach their position, Alan eventually decided that whatever the intimidating woman in power armor was doing should be enough protection. But before he left he decided to try and signal that he and his drones were going to head back to the downed ADVENT ship to try and scavenge for any additional resources with a simple, "Try not to let the imperialist frag me when I get back."

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Aquila looks really disappointed as he lets the gun go to a more neutral pose. A full slumped shoulders sighing disappointment. With a shrug he shoulders the weapon and turns to the rest.

"Thanks for the assist with the other ones. Not that great with fighting three people at once."

Aquila goes about gathering the weapons and starts jogging them out too the flying machine they came in.

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Sister Rachel takes her scrap metal, wire, and half-buried engine, and gets to work.  She sets up tripwires with sharp bits of metal attached all around, so that if enemies approach from any direction they'll make a lot of noise and possibly cut their ankles up.  Then, she rearranges some of the larger scrap to funnel approaching enemies toward the engine's exhaust port if they're in that general area, before doing her best to hot-wire the buried engine to explode if she transmits the correct frequency on her vox-caster.  This foul xeno-tech would serve humanity in its death throes.

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As Aquila begins to pick up his weapons, Nader shifts his position to look towards the other end of the gigantic room, where the lack of illumination caused the area to be obscured with enough darkness to be impossible to see. But that didn't stop Nader from, after a couple of moments, suddenly extending an arm to warn Aquila to stop moving. He heard something, and if he got a little bit of quiet, he could make it out... yes. There. That was the definite sound of metal scraping against metal. Stupid bastard thought it was being stealthy, didn't it? Nader unlimbered his jury-rigged assault rifle from his back; it was a gun, so it certainly wasn't quiet, but the small caliber meant that the PAW probably wouldn't deafen everyone in a chamber this size. Nader spoke in a low, intense voice. "I hear something. Be ready for a fight, at least one of the aliens is over there, I can hear the damn thing scraping around over there." 

 

Still aiming for the darkened section of the room, Nader slowly backed towards the wall and hunted for a lightswitch similar to the one Frigus had used in the other room, pressing it if he found it; he could hear the scraping sounds going on still, and getting closer, but they hadn't picked up speed so Nader didn't know if it had caught on that he knew yet. He wasn't sure he liked his chances, but if he had any chance of surprising this thing by flipping the lights on on it, then it was an opportunity too invaluable to lose.

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Rachel

Spoiler

 

Crafting roll: 12 vs 18: oof
Quality: 2 EGH

 

 

For the most part, the trap making went decent. The wires were put down, the pipes were placed, and the engine was wired to her vox-caster. Everything was set up. There was just something… Off about this that Rachel couldn’t shake off about her trap.

 

OOC knowledge here:
When activated, the engine explode, dealing damage to a random person in or around the crashed ship.

 

 

Alan

 

Spoiler

Search roll: 27 vs 15: You’re good!
Quality: 2: oof

 

As Alan searched the ship, he couldn’t help but notice the fact that while there was an abundance of alien materials, such as the strange crystals and alloys that Database had been dragging in, and some guns, there doesn’t seem to be much materials that stand out to him. Though, he was mostly just checking around the entrance and armory, and there was still a large room in front of him that still didn’t have the lights on, and another room to the side… Which judging by the gunshots coming from it, said that there was some people inside fighting.

 

 

Harry & Contagion


The first thing the new Contagion decides to do is take aim at Harry, letting out a volley of bullets (23 vs 12), most of them hitting the tubes, mostly bouncing off the surprisingly durable glass casing. However, Harry still did hit by a few, taking 9 damage.

 

(86) (47) As the Spectre turned to Harry to fire at them, another loud crack of a rifle filled the air, hitting the Spectre’s shoulder for a hard 23 damage, causing the Spectre to take cover from any more shots, before it fired back at him...

 

(57) … And managing to land a hit on the Reaper’s own shoulder, taking 11 hp off of his vitals.

 

As for Harry, with the distraction the Reaper provided, he managed to use his psionic trick, wiping himself from the Spectre’s vision, along with Dark!Contagion, carefully moving up towards the Spectre and, due to the fact that it probably didn’t have a neck to snap, aimed his rifle at the being, and fired one shot, dealing 18 damage. Immediately, the Spectre head burst into its dark particles as the rest of its body flailed in agony, before it all dissolved into a pile of black dust, shortly followed by Dark!Contagion doing the same, with the actual Contagion being able to wake up once again.

 

That was easy. You two get two merit.

 

 

Nader (and everyone in the middle room)

Spoiler

Tempting Fate Roll: 14: Oh dear
Search roll: Natural 1: Eep

 

 

At first, Lazarus himself stopped at Nader’s warning, listening himself before hearing it. The faint sound of metal upon metal… And by the sounds of it, in this room. Instantly, his hand went up to his helmet as Nader went to the wall, feeling around for a light, “Commander, we’ve got sounds in here. Unknown number of contacts, orders?” he asked, keeping his rifle aimed as he searched the room, his rifle’s light illuminating the barren room, before his light went over a detail that forced him to stop.

 

A hooked up ADVENT MEC, crushed by another during the crash by the looks of it, charging wires still connected, “Shit… Commander, seems we’re in a Mech Bay… Which…” he began, only to trail off as the metallic scraping sounds began to grow in loudness, now clearly coming from the other end of the room.

 

It didn’t take long for Central to answer, “Menace 1-5, we’re picking up signals of an active S̶̶̴̕e̢̨͢͞c̵̶̛̀t̸̨̡͟͡o̢͠͡p̷̴̛͠ǫ́d͏͟,͢͟ ̡͢͟͝r̵͠ȩ̵͜͠͝p̨͘͠ȩ̴̸̕͝á̛͜͠͞t͡͡,͘͜͢ ̵̴͝ you’ve got à̡́́͠n̵҉̢̕͜ ̸̵̛͢͜a̸̡̕͡͝ç͘͟t͏̶҉i͟͜͟͢͝v̷̕͘͢è̀҉͢ ̢̀̀͢S͏̧͞ęc͞t̵҉́͡o̵̧ṕ҉ơ̸̕͠ḑ̛͟͡͝ ̵͡҉̡̡í̶͞n̵ there!” he informed, his communication being garbled midway, “Shit, communications  g̸͞ȩ̴̀t̴tįn̷g̀͟ ͝͞ru̵̕s̷t̡͠y̕͜, get me a s̡̛̕͟͟t̢̧͞a̸͡͏t͝u͏s̵͟͜ ̵̢͟͡r̨̕͝e̴҉̵͘p̴͡o̢r̀͟ţ̀͝,̶̨ ̢̧̕͜n͏͞o͟͠ẃ̧̀͏͝!” he added, before his turned his part of the communications off.

 

And not a second afterwards, a loud crash is heard as something breaks apart from the wall, two loud, metallic feet crashing onto the ground. Not long after, multiple red lights began to glow from the darkness, turning away from the group at first, before back at them, its lights glowing brighter as it turned fully towards them, straightening as it did so.

 

Lazarus, understandably, growled in frustration, “Get to cover, we’ve got a Sectopod!” he yelled, taking aim at the machine shrouded by darkness.
 

 

Aliens all day today...

Spoiler

Sectopod

 

Frigus

 

Aquila

 

Lazarus

 

Nader

 

Bradford's Status Report

Spoiler

Aquila: 32/38: Wounded, +4 Res

 

Nader: 22/26: Fist to the Head

 

Frigus: 16/26: Not so healthy anymore.

 

Lazarus: 60/60: Healthy

 

Sneaky Sectopod: It's showtime

 

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