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The hoverbuggies rush by one after another with their usual high-pitched, whining sounds, leaving streaks of cyan, hot pink or electric green after them. Welcome splashes of color in this otherwise monochrome city scape. Polished blacks and dull greys, with the occasional white light to illuminate the streets people wanted to see. The drizzling rain only adds to the shining metal, coating everything in a damp sheen.

You're sitting by one of the parking lots. The shining blue hard light projection protects you and your hoverbike from the rain, letting you finish your cigarette in peace, skimming over the details of your latest contract one last time, text and images projected from your palm as you skim them over.

Exhale. The smoke rises upwards and meets the hard light roof with a faint crackling sound, the energy coursing above you objecting to the foreign particles.

Abraham Chester. Fifty-six, but he looks about twenty. Dark blue hair, almost black. A cropped beard. Golden eyes. Dipped into politics when he was younger. It didn't work out, so he went ahead and took over the family fortune instead. Dirty business, but that's the norm with the people you meet, clients and targets. Got involved with the mob to further spread his influence and expand, donating large sums to swab away rivals of his chosen business partners. One of the rivals took offense and, well, here you are.

The exhausts at your hips make a low wheezing sound as you stand up. Chester is currently holed up at one of the mob-protected clubs, courtesy of his friends in low places. You throw the remains of your smoke aside and stride forward, the blue of the parking lot's roof replaced by pitch black, then pale white and finally the red lights from the club in question. Red neon blaring the name for everyone to see. "SECOND COMING". Classy.

You let an eager grin slip as the door slides away to let you in. You only give the small, black lens near the entrance a momentary glance. At that moment, the camera catches

> A young man.
> A young woman.
>>
>>309752
>> A young woman.
>>
>>309752
>A young woman.
>>
>>309752
>> A young man.
not wanting to be dante come on guys
>>
A young woman superficially, though of course, like everyone else, your true age is hard to pinpoint. Black hair hangs down to your shoulders and your eyes shimmer in a clearly unnatural blue hue. Aside from your eyes, the only hints at your augmented nature are the thin, millimeter-deep lines running along your neck and the sides of your face. Most (if not everything) else is covered up by clothes. A dark blue longcoat, stylized with metal plates at the shoulders and elbows, a white top with a black electric pattern, form fitting jeans and high, metal-tipped boots. You also wear a pair of leather gloves, the right glove showcases your thumb and the two closest fingers. (The associated hole in the glove is also where your projector is seated). The camera catches a hint of your grin before you enter.

You step into The Second Coming with no issue, immediately met by the steady beat of the dance music within. The chipper beep from the mechanized bouncer prompts you to bring up your ID-stick and slot it into the little thing. A marvelous forgery, that thing. Nothing on it is correct, but it still links up to a false profile, effectively letting you remain anonymous while on the job. It takes the machine but a split second to read the ID before it allows you entry.

What name does the bouncer welcome on your way in?

> [Write in]
>>
>>309801
Trish
>>
"WELCOME TO THE SECOND COMING, TRISH." The little robot chimes, much to your amusement. Those buggers are awfully cute for what they are, it can't be denied. That and you have taken quite a liking to your false name. It has a sharp edge to it, something that helps when it comes to potential hires. Call it superficial, but names do matter. Especially in such a filled and competitive market as yours. It certainly does add a certain flair, doesn't it?

You enter the club proper, ears filled with a heavy, droning beat and eyes filled with dancing youth and apparent-youth. Red and hot-pink lights are near-omnipresent and you are convinced that you are the most dressed person in this room. All the same, the first things that catches your eye are

> The male dancers on their own floating platforms. Sculpted muscle and glistening skin.
> The female dancers on their own floating platforms. Voluptuous assets and some obvious talent at working that pole.
> Both brands of entertainment in equal measure. You can appreciate the finer things in life.
> The bar not far from the entrance. Let's get something to get your heart beating before you begin your job.
>>
Bumping. What happened here?
>>
>>309816
> The female dancers on their own floating platforms. Voluptuous assets and some obvious talent at working that pole
>>
What can you say? You know some good curves when you see them. In a world where everyone looks good you have to be something exceptional to make a living on looks alone and well, these girls has it going on. To the degree that there is a rhythm in this music, they manage to move their bodies to it, swaying and moving their hands over bodies you know for certain aren't natural, but some damn fine eye candy all the same.

You dedicate a few moments to watching the show before moving aside and activating your palm projector. You have yet to see any sign of Chester, but it can't hurt to make a quick check on your loadout before going in.

Everything seems to be optimized and ready to go. No glaring flaws with the current chassis at all. Your augmented body was made to be subtle, but underneath your inch-thick plating of plastic and silicone artificial skin, there is an array of the latest cybernetic equipment. Specifically

> A heavy and dense, powerful loadout designed for strength and a huge power output.
> A multi-geared thruster and booster-filled loadout with speed and maneuverability in mind.
> A precision-oriented loadout with numerous implementations to maximize perception and hand-eye coordination.
>>
>>310184
> A precision-oriented loadout with numerous implementations to maximize perception and hand-eye coordination.
>>
Hyper-precise cameras for eyes, with smartlinking directly to your limbs. Limbs that, for the record, end with a plain technological marvel for a pair of hands. Many times more sensitive than a flesh-and-blood pair, with top of the line ball joints allowing for multi-directional movement unlike anything nature could create. In addition to this, extensive work has been made to ensure maximum possible processing speed between your brain and this metal body of yours. Simply put, you are always in complete control, you can react much faster and much more precisely than any normal human should and there is nothing in your surroundings that you won't pick up on. Every speck of dust. Every drop of sweat among these dancers. You can see all of it.

Of course, being able to see, touch and react is all good, but there are some secondary features you added as a second priority. Your body will always be built for precision and perception, no doubt, but you also managed to cram in

> Certain thrusters and denser artificial muscle fibers, allowing for impressive strength.
> A few boosters and a basic engine, enhancing your movement speed exponentially.
>>
>>310583
> A few boosters and a basic engine, enhancing your movement speed exponentially
>>
An engine or two in your legs, exhaust ports allowing for powerful sprints and certain kicking power. You could certainly be faster, had you optimized your body for that, but you can still move at roughly 50 miles per hour when you decide to put some effort into doing so. Combined with your extreme reaction speed, this dash ability quickly became a staple of yours that you made sure to master. This overt focus on speed came with a few downsides, you have to admit. Cramming all of these cables and exhausts into your body made little room for proper brunt strength. Not that you need it to begin with. You're already at an athletic human level with your current augmentations and if you need force, you can always utilize momentum.

Another unfortunate (but necessary) spacing hog was the pair of storage pockets located at your side, containing the proper "killing" parts of "killing machine". At your left, there's a pair of high-caliber, semiautomatic pistols. Thank God you're primarily made of metal, plastics and silicone or the kickback in those things would ruin your wrists. You've found that your incredible coordination makes you a damn good marksman. The best, your ads claim. At your right, there's the extendable vibro-sword. Made of a flexible but durable rubbery alloy covered with multiple sharpened plates of diamond-coated grade-A steel, this high-frequency baby will cut through most of anything if it's not actively made to resist that kind of assault, like military gear. The best part? The segmented nature of it and the aforementioned flexible core lets it be folded and safely tucked away when not in use. With your eyes and hand-control, you could probably split a strand of hair if you had to.

That said, every mother has a favorite child, cruel as it may be. For you, it was always

> The twin pistols
> The high-frequency blade
>>
>>310745
>The high-frequency blade
I was planning to make a gunslinger but you made The high-frequency blade sound a lot better. We can still have a gun though right.
>>
>>310810
Oh, absolutely. The pistols are still available and your arsenal will only grow. All this does is add a fairly minor bonus when using the sword. Stuff can be leveled anyway if you eventually change your mind.
>>
>>310745

I'm actually a bit disappointed by the selection. We can't have a set of three glaives, controlled by magnekinesis tech, that we can launch out or use for close in defense, our precisely articulated movements commanding them in an elaborate dance of death?

Or if that's too high tech fantasy, what about a revolver that actually has a magazine as well to keep the style of the revolver but a high capacity as well. And an electro-nunchuck that stuns/kills others (gotta have flexibility, sometimes you wanna interrogate or bring them back alive) but it knows not to zap you if you touch it.

Limiting this to a choice between two weapons rather than "open cyborg tech fun day weapons" seems limited.
>>
>>310831
>>310745

And considering the two weapons offered, it's making the dante-as-a-cyborg-lesbian-trish thing a little spot on. Homage and inspiration is cool. Roughly the same character with a different power explanation and orientation? Mneeh.
>>
Fair criticism, and I'm making this stuff up as I go along anyway, I certainly get what you're saying. Stupidly enough for a QM I'm not the most creative guy around.

But alright! The whole point of this quest was to be a fun action romp anyway, so I actually like the idea of making our "Trish"'s arsenal open-ended.

So, I'm gonna go to bed, will likely be back in about eight to nine hours. In the meantime, feel free to write in "main" weapon suggestions. Frankly that's actually more fun.

In the off-chance that this stuff gets enough people reading it to have a vote when I get back, discuss it that way. Otherwise I'll just go with the idea I like the most.
>>
Sorry about this kinda halfassed response, this is my first time trying a quest overall. Figured I'd make it a bit "loose".
>>
>>310908
>>310912

Pssh, no you're taking it well. And, on Qst, especially a new and unproven thread, having enough people for a real debate is not a given.

And just giving people limited choices to keep things moving is a valid choice. I just wanted to let you know that at least one person was interested in putting some creativity in from our end, so it's not all on you.
>>
Alright, back. I really liked the idea of a stylized high-tech revolver so I'm going to take that idea and run with it. Keeping the vibro-sword though because who wouldn't want to Rules of Nature it up? Writing now.
>>
Ah, yes. Guns were nice, could anyone honestly deny the sheer undeniable charm of a high-caliber rapid-fire revolver? To be honest, the actual revolver part of the long, powerful gun is pretty superfluous, as it very much so contains a magazine and is moreso an automatic pistol than anything else, allowing for just about five shots per second, or 300 shots per minute of continuous fire. Three-hundred little armor-piercing beauties, burying into anything non-military grade at the blink of an eye.

Your gun was great, but you were always a bigger fan of the flexible vibro-blade. Who would not be? There's just a certain satisfaction associated with cleaving suckers apart all close and personal. A few quick swings and anything in front of you could only be considered scrap metal. It was a fantastic thing, one you always had more of a knack for than the gunfighting, though obviously, you could hold your own in both spheres.

One last skim through the specs of your loadout told you everything you needed to know.

[NAME EXPUNGED]
"TRISH"
Vitals: 100%
Energy: 98%

Favored Combat Style: Melee +2

Precision-Model Augmented Chassis; Speed-Spec:
Perception +6
Accuracy +5
Initiative +4


Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]


Other Augmentations:
Side Storage (R/L): Plated boxes that extend from your sides. Can hide one item per storage.
Augmented Computer: The most personal of computers. A miniature computer built into your body with all modern services. Accessed through your hand projector.
Hand Projector: Projects a holographic screen from your right hand. Allows upkeep on the fly and access to your augmented computer.


Gear:
Flexible High-Frequency Longsword: Melee Weapon / Cutting. Damage +6, Piercing 2. (R Side Storage)
Automatic High-Caliber Revolver: Ranged Weapon / Bullets. Damage +4, Piercing 3. Rapid Fire. Ammo: 50 (5 per attack) (L Side Storage)
>>
Content with everything the computer told you, you send a quick mental command, deactivating your hand projector for the time being. It was time to continue your hunt. The target should be here somewhere, you just need to figure out where. Clearly, he's not the type to come out here and enjoy the music or the sights (perish the thought). As such, he has to be somewhere more... Private. Likely doing business with the friends of his running this joint. Night club back rooms, likely filled with armed, augmented goons. You Always loved odds like that.

Striding through the masses of intoxicated, likely drug-added and grinding "youth", you keep your eyes open for any potential sign of an opening for someone like yourself. You notice two.

A fairly typical sliding door, marked with a stark white "STAFF ONLY". Sounds promising.

Alternatively, there's a much more anonymous door with no clear markings at the upper floor. There's someone clearly wired to appear intimidating guarding it, but that never stopped you before.

Do you
>Try to slip in through one of the doors unnoticed, relying on stealth alone (Specify which door)
>Cause a distraction at the dance floor and find a way to enter (Write in method of distraction and specify which door)
>Blast your way through. Subtlety is for losers. (Specify which door)
>(Write in)
>>
>>312918
Damn my Internet is not being nice to me. Yeah this is me, just to clarify.
>>
>>312918
>Cause a distraction at the dance floor and find a way to enter (Write in method of distraction and specify which door)

go to the bar make small talk get a drink plash it on the bigest loooking guy in here on the midl of the dance floor and then blame it on someone eils big to start a fight then hoping the gurd from theanonymous door with no clear markings at the upper floor
will com down to sota it out., or just buy a blow job drink and have it sent to the bigest guy there saying it was from somene eils
>>
>>312924
pretty much trying to start a fight without people know you made it happen
>>
>>312933
>Start a fight (distraction) to get at the unmarked, guarded door.

Alright.

You've done this before, honestly. After only a few moments of consideration, you head for the bar and order yourself a drink. Cheap but not trashy. Basic stuff. Glass in hand, you make your way out on the dance floor. Let's see... Let's see... There's our go-to meathead. A big guy, obviously augmented to some degree, with a nice chassis designed to look plain huge and muscular. You're willing to bet he spent more time in the lab than in the gym. A small toss and your electric blue drink of choice flies forward and stains the back of your chosen target.

Electrical components of his jacket whirrs, sparks and buzzes and you have a real hard time concealing a grin. Honestly, who brings a fragile thing like that to this kind of club? What an obnoxious bastard. He curses loudly and turns around, but at that Point, you already slipped away into the dance crowd, finding yourself pressed among some other dancers. Hey, that was a pretty nice ass on that one...

Mr. Huge grabs for another of the dancers still holding a drink, screaming right into their face. They seem mostly confused, even moreso when a big, meaty and most likely quite plastic fist is thrown into their face. The poor sucker flies back and quickly has one of his pals back him up, covering him as he gets up from the floor, dodging a few more punches from the big guy.

In a heated, drugged-up atmosphere like this, it doesn't take long for the fight to escalate. With a smirk, you sweep what's left in your glass and put it aside. Like clockwork, security is heading down to shut down the steadily growing chaos. Nobody even thinks of you as you slip in through that unmarked, almost intentionally hidden door.
>>
Back here, the colors fade to much more black and metallic silver hues. At last, your head can relax from the droning, electronic beat of the dance music, which becomes little more than muffled background noise back here. You slowly proceed, eventually greeted by pale blue neon lighting. You eventually reach a larger, more expansive circular room. Dark glass, likely some kind of one-way mirror, gives you an overview of the dance floor you just threw into derilium. The magneta light filtered through clashes with the blue lighting of this back area, but the color contrast isn't entirely unpleasant.

One of the numerous side-doors around here slide open, showing you a "young" man clearly not intended to be seen outside. Gang symbols and exposed augmentations litter his body in equal measure, complete with the red light just breaking through the tackiest sunglasses you've ever seen. One of the Thunderstrikes, no doubt, the gang your target went and sold out to.

"Hey!" He calls out, his obviously cybernetic left immediately transforming, shifting into some kind of gun-like form. A spray of bullets rattle out, but you manage to throw yourself behind a wall, the projectiles richochetting wildly off of the polished steel. In just a second, your weapons pop out from your side, tearing up the lower end of your top as they do, but only registering as a slight billow on your coat. You twirl your revolver around one finger, the other hand bringing up your blade as it retracts, the multiple plates slotting together to form a solid blade and making a low hum as the vibrations begin to run across the stainless steel. The shine of the weapon is only matched by your teeth as an excited grin flashes across your face.

Showtime.
>>
[b][i][red]LET'S ROCK![/red][/i][/b]

[b][green]100%[/green][/b]
[b][blue]97%[/blue][/b]

You currently find yourself covering behind the corner of the hallway you just walked through. The circular room ahead of you is filled with blue and magneta light, illuminating the trio of augmented thugs moving out at the sound of gunfire, making the current number of gang groupies a total of four. At the middle of the room, a circular leather couch can be seen around a circular table of dark, polished plastic.

Your blade hums harmonously and your gun is loaded.

[b]Available Functions:[/b]
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

[b]Enemies:[/b]
Mechanized Goon A: Healthy (Middle of the room)
Mechanized Goon B: Healthy (Middle of the room)
Mechanized Goon C: Healthy (Behind A and B)
Mechanized Goon D: Healthy (Behind A and B)

>MAKE YOUR MOVE
>>
>>313000
Wow Jesus Christ not being the OP according to this IP detection sucks. Let me retry that.
>>
LET'S ROCK!

100%
97%

You currently find yourself covering behind the corner of the hallway you just walked through. The circular room ahead of you is filled with blue and magneta light, illuminating the trio of augmented thugs moving out at the sound of gunfire, making the current number of gang groupies a total of four. At the middle of the room, a circular leather couch can be seen around a circular table of dark, polished plastic.

Your blade hums harmonously and your gun is loaded.

Available Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

Enemies:
Mechanized Goon A: Healthy (Middle of the room)
Mechanized Goon B: Healthy (Middle of the room)
Mechanized Goon C: Healthy (Behind A and B)
Mechanized Goon D: Healthy (Behind A and B)

>MAKE YOUR MOVE
>>
>>313004
There we go. Most professional QM 2k16

LEARNING EXPERIENCE
>>
>>313004
oh god now i have to think and shit hold on
>>
>>313004
>Mechanized Goon A: Healthy (Middle of the room)
shoot at this guy normaly try to drwa them closer to you, or shot the lights out then Engine Boost behind him for a sword hit,Blast Processing kick the leather couch toawrds the others? if this works
>>
> Shoot out the lights
> Blast Processing
> Engine Boost + Kick couch

Is how this sequence would play out. Is that fine?
>>
>>313030
sure y not
>>
Rolled 12, 20, 16 = 48 (3d20)

Rolling to see how that turns out for you...
>>
And as for the Goons' defense...
>>
Rolled 12 (1d20)

>>
>>313004
ok your going to do all the rolls for both side then
>>
> TRISH PHASE
It only takes you a split second and a glance upwards at the blue ceiling lights for your aim to lock on. A quick spray of bullets upwards shatters the lighting, covering most of the room in darkness, alleviated only by the faint magenta glow from the large dancefloor-facing window. The goons shout, immediately opening fire and missing terribly.

Never one to miss a chance where you see one, you activate everything your body has to offer, feeling a surge of information running through your brain as the engines in your leg fire up.

A quick burst forward, the output immediately launching you to the middle of the room at breakneck speeds. A quick spin sends your engine-powered leg into the couch, hurling it straight into three of the four enemy cyborgs, who stagger back and hit the ground in a scrambling pile. The couch flips on, crashing into the opposite wall. Only one goon is left unharmed.
>>
Rolled 10 (1d20)

> ENEMY PHASE

Goons A-C scramble to their feet, trying to regain their bearings. Goon D, meanwhile, fires a few shots from his cybernetic arm, still in darkness but at notably close range.

Roll 1d20 for defense.
>>
Rolled 9 (1d20)

>>313093
here we go
>>
>>313103
sadface
>>
The goon lets out a quick spray, but it is still dark and you're faster than he anticipated. Bullets whisk by and cause minor scratches and minimal damage, but you've taken way worse and walked it off. With another burst from your engine-boosted legs, you make a bit more distance between the two of you, eyeing your opponent carefully. Time to counter.

You are currently standing in the middle of the vast, circular room. It's dark, courtesy of your broken lighting, the only proper light source being the dim, hot pink light from the nearby window. At the far end of the room, the remains of a trashed couch could be utilized. Your gun is ready. Your blade hums.

98%
82%

Available Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

Enemies:
Mechanized Goon A: Bruised (Ten 'o clock)
Mechanized Goon B: Bruised (Ten o' clock)
Mechanized Goon C: Bruised (Ten o' clock)
Mechanized Goon D: Healthy (Right in front of you)
>>
>MAKE YOUR MOVE
>>
>>313186
Shoot Mechanized Goon A
Also it would go faster probably if there were some prompts.
>>
Rolled 5, 19 = 24 (2d20)

>>313298
Rolling for attack and defense...

And thanks for the suggestion! Still working this stuff out.
>>
Rolled 16, 7, 12, 2 = 37 (4d20)

>TRISH PHASE
You twirl your revolver around your index finger, the momentum letting loose the stray cartridges still around, which rain to the floor with a series of melodic clings. Then, you're quick to take aim and fire another short spray of bullets, temporarily illuminating the darkened room with white or yellow streaks zipping by, bullets illuminated by their own heat.

The goon reacts quickly however and throws himself to the side, getting to his feet a few feet to the right of where you aimed. Hrm. You usually don't make mistakes like that. All four goons open fire in return.

Roll 4d20 for defense.
>>
Rolled 14, 19, 14, 19 = 66 (4d20)

>>313361
>>
>>313368
Goddamn. Okay.

[r]>ENEMY PHASE[/r]

The four gangsters let loose their own respective shots, an action you long saw coming with that superior reaction time and information processing of yours. With a grin, you throw yourself backwards, twisting and twirling your body as the hyper-precise cameras in your eyes tracking and letting you dodge every single bullet fired. With a laugh and a final flip, your feet meet the ground again, now a fair bit away from where you started. No longer surrounded, but all of your soon to be victims in front of you. Your gun is warm. Your blade hums.

>MAKE YOUR MOVE
98%
82%

Available Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

Enemies:
Mechanized Goon A: Bruised (In front of you)
Mechanized Goon B: Bruised (In front of you)
Mechanized Goon C: Bruised (In front of you)
Mechanized Goon D: Healthy (In front of you)

>Attacks:
>HF-Blade: 1d10+6 Cutting Damage [Melee, Piercing 2]
>Automatic Revolver: 1d10+4 Bullet Damage [Ranged, Rapid Fire, Piercing 3] Current Ammo: 40 (5 per short burst)
>Unarmed Combat: 1d6+1 Bashing Damage [Melee]

>Tactics:
>Sweep: Knock an enemy of their feet. (Unarmed Combat Tactic)
>Cripple: Shoot away an arm or a leg for an enemy. (Revolver Tactic)
>Disarm: Strike the weapon out of an opponent's hands. (HF-Blade or Revolver Tactic)

>Write In (Any other fancy move you can imagine, costs 1 Energy for overly flashy/effective stuff)
>>
Rolled 11, 9, 3, 5 = 28 (4d20)

>>313361
>>
>>313435
>Blast Processing
>Disarm goons as they come.
>>
Rolled 5 (1d20)

>>313456
Rolling for efficiency...
>>
Rolled 4, 2 = 6 (2d20)

>>313456

>TRISH PHASE
Once again, you tap into the full extent of your body's information intake, everything around you seemingly slowing down for just a moment. You note every small movement. Every drop of sweat running across the skin of your opponent. Every minimal surge of heat or electricity in their bodies. You know exactly what is happening, down to the finest detail, which you of course utilize. Your wrist moves practically on its own, aiming for the (to you) painfully slow-moving weapons as the thugs raise them. Like butter, your blade slizes through the arms of two of the enemy cyborgs, cutting off the weaponized ends of their cybernetic arms with an orange glow and a rain of sparks. They scream, gripping for the part of their limbs no longer there. Music to your ears.

Crazy!

With two enemies rendered helpless, the other two stagger back and raise their weapons in a panic, once again opening fire, intending to take advantage of your close range.

Roll 2d20 for defense.
>>
Rolled 18, 1 = 19 (2d20)

>>313514
>>
>>313515
Motherfucker you only had to roll higher than 2.

>ENEMY PHASE
The two still armed mobsters let out another spray of bullets, some of which you manage to sidestep as you continue your dash forward, but som also hit, causing some minor damage to your outer casing. Mostly superficial damage, but enough of that stuff is going to start hurting. Either way, you're smack dab in the middle of it now. Time to make the most of the situation.

>MAKE YOUR MOVE
96%
72%

Available Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

Enemies:
Mechanized Goon A: Disarmed, Wounded (Five o' clock)
Mechanized Goon B: Disarmed, Wounded (Seven o' clock)
Mechanized Goon C: Bruised (Eleven o' clock)
Mechanized Goon D: Healthy (Two o' clock)

>Attacks:
>HF-Blade: 1d10+6 Cutting Damage [Melee, Piercing 2]
>Automatic Revolver: 1d10+4 Bullet Damage [Ranged, Rapid Fire, Piercing 3] Current Ammo: 40 (5 per short burst)
>Unarmed Combat: 1d6+1 Bashing Damage [Melee]

>Tactics:
>Sweep: Knock an enemy of their feet. (Unarmed Combat Tactic)
>Cripple: Shoot away an arm or a leg for an enemy. (Revolver Tactic)
>Disarm: Strike the weapon out of an opponent's hands. (HF-Blade or Revolver Tactic)

>Write In (Any other fancy move you can imagine, costs 1 Energy for overly flashy/effective stuff)
>>
>>313535
>Engine Boost
>Kick everyone with spin move.
>>
Rolled 18 (1d20)

>>313541
Rolling to hit...
>>
Rolled 3 + 4 (1d6 + 4)

>TRISH PHASE

Once again, you fire up the engines in your lower legs, throwing your weapons up into the air as you do. A quick flip forward and you're doing a handstand, letting the kickback of your boosters send your body into a high-speed spin, your legs effortlessly moving the rest of your body. Your legs collide with all of the thugs, sending them flying away in all directions. With another triumphant shout, you flip back to your feet. By the end of the twirl, your airborn gear finishes its arc and heads back down, giving you just the right timing to catch blade and gun, giving them both a cocky flip as you look around at your opposition, triumphant laugh at your lips.

Blasting!
>>
Rolled 7 (1d20)

As fun as it was, it seems that your move didn't quite finish off all of the goons. To be precise, the one you had yet to touch before is still getting to his feet with a low growl and the other one you didn't disarm is writhing on the ground with low groaning sounds. The disarmed suckers are out cold, though. The only enemy still capable of moving raises his weapon, refusing to give up.

Roll 1d20 for defense.
>>
Rolled 17 (1d20)

>>313568
>>
>ENEMY PHASE
The one goon still in fighting condition launches a final stream of bullets in your general direction, but with your far superior processing and reaction speed, you easily see the attack coming, sidestepping the shots as you do, moving forward towards these poor suckers with a triumphant smirk. Behind the thug's cracked shades, you can see a hint of fear during the split second it takes you to close the gap between the two of you.

>MAKE YOUR MOVE
96%
67%

Available Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

Enemies:
Mechanized Goon C: Stunned, Wounded (One o' clock)
Mechanized Goon D: Bruised (Right in front of you)

>Attacks:
>HF-Blade: 1d10+6 Cutting Damage [Melee, Piercing 2]
>Automatic Revolver: 1d10+4 Bullet Damage [Ranged, Rapid Fire, Piercing 3] Current Ammo: 40 (5 per short burst)
>Unarmed Combat: 1d6+1 Bashing Damage [Melee]

>Tactics:
>Sweep: Knock an enemy of their feet. (Unarmed Combat Tactic)
>Cripple: Shoot away an arm or a leg for an enemy. (Revolver Tactic)
>Disarm: Strike the weapon out of an opponent's hands. (HF-Blade or Revolver Tactic)

>Write In (Any other fancy move you can imagine, costs 1 Energy for overly flashy/effective stuff)
>>
>>313581
>HF-Blade - Mechanized Goon D
>>
>>313186
I'd say we should try to keep the ABC squad suppressed with some blind fire while we blade-ize Goon D. If we ignore the D, he's right next to us and can hit us.
>>
>>313603
Wow, I had thought I had updated recently, but apparently not. I am way behind. But apparently my suggestion still works, as long as one counts C as the entire ABC squad.
>>
Rolled 2 + 6 (1d10 + 6)

You're going to hit this guy in his current state. I'm rolling for damage...
>>
Okay let's finish these poor sods off.

>TRISH PHASE

Two quick swings with your blade bring this battle to an end. One swipe upwards, the vibro-sword cutting straight through the middle of the poor sucker who just opened fire at you, effectively cleaving him in half. A healthy mix of blood, metal shavings and thick, colorless oil stains the wall behind him. After that, all you need to do is spin your blade around and jab it straight through the last enemy's chest. A gasp for air and that's that. Good night, sweet prince.

With a content chuckle, you bring your blade back up and swing it through the air a couple of times, the high-frequency vibrations and your motions wiping the blood and oils off just fine. Not bad at all.

SKIRMISH WON
Enemies: 4 (8cp)
Rounds: 4 (12cp)
Ranks:
C x1 (10cp)
B x1 (15cp)

TOTAL EARNINGS: 45 COMBAT POINTS

Combat Points is the currency with which you upgrade Trish between contracts. They are earned through skirmish achievements of different kinds.
>>
Taking an easy breath, you spin your revolver once more, casings falling to the floor. With the leftovers emptied out, you slot in some more bullets into your gun, bringing you back to full capacity. It seems that the music is still droning on outside. You suppose the thick walls and the loud beat masked what was going on in here. All the better for you, really.

Still, these armed goons prove that if nothing else, you're going in the right direction. They wouldn't be so quick to shoot if they weren't protecting something back here. Who knows, maybe you'll even run into a special guest while you're snooping around. I believe we had a date, Mr. Chester...

Before proceeding, you bring up your current status on your hand projector. Only minor damages, as expected, but you got caught up and almost used up a third of your energy supply. While being able to use your body to its fullest potential rocks, maybe you should be more conservative with that stuff. Who knows what you'll run into in the future?

Looking ahead, you see plenty of ways to go. The most noteworthy ones being the door the goons were so quick to rush out of, not to mention the pretty major hallway proceeding from this gathering hall and further back into the building.

>Take the door. Where there's goons, there's likely something worth protecting. Why else would they be stationed there?
>Take the hallway. It's likely that whatever important stuff they're doing back here will be done as far away from the actual "club" part of the club as possible.
>>
>>313681
>>Take the door. Where there's goons, there's likely something worth protecting. Why else would they be stationed there?
>>
>>313681
Eh we made the right call. It's a lot easier to recharge than it is to repair, right? And a lot easier to sneak away at low energy than with a bleeding trail of oil and sparks.

>Take a quick peek through the door, just to make sure, then go down the hallway. That was probably just the guard room.
>>
Rolled 10, 19 = 29 (2d20)

A'ight, considering I can't really rely on waiting for more votes, I'll roll a pair of dice for each of the options. Higher number goes.
>>
>Take a quick peek through the door, just to make sure, then go down the hallway. That was probably just the guard room

A quick glance inside shows some kind of gathering room. Numerous projected screens coat the room in a pale, blue light. Indeed, it seems like you're looking at some kind of surveillance room. You can see the dance floor by some of the screens, along with quite a few areas you don't recognize.

>Take some time to look closer
>Proceed
>>
>>313788
>>Take some time to look closer
>>
>>313796
Hmmm.. If it was a surveillance room, it might have some data on our target's location. Sure, check it out.
>>
>>313796
You enter the surveillance room, devoting some proper time to looking over the screens. Dance floor... Back room for the club... Oh hey. Look at that. You can't make out the details on this tiny screen, but that looks like an amateur cybernetics shop. Of course, with what is likely the unregistered augmentations on the bodies outside, you kind of saw that coming.

So The Second Coming is a front for the Thunderbolts to get their illegal augmentations, huh? Interesting. More interesting than that, however, is the man you spot among the machines and black market cyber-surgeons on one of the related screens. Blue hair. Fancy as all hell suit. Obviously augmented to keep his youth for way longer than he should. That's your target.

You're not sure what the deal with Abraham Chester, an as far as you know unrelated sponsor, overlooking the cyberware production of the Thunderbolts is, but you really don't care. All you have to do is find that augmentation station here somewhere and finish the guy, then get out.

>Get going
>Look for something else (Write in)
>>
>>313908
>>Get going
>>
>>313908

Might do a quick check to see if there's a map here, if not, steal the recordings (so we can watch that fight again in slo-mo) get going.
>>
Hm, let's see... Any map here? Anything like one at all? You skim over the terminals, trying to get catch anything that looks like one. Hm. Doesn't look like it. Time to get a move on, you didn't see any running guards anywhere, but it's a near-impossibility that nobody heard all the noise you made during that fight.

...Or, well, actually. One more thing.

You bring up your falsified ID-stick again and plug it into the security terminal. Keeping your identity is its main function, certainly, but you can never be with enough storage space these days. A second or two is all you need before you yank it out again, the recording of your fight now stored within. You're totally publishing that online when you get back home.

But for now, let's get a move on.
>>
You move on through the hallway, moving deeper and deeper into the building. Thinking about it, The Second Coming was awfully large for a night club. Was practically screaming "front operation" when you think about it. Then again, it's quite likely that the 'Bolts have some friends in high places keeping them safe from law enforcement. Friends like a Mr. Chester, actually.

...Yeah. Chester.

The fact that he's apparently this deep in the Thunderbolts affairs still bother you, to be frank. When you took this contract, you expected some company blowhard who happened to invest some money in the underground. Not an actual major player in the mob game. You can't really judge, you kill people for a living and this body of yours wasn't exactly obtained with all clean means either, but still. You're likely to make some dangerous enemies with this one. Yeah, the more you think about it, only one thing comes to your mind. The sum of all these thoughts.

The pay better be worth the risk.

You reach the end of this particular hallway, you reach a larger facility. Alright, there's no way this is part of the nightclub building. They must have lowkey merged it with a storage facility of some kind. You see concrete and raw, unpolished steel. Large steel beams carry the ceiling above you and a large collection of machines are visible in front of you. Black metal, with red light emerging from most of them by the means of lamps or openings in the steel sheets. Mechanical arms, compressors. Pistons that pound. Wheels that turn. The materials they're working are luminescent in their own right, greens, blues and yellows. Seems that you found the actual cybernetics shop you were looking for. Abraham Chester should be here, somewhere.

Not far from you, there's a ladder, leading up to what seems to be a catwalk. The classic method to sneak past these kinds of establishments. Then again, it's quite likely that they have positioned guards up there to keep a watch from above. You could probably eliminate that risk by heading in shielded by the machinery. But then, there's the risk of you running into eventual personnel working the mandatory manual parts of this process...

Then there's also "fuck stealth". That's always an option.

>Head up the catwalk
>Sneak in amongst the machines
>Go in guns blazing
>>
>>314141
>>Sneak in amongst the machines
>>
Deciding to take the low route, you dash in among the various machinery, ducking under moving mechanical arms, stepping between the different automated parts, taking great care to make sure that your sweet coat isn't caught on anything. Slowly but surely, you begin to thread into familiar territory. The way all of this is set up... This is without a doubt what you saw on the security screen, where you caught Chester. He should be here somewhere. But that also means that there should be an equal amount of human personnel. You're going to have to move with increased care from this point.

Covering behind one of the big metal spheres acting as... Something, you're not sure. All you know is that it is bigger than you are and is radiating heat something fierce, you get a look ahead. Okay, yes. Without a doubt. A few feet ahead of you, there's a small stairway up to another sliding door. A stairway that you know without a doubt that your target was standing on a short while ago. The problem is the small number of cybertechnicians outside, working away at the last fine details of what seems to be some state of the art arm augmentations. Neat shit. You wouldn't mind implementing that, but that's not what you're here for right now. It's quite likely that Chester returned through that door. You have to pass those professors SOMEHOW...

>Just kill them. Silently.
>Start some kind of mess among the machinery, going with the distraction plan again.
>Write in
>>
Okay, I actually passed out a moment ago, so I'm going to bed now. Need to get up early anyway ffffffffffff
>>
>>314470
>Try to lure the away and knock them out, one by one.
>>
>>314470
If these are cybertechnicians, and not gang members, it quite possible we can simply walk past them, acting like we know what we're doing, and they'll assume we're here on business of some sort.

I mean, they expect that their security wouldn't let anyone in who wasn't allowed.

So, look em over, do they seem like homies that'd know their colors? Or just some scared cybertechs doing what they're paid to do and afraid to get involved?
>>
Taking a second or two to mull over your options, you decide to give your new friends a closer look. If these aren't 'Bolts in their own right, but rather employees forced into service, then you should be able to make your way through with few issues. Let's see, what do we have here..? Four workers, dressed in simple shirts, two of them with proper jackets. Gloves, sure, but none of them seem to wear any proper protection gear. Their age is hard to discern as always, but the one girl out of the four, an obviously artificial blonde little thing, is pretty cute. You don't see any proper markings or gang colors, further cluing you in that these aren't exactly part of the underground community.

You could probably walk right past them and they wouldn't object. Then again, maybe that door is only certain individuals or something. You doubt any of the techies are combat augmented, but being caught red handed by those would be plain embarrassing.

> Try to play it cool and walk past them
> Stick to the knock out plan
> Write in
>>
>>316333
>> Try to play it cool and walk past them
if we do this right we can get them to give us that new arm:)
>>
>>316333
> Try to play it cool and walk past them
>>
>>316333
> Try to play it cool and walk past them

If challenged, we could always be all, "I'm here to see Chester, and I'm not stopping until I do."
>>
So much pain. Wednesdays are pain. Really sorry guys, starting to write now.
>>
Putting on your best confident smirk, you walk out from behind your cover and stride forward. At this point, after a long career of gunfire, mortal danger, conning and bluffing, your poker face is damn well impeccable. Not that it's too necessary either way, the manual workers don't even glance up to look at you when you walk past. Nor do they turn around when you begin to walk up the staircase. Either too focused on their craft to properly look at you or too afraid to face one of their superiors. You can't tell for sure. Either way, it's an attitude that you can exploit.

You continue up the stairs, hesitating for just a moment and glancing back towards the workers. Perhaos you could use this to your advantage further, somehow. Let these guys do half the work for you. Or at the very least, get some of their know-how. That, or you might just draw unnecessary attention to yourself.

>Ask the researchers something without dropping your "disguise" as a Bolt (Write In)
>Nah, let's continue.
>>
>>318024
>>Nah, let's continue.
>>
>>318024
Nah, no pushing luck, Continue. We can come back for that later.
>>
>>318024
>>Nah, let's continue.
>>
Nnnnah. If you say something stupid, they might figure out that you're not one of their people and alert security or do something else inconvenient. You shouldn't be pushing your lack any when you're this close to your target. Instead, you opt to continue forward, the sliding door making a low hiss as it opens for you. Thank you. You can't help but chuckle under your breath as the door closes behind you. This is all too easy.

The door leads you through another short hallway, eventually leading to another large, dark room, only lit by the tube lighting in the steel beam-carried ceiling. You're quick to throw yourself to the side the second you see something move, the numerous stacks of large, polished metal crates allowing for ample cover. More tattooed-up meatheads, showing obvious signs of augmentation that you know for sure isn't legal at this point. They're carrying crates from some other room, apparently sorting them here in separate stacks. Judging by what they're producing, that has to be the results of the factory back there, but...

Why?

There's a place in the black market for underground cyberware, absolutely, but there's no way in hell it's this big. Judging by all these crates, they're supplying more than they could hope to sell to make ends meet. Is this for personal use? Did they get some big customer?

Your swimming thoughts are brought to a halt when one of the walls hisses and slides aside, making for a large opening. Red street light pours it from outside and you can hear the steady drizzle of rain. More importantly, the figure who enters is just the one you were looking for.

Abraham Chester, dressed in an obviously custom-tailored (and apparently waterproof) black suit, a blue glow emitting from buttons and cufflinks. Cropped hair and beard, both in a near-black dark blue color. Golden, glittering eyes and the smuggest grin you've ever seen. He looks about twenty, but you know for a fact that he's at least twice that. The thin lines running up and crossing over his jawline hint at more augmentations than the simple physical ones.

"Hurry it up now, boys!" He calls out. His voice is that of an old man, in an almost eerie contrast to his body. "The buggie outside is loaded with thirty-two. We can cram at least another fifteen in there!"

Thirty-two? Fifteen? What, crates? That's a ridiculous amount if they do indeed contain cyberware. What in the world could it possibly be good for?

More importantly, that's your target. Right there, only a few yards away. But with these goons about, you might not be able to get to him. Then again, who knows if you'll be getting a chance like this again?

>Ambush Chester. Fulfill your contract.
>Wait for a better opportunity.
>Write In
>>
>>318265
>>Ambush Chester. Fulfill your contract.
if we do this fast we could just stap then run?
>>
Ah, fuck it, you might not get another chance like this anytime soon. You quickly move between the crates, keeping yourself hidden from Chester's immediate sight. Just a bit closer...

You slowly circle your prey until you got a clear shot at his back. The buggy he was talking about is visible from this angle. A large transport vehicle indeed partially filled with metal crates already. Oh well, no time to waste. You have to be quick about this. As one long, fluid motion you eject the extendable blade from your internal storage. It unravels and forms together in a split second and you can already feel it hum as you begin your rush forward, using one of the crates as a step to throw yourself through the air. Chester just heard the click of your blade starting up and has just begun to turn around to face whatever the sound was, but he is slow. Far too slow for you. Your arc forward continues and you bring your arm back. A quick, simple stab. Right through the back and you're done. You got a perfect shot.

...Or that is what you thought, anyway. You only needed another half a second when you notice something rushing towards you in your peripheral vision. Something large and something fast. Not quite fast enough for your eyes and sheer reflexes, though. On raw instinct, you twist your body in midair, bringing up one of your legs to meet and parry the powerful strike. The stab you had lined up so perfectly instead comes an upwards slash from the twisting motion and you can feel the tip of your blade slicing through Chester's back. He screams and an ample mix of oil and blood hits the floor.

Though the block was successful, the force of the blow still launches you back, forcing you into a flip before landing, momentum sending you sliding further back into the storage, knocking crates left and right and making one hell of a racket. What the hell is that?

A towering, robotic humanoid being stands before you. Twelve feet tall and made entirely of black, polished metal, its "limbs" thicker than your body and its mechanical fists larger than your head. An orange light emerges from within the collection of thick, bulletproofed plates and the single cyclopean lens that makes up its "head" emits a similar yellow light. You don't recognize the brand, but you still know exactly what this is. A bloody combat android? Okay, powerful gang or not, that right there is not something the Thunderbolts are supposed to have. Those are usually classified solely for military service or high-end security firms, beyond what even Chester should be able to afford. What the hell? How did you miss that thing out there?!

"HOSTILE DETECTED. DETAINING."
>>
You're forced to save your questions for later, instead bringing up your revolver in turn and getting to your feet as the android deploys the wheels at the bottoms of its feet, a simple thruster sending it forward towards you at high speed. Chester is crawling away from where he was lying (now behind it), bleeding profusely from the gash at his back. Seems he wasn't too combat-designed after all, even though he was augmented.

The android closes the distance between the two of you in no time, bringing back its enormous arm for another punch. No time for strategy. Time to act. Fast.

Roll 1d20+4 for Quickness.
>>
Rolled 20 + 4 (1d20 + 4)

>>318509
can we try to shot its leans to blind it? or just doge and shot Chester then run out?
>>
>>318509
>>318517

I think the lens is bulletproof, let's lure it near some like, lubricant or oil barrels or high pressure lines, rupture those and blind it that way. Its hands are not designed for grime removal. And keep an eye on Chester!
>>
>>318517
Also, great roll man. :)
>>
>>318550
mybe or we could thow oil on it cant see ether way
thanks ahha ididnt think il get sucha good one so i think made it
hmm now that we dode it we should ty to kill the guy we came for then ran not keen to fight this thing'
>>
>>318572
I'll admit, that seems like the most practical plan.

It just feels somehow appropriate to me that we get stuck fighting a miniboss, and the first target gets away and later gets augmentations to be a big villain down the road. But we'll see what the dice hand us (in both terms of plans and success).
>>
>>318517
You people and your fucking defense rolls.

Fast it may be, but you know for a discernable fact that your body can move faster. With only a minor burst of force from your leg thrusters, you throw yourself forward, landing on and running along the arm of the creature. On the way by you let loose a short burst of gunfire straight into that big, glowing lens.

What you hoped to say now was that it cracked like an eggshell, but sadly, it doesn't seem that way. These things were made to take punishment. Especially the parts they use to take in and process visual information. Still, you probably damaged some part of its camera. All the same, that's not what's on your mind right now. What's on your mind is the guy you almost got. Had you just been a few inches deeper he wouldn't have had the chance to crawl away at all.

...That's where you hear those damnable words. The shrieks of a wounded old man.

"Close! CLOSE!"

Shit! The combat android zooms by as you flip off of its shoulder, lining up a shot towards Chester. The door, or well, wall, is sliding back into place and you only have a second to spare...

You let loose another short burst before hitting the ground, aiming straight at that target of yours. Sadly, your aim isn't quite perfect when you're moving like this and while you hit, only a pair of bullets do. One in the lower chest, one in the leg. Combat make or not, that's only minor wounds for a cyborg. The rest of the bullets collide with the rapidly closing wall, which slides into its place as you land.

Okay, baby. Think up a plan. Goons are already rushing in after all that commotion, you got a seriously pissed off combat android coming for your ass harder than yourself after the downtown stripper and there's a sheet of metal between yourself on your target. Luckily, those transport buggies are automated, there are no manual controls. It can only move along one pre-set course. Meaning Chester needs to move around the entire building to get to the parking lot for any escape vehicle of his. That's a long way for someone who was just shot, not to mention the back wound.

For now though, you need to clean the air before doing anything else. You can't chase him down with all these mooks gunning for you. Three Thunderbolt goons made it into the storage room to check all the ruckus. The combat android turns towards you again, readying up for another attack.

...Heh. It's actually pretty rare for you to get a proper challenge doing these things. Gets the pulse going. You can't say you're hating this feeling. You twirl your revolver around one finger, letting the stray cartridges fall to their floor with their usual jingling, your blade making that oh-so reliable hum cutting through the air as you slowly twirl it around in a figure-8 motion. You stand up, sizing up your opposition.

> LET'S ROCK!
>>
And here's where I close it for today. I'll be back in around eight to nine hours, gotta sleep. Shitty place to leave off, I know, but things are what they are.

Thanks for playing thus far, seriously. Thank you for giving me and this quest a chance after my initial fuckups.
>>
>>318614
thats ok gota start somewhere
and its turned into a nice thing ahha having a cliff hanger isnt too bad i just hope i cant keep the rolls coming, im hoping the ether get the miniboss the crash into the sheet behind us so we can ran away or trick it inot hurting the other goons, i really dont want him to get away and get fixed for combate
>>
>>318891

OOoh, trying to trick the combat android into breaking the sheet so we could kill the target would be clever!
>>
>>318896
yup i thort so too:)gona need best rolls thow
>>
And then I overslept. All the same, I'm here now!

You are currently standing at the far end of the storage room. Some metal crates are still standing, some of them even piled on top of one another, but most of them are scattered wildly across the floor, either knocked astray by you or the android. Speaking of which, that hunk of junk is gearing up for another charge. Behind you, there's the sheet of metal separating you from your target. Additionally, two augmented thugs just made their way into the room, likely alerted by all the noise. Noting the intruder, one of them brings up a HF-machete of theirs, the other gearing to use something in their arm.

>MAKE YOUR MOVE
94%
66%

Available Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

>Attacks:
>HF-Blade: 1d10+6 Cutting Damage [Melee, Piercing 2]
>Automatic Revolver: 1d10+4 Bullet Damage [Ranged, Rapid Fire, Piercing 3] Current Ammo: 40 (5 per short burst)
>Unarmed Combat: 1d6+1 Bashing Damage [Melee]

>Tactics:
>Sweep: Knock an enemy of their feet. (Unarmed Combat Tactic)
>Cripple: Shoot away an arm or a leg for an enemy. (Revolver Tactic)
>Disarm: Strike the weapon out of an opponent's hands. (HF-Blade or Revolver Tactic)

>Write In (Any other fancy move or stunt you can imagine, costs 1 Energy for overly flashy/effective stuff)

Enemies:
Combat Android: Scratched (Right in front of you)
Thunderbolt Cyborg A: Healthy (Nine 'o clock)
Thunderbolt Cyborg B: Healthy (Eight o' clock)
>>
>>320145
Blast Processing
Engine Boost:
shot at the combat androids eye to make it charged at you, then doge aroud it so it hits the door behind us but in a way we can jump towards Thunderbolt Cyborg B: Healthy (Eight o' clock) to HF-Blade: 1d10+6 Cutting Damage [Melee, Piercing 2] and pushing him into the other
Thunderbolt Cyborg A: Healthy (Nine 'o clock) at the same time if this can ll hapen?
>>
>>320182
Hm. That can be done by the means of Blast Processing, but it would count as an additional 1% Energy stunt. Is that fine?
>>
>>320196
yer thats fine we better pose as well when its done:P
fuck me better get the best roll ever for this shit
>>
Rolled 5, 4, 18 = 27 (3d20)

Rolling for all three moves...
>>
Rolled 7, 6, 5 = 18 (3d10)

>>320215
not the best but hay il roll y not
>>
File: my team.jpg (14 KB, 258x196)
14 KB
14 KB JPG
>>320222
should have just left it, looks like we c\are punched in the face lol
>>
Rolled 9 + 1 (1d10 + 1)

Eh, I'll take your roll then.

>TRISH PHASE

Not particularly feeling like holding back when you're this close to your target, you kick your body into overdrive once more, firing up the engines while you're at it. With another twirl of your revolver, you take aim, sending off a quick spray towards the towering metal figure, bullets that ricochet harmlessly against the android's reinforced plating. Well, all the same, the intent wasn't to seriously damage the thing, it was to goad it into attacking and indeed, it seems to consider offense the proper retaliation.

It dashes forward again, swinging for another punch with the roar of grinding metal. Of course, considering the ridiculous processing power of your body, that move is no problem to predict or avoid as you activate your engines, dashing around the thing in the blink of an eye. The timing isn't quite right to make it wreck the wall like you had hoped, but you manage to dash up to one of the two thugs just in time to slash right over the goon's chest. Once again, your blade has no problem slicing the augmented shell like a hot knife through better. The stagger is even enough to kick the poor sod right into his friend. That guy seems to have good enough reaction speed to catch the human projectile, though. There's no stagger like you hoped there would be. Overall this didn't exactly work out as planned.

Dull![/r]
>>
Rolled 5, 15 = 20 (2d20)

>ENEMY PHASE
Luckily, you still seem to have done enough damage with that to put one of the thugs down for the count. Skewered him right up, you did, meaning that the other one simply throws his lifeless pal aside before moving forward to swing his own HF-blade at you. A machete, contrary to your longsword. While he's doing that, you pick up the sound of engines winding up, followed by another launching sound. You can hear the android dashing in for another swing. Time to act fast, stuck between a rock and a hard place.

Roll 2d20 for defense.
>>
Rolled 13, 11 = 24 (2d20)

>>320267
>>
Rolled 4, 2 = 6 (2d20)

>>320267
>>
>>320274
dice gods hate me this night
>>
Rolled 11 + 8 (1d12 + 8)

First roll kinda saved the situation, I feel.

The Thunderbolt is an amateur. Sure, there's some experience in that swing, but he's clearly never had a day of proper training in his life. With a simple upwards swing of your own, you deflect his strike, the two vibro-blades causing a loud buzzing noise and a rain of sparks when colliding.

With the 'Bolt's staggering, you make a flip back to dodge the coming punch from the android, but a combination of not actually seeing the attack and always forgetting how big that huge thing is results in a solid hit, the huge metal fist slamming into your side and sending you flying into a collection of metal crates. Alright, some cracking damage to your chassis and a bit of an internal miss you're going to have to repair later, but you're going to be fine.

You flip back to your feet, preparing for the next move.
>>
>MAKE YOUR MOVE
75%
50%[

Available Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

>Attacks:
>HF-Blade: 1d10+6 Cutting Damage [Melee, Piercing 2]
>Automatic Revolver: 1d10+4 Bullet Damage [Ranged, Rapid Fire, Piercing 3] Current Ammo: 40 (5 per short burst)
>Unarmed Combat: 1d6+1 Bashing Damage [Melee]

>Tactics:
>Sweep: Knock an enemy of their feet. (Unarmed Combat Tactic)
>Cripple: Shoot away an arm or a leg for an enemy. (Revolver Tactic)
>Disarm: Strike the weapon out of an opponent's hands. (HF-Blade or Revolver Tactic)

>Write In (Any other fancy move or stunt you can imagine, costs 1 Energy for overly flashy/effective stuff)

Enemies:
Combat Android: Scratched (In front of you)
Thunderbolt Cyborg B: Healthy (Behind the android)
>>
>>320295
>HF-Blade: Combat Android
>>
>>320304
we really dont wana fight this thing
>Unarmed Combat: 1d6+1 Bashing Damage [Melee]>Sweep: Knock an enemy of their feet.
(Unarmed Combat Tactic)
Thunderbolt Cyborg B: Healthy (Behind the
android) doge the android and then thow the Thunderbolt Cyborg B: Healthy (Behind the android)
at the combate android hoping it hit him>>320295
>>
Rolled 13, 12 = 25 (2d20)

>>320304
>>320306

Okay, rolling again to determine which one to go with here.
>>
Rolled 8 (1d20)

Combat Android it is. Rolling to hit.
>>
Rolled 2 + 6 (1d10 + 6)

>TRISH PHASE
Okay, this has been going on for long enough. You were never the type to avoid a problem. Let's take on this hunk of junk already! Pushing your legs further you dash forward and make three quick slashes with your vibro-blade with your usual fast, zig-zagging motions, cutting downwards once before going for a diagonal upwards slice and then another downwards strike. You have to push a bit, meeting considerable resistance and every second your blade keeps contact with the polished black armor is heralded by a rain of orange-yellow sparks and a loud buzzing sound. You're not cleaving through this thing like you would most non-military grade armor, but you're still causing some considerable damage to that plating.

The android doesn't seem too bothered, however, already making a motion to swat you away. You're only allowed a few seconds to weigh your options. With this thing already caught, you could continue to extend this volley of strikes. Then again, that could leave you open to a potential counter attack.

Make a combo?

Combos are an inherently high-risk high-reward move, allowing you to roll two damage rolls with the same attack and adding together the results. Making long, extended combos is also the key to high ranks to earn you those Combat Points after a skirmish. That said, a combo also adds a considerable negative modifier to your next Defense Roll, making it likely that you'll take some damage in return.
>>
>>320355
Yes.
>>
Rolled 6 + 6 (1d10 + 6)

>>320368

Rolling for combo damage...
>>
Yeah, you finally got the drop on this thing. There's no way you're giving up just yet. You continue your onslaught, flipping up above one swatting motion it makes and firing up one of the engines momentarily to get yourself spinning, twirling through the air like the world's sexiest buzzsaw, cutting straight into the main hull of that thing. It actually seems to be glitching up a bit, finally sustaining some real damage from your efforts. You eventually touch the ground, immediately leaping back to get a bit of distance and to get a gander at the damage you did.

At least a million scratches, some shallow cuts and (god yes a large tear diagonally over the front of the thing. It's definitely hurting now. Just a little bit more and you should be able to bring it down.

Blasting!
>>
Rolled 14, 1 = 15 (2d20)

>ENEMY PHASE

Well, seems it didn't appreciate too much at all. Another loud, synthesized "DETAINING" bellows from within the thing as it raises its arm above you and brings it straight down, clearly opting to crush you with the massive strength in those arms.

Just as you're preparing yourself to dodge, you note a couple of bangs from just diagonally of where you're standing. In your excitement, you must have forgotten about the other thug, who lets loose a couple of shots from a handgun he produced from... Somewhere. Likely an internal storage like your own.

Roll 2d20 for defense.
>>
Rolled 20, 9 = 29 (2d20)

>>320391
>>
>>320401
Well damn. Even with the combo penalty that's a complete dodge. Seems your luck turned around. Writing now.
>>
>>320407
it comes and it gose
netter do a Geu force pose and blow akiss
>>
A giant metal fist coming down to crush your skull. Bullets flying towards your left, well about to take your life. Most would consider this a pickle, the situation you found yourself in. Sadly for these suckers, you're not most people. With a grin, you jump back, spinning through the air and dodging the incoming strike from the android with, which instead crashes into the floor with a deafening smashing plenty of space to spare, while also managing to use the arm itself as cover, the thug's shots hitting the mass of bulletproofed metal. You land again, slotting your revolver back into your internal storage and hook your leg around the massive arm still rooted on the floor, immediately kicking off with your free leg, twirling around the massive arm and flipping up in the air, landing on the android's back.

You rise to a full standing position, grin still wide on your face as you raise your now-free hand, showcasing the bullets you managed to snatch out of the air as you pulled your little acrobatic stunt.

"Are these yours, hun?" You laugh and make a kiss in the air towards the now clearly stunned thug, dropping the stray projectiles to the ground.

Combat Rank upgraded to Atomic!

>MAKE YOUR MOVE
75%
47%

Available Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

>Attacks:
>HF-Blade: 1d10+6 Cutting Damage [Melee, Piercing 2]
>Automatic Revolver: 1d10+4 Bullet Damage [Ranged, Rapid Fire, Piercing 3] Current Ammo: 35 (5 per short burst)
>Unarmed Combat: 1d6+1 Bashing Damage [Melee]

>Write In (Any other fancy move or stunt you can imagine, costs 1 Energy for overly flashy/effective stuff)

Enemies:
Combat Android: Prone, Damaged (Right under you)
Thunderbolt Cyborg B: Demoralized, Healthy (On lower ground in front of you)
>>
>>320421
>Crush Android under your foot, shoot Cyborg B.
>>
>>320421
land on top of the Thunderbolt Cyborg B: Demoralized, Healthy (On lower ground in front of you) with your >HF-Blade: 1d10+6 Cutting Damage [Melee, Piercing 2]
kick the android with you fet to get a faster dash/leap?Engine Boost:
>>
>>320432
useing the moentmu from stabing the cyborg roll to out some distance away from android
>>
Rolled 15, 13 = 28 (2d20)

>>320425
>>320432

Different plans in combat? That's another roll!
>>
Rolled 13 (1d20)

>TRISH PHASE
Ejecting the revolver from your internal storage once more, you spin the thing and aim down at the augmented thug, spraying down a hail of bullets towards the sucker. The android begins to move again and you reply with a sharp kick downwards which, while unable to get through the thing's plating, allows you to throw yourself forward and land a fair bit away from it and much nearer that Thunderbolt.
>>
Rolled 9 + 4 (1d10 + 4)

>>320455
Aaaand rolling for damage.
>>
Rolled 15 (1d20)

The thug tries to throw himself to the side, but far too late. Every last one of your bullets hit their mark. Two in the chest, one through the throat, one in the jaw and one in one eye. Blood, oil and sparks everywhere. You can see his augmented shell crack all over and with a low gurgle, the thug collapses. He's not getting up anytime soon. Your excess casings jingle against the floor, slowly rolling away from you. Some of them get caught in the slowly growing pool of blood emerging from that thug's body. Just the android left, now.

>ENEMY PHASE
An android who appears extremely ticked off. If it can even feel emotions. You're not quite sure how advanced the AI in those things is. Either way, it charges forward in yet another rush, apparently aiming to grab you with both of its huge, claw-like hands. Not that you're having any of that.

You can also hear shouting and running further down the corridor. Seems like all the noise finally alerted the cavalry. You should wrap this up, fast.

Roll 1d20 for defense.
>>
Rolled 16 (1d20)

>>320463
>>
You leap forward, rolling over the shoulder of the big robot and landing behind it as it begins to painstakingly slow down its advance. Once again, its sheer weight and momentum forces it to take a good while to properly slow down. Upon impact, one of the crates shattered, revealing that indeed, they contained cyberware. This only serves to give you more to think about it, but now is not the time. Now is the time to wrap up this hunk of junk before more thugs show up.

>MAKE YOUR MOVE
75%
47%

Available Functions:
Blast Processing: Vastly increase your information uptake and the speed of which your brain processes that information, allowing for superhuman action and reaction time. [Allows for a second Action per round, or turns one Action into a Superior Action. Costs 10 Energy]
Engine Boost: Activates the engine exhausts at your legs, adding great force to any movements they make, allowing for sudden bursts of speed or powerful kicks. [Turns Full Movement into a Free Action this round, or adds +3 Damage to one kick. Costs 5 Energy]

>Attacks:
>HF-Blade: 1d10+6 Cutting Damage [Melee, Piercing 2]
>Automatic Revolver: 1d10+4 Bullet Damage [Ranged, Rapid Fire, Piercing 3] Current Ammo: 30 (5 per short burst)
>Unarmed Combat: 1d6+1 Bashing Damage [Melee]

>Write In (Any other fancy move or stunt you can imagine, costs 1 Energy for overly flashy/effective stuff)

Enemies:
Combat Android: Damaged (In front of you, back turned)
>>
Would you look at that, autosage. It's been three days, huh? Well, we can probably wrap up this skirmish, if nothing else.
>>
>>320493
>Shoot it in the back
>>320498
I think you've got much more time till this thread falls.
>>
Rolled 7 (1d20)

Rolling to hit...
>>
Rolled 6 + 4 (1d10 + 4)

>TRISH PHASE
Landing from your dodge, you twist your body to aim towards the creature's wide "back", sending another hail of lead into android. It raises once more, turning its camera lens to get you within sight again, the moment the bullets dig into its metallic body.
>>
With massive personal satisfaction, you note the android freezing up and making buzzing, whirring sounds before falling forward, decidedly turning into little more than scrap metal with a series of explosions emerging from within the machine. Embers scatter around the room, the only sound still audible the idle sparking of the burning android wreckage. In also took a fair bit of the nearby crates with it, ripped metal and scrap cybernetics littering the room. Okay, people are still coming. Time to get a move on.

SKIRMISH WON
Enemies: 3 (12cp)
Rounds: 4 (9cp)
Ranks:
D x1 (5cp)
A x1 (20cp)

TOTAL EARNINGS: 48 COMBAT POINTS
CURRENT TOTAL: 93 COMBAT POINTS
>>
You pause for a moment to catch your breath. A bloody combat android. Seriously? Where did they even find... Okay, no matter. That doesn't matter right now. What matters is that you get to your target before he makes his way to any potential escape vehicle of his. You walk forward and run your hand over the sliding wall between you and Chester's escape route. Let's see... About four inches of reinforced steel. A grin spreads across your face. Not even a challenge.

With a couple of quick slashes, your vibro-blade works its way through the sliding wall, which breaks open with a straight kick. There's the transport buggy, still loaded with illegal cyberware and... There's Chester's trail. Blood and oil, making its way around the corner of the building. Seems your suspicions were correct.

You should really chase him down. But really, how fast could he be after a cut like that and a couple of bullets through him? Plus, you've been really damn curious about what makes all of these augments worth it.

>Chase down Chester
>Investigate the buggy
>Write in
>>
>>320574
Chase him down. After the damage we've taken, I'm in the mood to finish this and get out.
>>
File: ep.jpg (967 KB, 2918x4759)
967 KB
967 KB JPG
>>320574
>Chase down Chester
>>
>>320631
Nice pic.
>>
Yeah, that buggy will just have to wait. You're finishing this contract and getting out of here, right now. Without wasting any more time, you begin running after the trail Chester left. Frankly, with the rain pouring down, you're lucky that he left this much of a mark. Maybe something in his augmentations thickened his blood. A common improvement, actually, an augmented heart to pump the heavier liquid and a clear resistance to bleeding out. Too bad it leaves a blatant mark now. You round another corner and reach the front of The Second Coming. Ah, there's your man. Wobbling forward, dark blood dripping from his back. He's limping badly on the leg you shot, as you'd expect. He's slower than you, but fast for someone in his current state. Must be the adrenaline.

...And he's just about to get to the parking lot, dammit! He staggers in under the blue glow of the hard light ceiling, his eyes fixated on some slim model that has to be his personal buggy. No way. You're not letting this one get away. You know for certain that you're not utilizing Blast Processing right now, but everything still seems to slow down as you prepare to act.

>MAKE YOUR MOVE.
>>
>>320635
The sentiment is shared. Damn! That is actually really close to how I envision "Trish" here. Great find!
>>
>>320663
>Activate Engine Boost to get nice and personal with vibro knife.
>>
>>320663
>>320707

Yeah, we're getting out of here after this, no need to spare the juice, let's make this stylin' as we wanted to be in the first place.
>>
>>320707
Without even hesitating, you fire up the engines and blast off, every single step sending you ten to fifteen feet forward. In the blink of an eye, you're at the parking lot and slam into Chester, who crashes onto his back. You find yourself pushing the old man down, one of your legs pressing down against his right arm, your other foot pressing against his chest, keeping him decidedly rooted on the ground. He gurgles and groans, clearly trying to make a scream. He shuts up mighty quick when you bring your sword down against his throat. You're not even touching his skin, but the low humming of your weapon clearly intimidated him into silence.

"Hey there, dear." You grin, your chummy outlook in a sharp contrast to the terrified expression the fellow is wearing. "Thought you were leaving me behind?"

>Just finish this sucker
>Question him (Specify what)
>Write in
>>
>>320759
>Question him about Android and cyberware.
>>
"So here I am, just casually checking out the backroom of my favorite night club, looking for a dear old friend." You push down your sword for just a second as you speak, the vibrating blade slowly digging into his outer shell, an action that makes him raise his head further, making a low whine. "When I run into a military-grade combat android and enough cyberware to satisfy a small nation." You make a bit of a pause, noting the very real recognition and fear in his eyes. You got this guy.

"Yyyyeah." You laugh a bit, then lock eyes with his. An icy blue gaze that works wonders for digging into someone. Seems like it works on this clown as well. "What's up with that?"

"L-Listen!" Chester is doing his damnedest to keep his composure, but he's sounding older and older the more he speaks. You're doing your best to determine what his real age might be. Fifty? Sixty? Twice that? Honestly, it's hard to tell. Most people his age get a voice regulator so this kind of dissonance between face and voice doesn't happen. "Listen, please! I don't know who sent you or what for, but I really can't say! I'm just the m-moneyman! Even if I had any reason to do what you'd say, they would kill me if I-"

"And what do you think I'm gonna do, sunshine?" Never the sharpest ones, these people.

"Oh, certainly, big bad assassin." A small, terrified laugh erupts from his throat. "I'd pick you over these people any day! T-Threaten me with what you will! It won't mean shit!"

Ugh, tiresome...

>Make him talk (Specify how)
>Just kill him
>Write in
>>
>>320895
>>Just kill him
>Also check him for loot, possibly take his head with you if cyberbrains or some built-in data storages are a thing.
>>
>>320895
>>320906
Yeah, I like your plan. Kill and loot.
>>
You're just about to reply when you hear more shouting and running from the building behind you. Okay, seems like the cavalry's here. Time to wrap this up and get out, you'll have to keep digging later if that's what goes down. Without another word you push down your blade, easily severing his head from his body. He makes one last wheezing sound as an ample spurt of blood spills out over the ground. Hurried as you are, though, you do have time for a quick patdown.

This earns you:
An ID-Stick
A low-caliber handgun
A cash-card currently loaded with about 500 credits (+15cp)
A locked personal computer


With no time to spare, you pick up the severed head and throw it onto your hoverbike, followed by getting on yourself. The vehicle immediately recognizes your signature as you grab onto its handles and it activates with a low beep, followed by the roar of its engine. You immediately dash away and out into the night, a glowing, cyan streak disappearing amongst the traffic. See you later, shitheels.

CONTRACT CLEARED!
Clearing Award: 30cp
Final Vitality: 75% (60cp)
Final Energy: 42% (10cp)
Stealth Sections Cleared: 1 (15cp)
Witnesses: 0 (50cp)
Skirmish earnings: 93cp

TOTAL COMBAT POINTS: 258
>>
Well then. That's that. Considering that we've hit the autosage and cleared a contract, I feel that this is where we're wrapping up this thread. I'm going to archive this, do some final bookkeeping and the next thread will be up in maybe half an hour.

Thanks for playing!
>>
>>321081

New thread it out. Check it out if you feel like it.



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