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File: Compound_SatMap.png (6.21 MB, 4145x4606)
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Greetings.

We have a small, open contract here that we couldn't get another set of contractors to take so we're putting it up for grabs.

That means you lot.

This compound was recently discovered to owned by adherents of the eternal flame, a pan-nationalist revitalist movement who believe in a jumbled soup of mythology and paeans of the past. Normally, they would be left alone, but it appears that this group is planning something. A pair of tourists were travelling nearby when their car broke down. They asked the compound for help, but were arrested as collaborators of the local government, and have been kept on premises against their will for the last four days.

Until one of them stole a phone and managed to place a call.

Unfortunately, the governenment forces don't feel they're able to effectively breach the compound in time to rescue the hostages and prevent the situation from escalating, and they're also spread a little thin with potential brewing beligerents up north.

So they've reached out to us.

>https://www.youtube.com/watch?v=MoYewr87bMQ
>>
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Now, I know we have a pretty open acceptance policy around these parts. HR doesn't like asking too many questions and most of you don't really like answering all of them.

We can accept that.

But keep in mind that we're supposed to work for the government on this one, so there are a few rules.
>>
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It's all boilerplate stuff. You'll see the contract on your datapads. We have paper copies available if you touching electronics makes them explode.

The ones that bears mentioning is are the more specific stuff.

A) Give people a chance to surrender
B) Ziplock them if they're unwilling to keep fighting
C) Minimize collateral damage
D) Get the hostages out alive (if you find them).

That last one is pretty important, so I don't know why they put at the bottom of the list. Good enough for government work.
>>
You're welcome to use any gear you've checke out properly with quartermaster, and if not, we can fill in the essentials from company stores. Mostly ours is standard offerings from Kore Industrial, plus the old not-quite-scrapped biped unit. Its not really a combat model, but the autonomous weapons & assistence platform can still provide fairly useful support if it has a pilot.

--

As for the Adherents of the (Infinite?) Flame themselves, we're not quite sure what to expect. Some sort of isolationist creed who goes on about restoring the empire of old, but we can't tell you what empire precisely or why they'd try to do it out here of all places.

Most of them are just angry, somewhat disgruntled office workers looking for a weekend cult to blow off some steam and will likely re-settle back into society just fine with some deprogramming but the cult leaders and zealots are going to be a problem.

Grab your stuff, sign the waiver, and then get ready to go. Take the central structure, sweep it for hostages and hostiles, and try not to kill more people than you absolutely have to. I have to fill out six pages of paperwork to argue due cause for each one, and I /will/ dock your bonuses if it means spending overtime.
>>
Reading, this looks based. Is this really the first thread or should I do some reading?
>>
>>1348404
Oh, by all means. Some our sister agencies have done a few things that are, at best, similar.

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Art?

However, no backstory required. This is our first operation in this region.

>Because I keep losing the .pds that have my core game files, and become forced to make a new game from scratch
>>
>>1348404
This is exquisitely detailed, I barely know where to start. You're going to need a combat medic to save the hostages, so that's what I'll try to make.
>>
Rolled 14, 15 = 29 (2d20)

>>1348327
Let's take a gamble. Unusual asset coming through!
Will decide on the equipment after i get my stats.
>>
Rolled 3 (1d20)

>>1348324
Rolling from the list, then I'll make my sheet after seeing what the thing I get does.
>>
Rolled 6, 9 = 15 (2d10)

>>1348347
Veteran Irving reporting in Command. What's our angle of insertion?
>>
>>1348447
Great. That's... that's great. Try not to make the walls bleed explosive poison, okay?
---

14 - Iconograph
“Swear No Oath,
Make No Deal”
[Iconograph] Aptitude. Iconography can be upgraded for a statpoint, but so far, here is what you know:

1 AP draws 5% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map. Good Iconographs check before they draw (and make really precise portrait sketches!)

Trdrak -- All [Empyreal] or [Fire] generated within 8 Squares is automatically moved to the Trdrak Icon and held. Iconograph can detonate total reserve with 4 AP (at any time).
Hygea -- Causing 50 HP worth of injury (multiple sources count) on top of this Icon summons a Harbringer
Seralin -- 3x3 around Seralin, all non-melee damaging effects to result in 0 damage. Melee attacks inside the Seralin bubble autohit.
Valkoquestor -- Anyone standing on Valkoquestor only takes damage after they leave. Damage accumulates.

>>1348456
You'll have to run that one by our paperwork again - if you're a veteran, you're a veteran. WHich is nice but they're not really known for sprouting gills.

>>1348457
Good to have your Irving. We'll leave that up to your discretion, we can approach from any angle East, North and West. So it depends on team composition and gear.

>3x Barely Legal NervTranq Grenades
"Fsssh"
"Mmh. Smells like coma . . . "
Rng - Tech * 3, Grenade. 5 AP throw. [NervTranq] in 3x3.
>2x Vodtory
"Why did you bring this much alcohol?"
>>
Rolled 5 (1d20)

>>1348473
I will assume a reroll was requested. Lets see what happens.
>>
>>1348484
Apologies, let me be stridently clear - your nice nametag says Mx. "Soon 2 Be Veteran".

Veterans don't need to roll on the Asset table, because they're Veterans not Assets.

A 5 on the Asset table gets you - if you want it -

VatGrown.
Tubeborn, petri-dish schooled and injection fed.

Bonus:
* Modified. +3 Statpoints, assign as you like. Roll 1d10 for random aspect.
* [Cellular Regen]. 1 AP to roll vs current HP to heal 1 HP
Malus:
* Genetic Determinism.
Pick one of Tech, Comp, Manifest or Proc. It sets to 1, can never be higher.
* Failures on medical or chemical rolls incur complications.

with another roll for...
8 - Survivor - Filtration filters out any metabolic hazard. Consume organic for +xd5 hp.

And a lovely 75 Credits to spend.

If you'd rather fill out the veteran paperwork, we can write this entire transgenic thing up to a paperwork fluke.

>>1348447
Which goes double for you - 75 Credits.
>>
>>1348473
I am...extremely uncomfortable carrying these. People wake up from the comas eventually, right? If they're legal it must be okay!

>"Why did you bring this much alcohol?"
Probably so I could forget why I let myself be paid in nerve gas.

[Ve]teran
3 credits
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Item capacity 11/13:

AR-53
1d10+3, 10->, 5!
SA,BF,FA, 25 Ammo, 10 Reload

2 x Ar-53 Reloads

3x Barely Legal NervTranq Grenades
Rng 9, grenade, 5!
[NervTranq] in 3x3

CL-TAC
1d5+3, 1->, 2!
[Quickdraw]

Drago Armor (+6AV, +2DR, -2AP)

Placebotamol
5!, heal 3d5HP

2xVodtory
Recover from shock. Heal a wound
Flammable, 5!
>>
Rolled 16, 1 = 17 (2d20)

>>1348327
>>
>>1348544
Am I reading this right? Did... Did CorpHQ assign an iconograph and a convocant to the *same* operation?! F------ WITH THE ---- PENCIL PUS-----

Ahem.

Yes, Con Arkul, you papers seem to be in order.

+75 Credits
16 - Convocant
Gain the [Convocation] Aptitude.
Convocation spends your HP to get the attention of Icons.
Unlike Iconographs, you /force/ the ephemeral gods to do your bidding. Convocation can be upgraded by spending a stat point.
For now, what you know is this:

[Drain] - 1 AP drains life, converting it to [Vita]. RNG = Manifest. You can store Vita = your Manifesting.
[Compel] - roll 5% per AP + 1*HP spent + 1*Vita spent to Compel an Icon to do something.
A wise Convocant acquires a library of possible icons, and tries not to demand too much at once.

Trdrak
If successful, detonate 1 flammable source. -10 % per source to detonate.
Empyreal Spriteling
If succesful, spawns a Emp. Spriteling, a small self-aware flame that will likely soon grow bigger. -10% per 1 word in a command it spawns with (“Don’t burn me!” = -30%)
Hygea
If successful, spawn 1 Beneficient Herald Of the Singing Spheres. -10% per word in an order it spawns with (“Keep me alive!” = -30%).
Not many Convocationits survive Compelling Hygea.
Seralin
If successful, target can only use Melee attacks for 1 turn. -10% per turn duration.
Valkoquestor
If successful, all damage taken for 1 Turn is Stun. -10% per Turn duration.
>>
Rolled 8, 15 = 23 (2d20)

That's a lot of things to wrap my head around. For now, some dice, because why not give myself even more to read?
>>
Rolled 17 (1d100)

>>1348565
Wait, if I take [Experimental], I roll 1d100 instead. Would I have to do this now, blind?

What could possibly go wrong? Everything is going to go wrong.
>>
File: Compound_1.jpg (2.08 MB, 4145x4606)
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>>1348565
Sanity, one presumes.

---------
Breachers on site
Ve1 | Irving

------------

Well, at least it looks quiet. Irving, see if you can't scout around the perimeter a little since you're so early bird-like.
>Feel free to move yourself to another deployment North, West or East.
>>
>>1348565
>>1348569

8 - Extropian
Free of the flesh, but bound by the soul

- 3 Action Pool
* Morphological Freedom.
Roll vs HP to re-assign 1 stat point to another stat or invest in an Adaption (if any are known).
* Consumate Connseuir. Organic sources can be consumed for +Xd5 HP per size. Recover wound if full HP.
---
Experimental // 17
---
"Why yes. I did self modify to make myself think self modifying was a good idea. Why would something be wrong with that?"
>[Glichy]. Using Morphological Freedom and failing causes side-effects.
>>
Rolled 8, 12 = 20 (2d20)

>>1348327
>Full Random
>Edible
Hit me up
>>
>>1348559
Who did I offend to get two of the time bombs on my squad?

[Sp]ecialist Elena Fulleylove

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac2/30 AP12

Inventory 4/13 (0 cr)
Sigilsword
Sec-Lite
Vodtory Flask (for cold winter nights)
Placebotamol

+ [Studies] - Command
+ [Focused]
+ Talent: [Bullet Time]
- [Standards] +1 Reaction
>>
>>1348583
8 - Extropian
Free of the flesh, but bound by the soul

- 3 Action Pool
* Morphological Freedom.
Roll vs HP to re-assign 1 stat point to another stat or invest in an Adaption (if any are known).
* Consumate Connseuir. Organic sources can be consumed for +Xd5 HP per size. Recover wound if full HP.

Malus:
* A Breed Apart
First aid, drugs, treatment and surgery universally only give ½ effect
*Simply cannot wear armor with more than 5 AV unless customized.

>>1348594
I wish I knew, Specialist. I wish I knew.

---
Ve1 | Irving
Sp2 | Elena
>>
Rolled 15, 63 = 78 (2d100)

>>1348572
Yessir, advancing with caution.

>Move 1W, 6S
>1AP, roll vs Prof to provide info on that glowy sigil looking thing
>1AP, roll vs Prof to spot anything else of note
>[Dodge]

[Ve]teran
3 credits
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Item capacity 11/13:

AR-53
1d10+3, 10->, 5!
SA,BF,FA, 25 Ammo, 10 Reload

2 x Ar-53 Reloads

3x Barely Legal NervTranq Grenades
Rng 9, grenade, 5!
[NervTranq] in 3x3

CL-TAC
1d5+3, 1->, 2!
[Quickdraw]

Drago Armor (+6AV, +2DR, -2AP)

Placebotamol
5!, heal 3d5HP

2xVodtory
Recover from shock. Heal a wound
Flammable, 5!
>>
>>1348578
9 AP. That'll be fun.

Does Morphological Freedom have an action cost? Can I use it preemptively before the start of the mission?
>>
>>1348605
Yes, one AP.

And yes, you can. But... please do it outside the briefing room. I hate watching nerve endings re-attach themselves.
>>
File: Compound_2.jpg (2.18 MB, 4145x4606)
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------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
------------------

That's not a Sigil, Irivng. We'd all be on fire if it was. Maybe you can ask Karl if he sees any when he gets out there. It is a camera though. Mind be careful not stepping into the sightline if you want to scout some more.

Good eyes though.

Looks quiet for now.

[Players can act]
>I did mean you could relocate to any angle of approach you would prefer, but hey, this works!
>>
>>1348473
No such thing, the runes are perfectly safe!
(Each icon only occupies 1 square, right?)
(Also, i need some clarification on how the shotgun works. Do i have to choose what kind of bullet to shoot each time?)

>>1348559
Now i am slightly worried.

>>1348629
Karl on field!

>Iconograph Rune-Scribe Karl
[Iconograph] Aptitude. Iconography can be upgraded for a statpoint.
1 AP draws 5% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map.

Trdrak -- All [Empyreal] or [Fire] generated within 8 Squares is automatically moved to the Trdrak Icon and held. Iconograph can detonate total reserve with 4 AP (at any time).
Hygea -- Causing 50 HP worth of injury (multiple sources count) on top of this Icon summons a Harbringer
Seralin -- 3x3 around Seralin, all non-melee damaging effects to result in 0 damage. Melee attacks inside the Seralin bubble autohit.
Valkoquestor -- Anyone standing on Valkoquestor only takes damage after they leave. Damage accumulates.
>Stats
Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 3 / 30
Manifesting 3 / 30
Resistance 3 (7) / 30 (40)
Reactions 1 / 10
>Equipment
0 Credits
A fancy instrument for professional iconography
Sec-lite armor [+4 AV +10 HP]
SH-71 Shotgun [1d5x12] [5 Rng/4 AP cost] [SA/ 6-clip/ 2AP per reloaded munition] (every pellet stuns 1) (slugs deal 1d10 / 8 Rng)
x3 Shotgun reloads (18 munitions)
x2 Vodtory [Recover from shock. Heal a wound! FLAMMABLE 5]
Placebotamol [Heal 3d5 HP]
>>
>>1348629
A surveillance camera!?

>Move 5W, 1S
>1AP, investigate north side of guard tower
>1AP, investigate new sight line
>[Dodge]

[Ve]teran
3 credits
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Item capacity 11/13:
AR-53
1d10+3, 10->, 5!
SA,BF,FA, 25 Ammo, 10 Reload

2 x Ar-53 Reloads

3x Barely Legal NervTranq Grenades
Rng 9, grenade, 5!
[NervTranq] in 3x3

CL-TAC
1d5+3, 1->, 2!
[Quickdraw]

Drago Armor (+6AV, +2DR, -2AP)

Placebotamol
5!, heal 3d5HP

2xVodtory
Recover from shock. Heal a wound
Flammable, 5!
>>
Rolled 18, 13 = 31 (2d20)

>>1348327
I don't have time to read the rules and make a char, just give me a pregen one so I can die asap
>>
>>1348324
"Donnit worry pack-comm I ams great with little kiddies"

>Be lycanthrope
>Be lycanthrope who rolled a six in previous discussions
>Ask for updated stats
>Borf!
>>
Rolled 93, 7, 68, 52, 36, 37, 71 = 364 (7d100)

>>1348565
>>1348569
>>1348578
May as well be boring and see how sword and board works out, since I haven't the AP to handle most ranged weapons.

For expedience, rolling a couple 1d100s for Morphological Freedoms. Rolls are against 50. Let's say I'll roll until 5 successes or 3 failures, whichever comes first, and assign stat changes after. Vaguely wish I had taken the Manifesting and Processing 1 drawbacks so I could drop the raw stats to 1 without a care, but oh well.

Extropian
[Morphological Freedom] Roll vs HP to re-assign 1 stat point to another stat or invest in an Adaption (if any are known).
[Glitchy] Using Morphological Freedom and failing causes side-effects.
[Consumate Connseuir] Organic sources can be consumed for +Xd5 HP per size. Recover wound if full HP.

Action Pool 9
Proficiency 3/30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 4(8 & -2)/50
Reactions 1/10

Credits: 15
Carrying capacity 3/12:
Sigilsword:
>1d10+2+tech, 1 -> 3!
SecShield
>3dr front
>1d2+0.5 tech force bash, 1 -> 3!
>[Block] Reaction. +70
Sec-Lite Armor
>+4 AV, +10 HP
>>
File: Compound_3.jpg (2.3 MB, 4145x4606)
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hold a second while we get out tactical up to speed. . .
>>
>>1348660
Arkul-Convocant
"Convocant Arkul reporting for service."

>Deploy
Stats:
Action Pool 12
Proficiency 3 (30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(40)
Reactions 1/10
Convocant 16

> Special actions:
[Drain] - 1 AP drains life, converting it to [Vita]. RNG = Manifest. You can store Vita = your Manifesting.
[Compel] - roll 5% per AP + 1*HP spent + 1*Vita spent to Compel an Icon to do something.

Talents:
Dodgy: Move up to tech with a dodge
Commands: (convocant)

Inventory:
C-7 service
1d10, SA, Am, 6 points to reload. 12/12 in magazine, 3x.
Sec lite: +4 av, +10 hp
Placebotamol 1x


Commands: (convcant specail thingys
Trdrak
If successful, detonate 1 flammable source. -10 % per source to detonate.
Empyreal Spriteling
If successful, spawns a Emp. Spriteling, a small self-aware flame that will likely soon grow bigger. -10% per 1 word in a command it spawns with (“Don’t burn me!” = -30%)
Hygea
If successful, spawn 1 Beneficient Herald Of the Singing Spheres. -10% per word in an order it spawns with (“Keep me alive!” = -30%).
Not many Convocationits survive Compelling Hygea.
Seralin
If successful, target can only use Melee attacks for 1 turn. -10% per turn duration.
Valkoquestor
If successful, all damage taken for 1 Turn is Stun. -10% per Turn duration.
>>
>>1348655
Well, shit, I wasn't expecting to roll that poorly.

I'll have that one success go into:
>Technique 3/30 -> 4/40
>Processing 3/30 -> 2/20
and take my 3 failures, I guess.
>>
>>1348629
It may be a weekend cult, but you know they WILL summon some eldritch shit. And then you WILL need big guns.
Just tell me how to use this thing please, I don't know what Int is

[Sp]ecialist Ambrose (HP30/30)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac(Cover) 1/30 AP12
+ [Studies] - Piloting x2 ([Run Hot], [Reroute], +10 to all actions)
+ [Focused] (+10 per Focus)
+ [Clustered shots]

Money:0
Gear: Vodtory, Placebotamol, Clearity x2

Vehicle: Series 7 WAWP
Int 12/75
[Sluggish] (only cardinal movement)
Armor factor 4fr,s; 2r
DR 6
[Maghook] 6!, 6->, once attached 1AP spools or slacks
[Flashflood 07] 5!, 6->, 1d10+3, BF, FA-15
[Foam sprayer mod]: 4->, 2 points per AP (250/250)
>>
>>1348629
>tfw in the middle of drafting a battle plan
Right then, by the seat of the pants it is.
Also, writing these turns takes a very long time.

>Deploy Scout Squad on the hill North West
>Deploy Veteran Squad on my position
> Engage Officer Acceleration Implants [Bullet-time]
-1 react, +4AP
>[Order] 1AP+2 Alpha Squad:
Keep watch, radio in anything of interest. Once the watch tower is clear, move up and take positions on top of it.
>[Order] 1AP Beta Squad:
Move with me.
>[Direct] 1AP+5Karl Hook up with Irving and take the watchtower.
>[Move] SE,SE,S,S (6)
>[Dodge]
>>
Rolled 33 (1d100)

>>1348629

Aye, looks like HQ is hurting for more bodies. These the poor bastards that will help us take care of these weekend warriors?
>be scavenger
>already rolled [Spatial Anatomy]
>roll for EXPERIMENTAL
>Put stat to increase SCAVENGE range

[Sc]avenger Bilk (HP30/30)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 1/10: DODGE
>>
>>1348670
It mostly ends up Eldrich, yes.

Okay, we're bringing old Reliable out of long term storage...

>>1348667
Affirmative. Do... Do you want me to pop your fifth shoulder back into its socket? No? Okay.
>>
Rolled 9, 2 = 11 (2d20)

>>1348327
"Right. Wonder what the guys sent along."
>>
Rolled 16, 83, 43 = 142 (3d100)

>>1348683
I should really keep auto-updates on.
Err, I think that these are the rolls that you need.
D1: Scout +20 (Focus)
D2: Vet
D3: Karl +50 (Focus)
>>
>>1348324
Hold on, I found my stat sheet-minus the transformation stuff

>Take link clicker
Put stat point into res
Lycanthrope
Steelpelt
Sigilsabre
C-7 pistol
Dracoplate

Action Pool 10
Proficiency 3 / 30
Technique 3 / 30
Processing 2/20
Manifesting 2/20
Resistance 5(9 &-2)/ 50
Reactions 1 / 10
>>
To my comrades: please, don't all deploy from the same location. I would like some to deploy West and take that outbuilding to the south. Ambrose, can you help there?

One or two I would like to deploy East and take up position by that rock near the road. You should have some good sightlines there.
>>
>>1348687
>A Pristine Sigilblade
Hey, at least it's very shiny. And free.
>3x Flashfires
>Rng Tech*3, Grenade, 5d5 Fire in 3x3. 5 AP.
Uh. Are these oversize firecrackers?
>>
>>1348711
"Sightlines, shorter one?
I can see them just fine from here, what goods is moving away when I ams needing a to hit them with my blade?"
>>
>>1348711
Roger, will do.

>Deploy at the SW corner
>If impossible, deploy at the Eastern end of the road.
>>
>>1348712
>>1348643
>>
>>1348660
>Move 5W, 5S

>Iconograph Rune-Scribe Karl
[Iconograph] Aptitude. Iconography can be upgraded for a statpoint.
1 AP draws 5% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map.

Trdrak -- All [Empyreal] or [Fire] generated within 8 Squares is automatically moved to the Trdrak Icon and held. Iconograph can detonate total reserve with 4 AP (at any time).
Hygea -- Causing 50 HP worth of injury (multiple sources count) on top of this Icon summons a Harbringer
Seralin -- 3x3 around Seralin, all non-melee damaging effects to result in 0 damage. Melee attacks inside the Seralin bubble autohit.
Valkoquestor -- Anyone standing on Valkoquestor only takes damage after they leave. Damage accumulates.
>Stats
Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 3 / 30
Manifesting 3 / 30
Resistance 3 (7) / 30 (40)
Reactions 1 / 10
>Equipment
0 Credits
A fancy instrument for professional iconography
Sec-lite armor [+4 AV +10 HP]
SH-71 Shotgun [1d5x12] [5 Rng/4 AP cost] [SA/ 6-clip/ 2AP per reloaded munition] (every pellet stuns 1) (slugs deal 1d10 / 8 Rng)
x3 Shotgun reloads (18 munitions)
x2 Vodtory [Recover from shock. Heal a wound! FLAMMABLE 5]
Placebotamol [Heal 3d5 HP]
>>
File: Compound_4.jpg (2.55 MB, 4145x4606)
2.55 MB
2.55 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose
Sc7 | Bilk
------------------

Tactical situation is updated. Since we have an on the ground Command element, you're welcome to redeploy to make the best use of your advantages. the zones are marked. Swooping out and around won't take too long.

Recon and Assaul fireteams are on site as well, so backup is available if you direct it. Recon says they've spotted something a bit unorthodox and are having a closer look.

[REDEPLOYMENT]
[Shift postion by indicating your prefered zone]
>>
>>1348717
Deploy East, hide behind the rocks and jump out on any that run to reinforce the fight that's about to break out around the watchtower, you'll have first grabs.
>>
>>1348733
Welp, I've seen all I need to.
>Redeploy to zone 2

(Gotta go work now. Back in 3 hours or so, feel free to bot me till then if need be).
>>
>>1348733
I'll redeploy to Zone 2. Seems like the most likely place for a close-quarters engagement.
>>
>>1348733
Hm... What do you say we deploy at zone 4, ram the walls and free the hostages immediately?
No?
It's sure to be a trap?
Ok.

>Requesting redeployment at zone 3

[Sp]ecialist Ambrose (HP30/30)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac(Cover) 1/30 AP12
+ [Studies] - Piloting x2 ([Run Hot], [Reroute], +10 to all actions)
+ [Focused] (+10 per Focus)
+ [Clustered shots]

Money:0
Gear: Vodtory, Placebotamol, Clearity x2

Vehicle: Series 7 WAWP
Int 12/75
[Sluggish] (only cardinal movement)
Armor factor 4fr,s; 2r
DR 6
[Maghook] 6!, 6->, once attached 1AP spools or slacks
[Flashflood 07] 5!, 6->, 1d10+3, BF, FA-15
[Foam sprayer mod]: 4->, 2 points per AP (250/250)
>>
>>1348742
Woops, left my old callsign on there.
>>
>>1348684
[Tick Tock]
Scavenged Items have a sharp and very terminal best-by date.

+75 Credits.

>>1348651
+75 Credits.

17 - Lycanthrope
They say “Howl at the Moon” but it’s really more like “Howl at everything”.
-1 Mani, -1 Proc // +1 Res
[Beastblood] // 6 AP to assume beast-shape.
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV.
If Incapacitated in human form, burn a Reaction to go berserk.
[Beastshape Mods]
+Res as AP, HP * 1.5, +Res innate AV.
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.

4-6 - Hard Pelt // Beastshape applies your RES as DR to all damage

>>1348643
>>1348722
I saw you the first time, HERO, but telling operations that you have no time for the RULES is not a good way to get on their good side. They're sort of sticklers for them.
>>
>>1348733
Just reposting this right quick

>Iconograph Rune scribe Karl
[Iconograph] Aptitude. Iconography can be upgraded for a statpoint.
1 AP draws 5% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map.

Trdrak -- All [Empyreal] or [Fire] generated within 8 Squares is automatically moved to the Trdrak Icon and held. Iconograph can detonate total reserve with 4 AP (at any time).
Hygea -- Causing 50 HP worth of injury (multiple sources count) on top of this Icon summons a Harbringer
Seralin -- 3x3 around Seralin, all non-melee damaging effects to result in 0 damage. Melee attacks inside the Seralin bubble autohit.
Valkoquestor -- Anyone standing on Valkoquestor only takes damage after they leave. Damage accumulates.
>Stats
Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 3 / 30
Manifesting 3 / 30
Resistance 3 (7) / 30 (40)
Reactions 1 / 10
>Equipment
0 Credits
A fancy instrument for professional iconography
Sec-lite armor [+4 AV +10 HP]
SH-71 Shotgun [1d5x12] [5 Rng/4 AP cost] [SA/ 6-clip/ 2AP per reloaded munition] (every pellet stuns 1) (slugs deal 1d10 / 8 Rng)
x3 Shotgun reloads (18 munitions)
x2 Vodtory [Recover from shock. Heal a wound! FLAMMABLE 5]
Placebotamol [Heal 3d5 HP]
>>
>>1348733
[Command] isn't too hot without people around /to/ command. I will stay in Zone 1

B1, B2 and B3... what are they exactly?
>>
>>1348757
I'm pretty sure guys marked A1 through A4 are your subordinates.
>>
>>1348753
>>1348733
Goddamnit.
>Stay in zone 1
>Move W5 S5
>>
>>1348764
Yes, I am referring to the red triangles in the North East, behind my Recon Squad. I could deploy with my Vets ensewhere, but I don't think that I can [Direct] them, only give [Orders]
>>
>>1348749
well the thing is that after all this waiting I have had enough time to read the rules a couple of times, how do mech's INT work?
also am I reading this right, we can get 1 big mech and 2 medium mechs top?
>>
>>1348779
Spc Ambrose has taken Reliable out of the garagae, so your team is down to the pair of old Centurions. But yes.

>>1348777
What Triangles, Specialist? There's no Triangles here. Recon1 and Recon2 are the only forces in that area.

They're sure of it.

Positive.
>>
>>1348739
"Yes, ams doing, squeekie one"
>>
Rolled 16, 58 = 74 (2d100)

>>1348733
"lets try to see if this works"
>Trydak: spend 6 ap to detonate enemy soldier [2] weapon targeting the magazine.
>Trydak: Spend 6 ap to detonate enemy soldier [1] weapon targeting the magazine

Stats:
Action Pool 12
Proficiency 3 (30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(40)
Reactions 1/10
Convocant 16

> Special actions:
[Drain] - 1 AP drains life, converting it to [Vita]. RNG = Manifest. You can store Vita = your Manifesting.
[Compel] - roll 5% per AP + 1*HP spent + 1*Vita spent to Compel an Icon to do something.

Talents:
Dodgy: Move up to tech with a dodge
Commands: (convocant)

Inventory:
C-7 service
1d10, SA, Am, 6 points to reload. 12/12 in magazine, 3x.
Sec lite: +4 av, +10 hp
Placebotamol 1x


Commands: (convcant specail thingys
Trdrak
If successful, detonate 1 flammable source. -10 % per source to detonate.
Empyreal Spriteling
If successful, spawns a Emp. Spriteling, a small self-aware flame that will likely soon grow bigger. -10% per 1 word in a command it spawns with (“Don’t burn me!” = -30%)
Hygea
If successful, spawn 1 Beneficient Herald Of the Singing Spheres. -10% per word in an order it spawns with (“Keep me alive!” = -30%).
Not many Convocationits survive Compelling Hygea.
Seralin
If successful, target can only use Melee attacks for 1 turn. -10% per turn duration.
Valkoquestor
If successful, all damage taken for 1 Turn is Stun. -10% per Turn duration
>>
>>1348733

>Appear in zone 4

[Op]erative Snake-Eyes (HP40/40)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 1/10 AP14
Push 3

Talents:
Takedown

Gear: 9/12
Sigilsword 1d10+2+tech, 1,3
Sec-Lite +4av, +10hp
Placebotamol x2
Smoker x2
Concuss
Gr12
Vodtory
>>
>>1348733
Deploy at zone 3
"Please to eat you!....Wait, why are you running? Did I say something wrong?"
Lycanthrope
They say “Howl at the Moon” but it’s really more like “Howl at everything”.
-1 Mani, -1 Proc // +1 Res
[Beastblood] // 6 AP to assume beast-shape.
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV.
If Incapacitated in human form, burn a Reaction to go berserk.
[Beastshape Mods]
+Res as AP, HP * 1.5, +Res innate AV.
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.

Hard Pelt // Beastshape applies your RES as DR to all damage


Sigilsabre
Koreniner pistol
Sec-lite
1x vodtiry
4x placebetamol

Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 2/20(link clicker)
Manifesting 2/20
Resistance 5 (4&0)/ 60
Reactions 1 / 10
>>
Rolled 94, 96 = 190 (2d100)

>>1348733
>[Bullet Time] x1
-1 React, +4AP
>[Order] AP1+40% (focus)
Alpha to split, three flanking east while one joins Irving. East attack those guards behind the barrier on mark.
>[Direct] AP1+100% (focus)
Irving take cover against the wall and throw a gas grenade into the watchtower on mark
=====
[Sp]ecialist Elena Fulleylove

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 2/30 AP 12

Inventory 4/13 (0 cr)
Sigilsword
Sec-Lite
Vodtory Flask (for cold winter nights)
Placebotamol

+ [Studies] - Command
+ [Focused]
+ Talent: [Bullet Time]
- [Standards] +1 Reaction
>>
>>1348712
Thanks.

>>1348733
I'll be regifting these to their armor.

>25 Sec-Shield, 20 Sec-Lite, 30 Zimadrill, 75 creds
>Deploy 3

AP 12
General 3/30
Res 3(7)/30 (50/50)
Reac 1/10

+ Zimadrill

>Sec-Lite 4AV, 10HP
>Sec-Shield 3DR facing, Tech/2 + d2 force, 3!, Reac Block 70
>Kitbashed C7 Service, 1d10, R7, 2!, 12/12
Sigilsword, 1d10+2+Tech, 3!
3x Flashfires, R Tech*3, 5d5 Fire 3x3. 5!
2x C7 mags, 6!
>>
>>1348791
can I get one of those Centurions boss?
I still don't know what INT means but I'm sure is not important I mean is not like it will make the mech self destruct or anything r-right?

[Sp]ecialist
>[Studies]
>[Focused]
>[Standars]
AP 12
Prof 3/30
Tech 4/40
Proc 3/30
Mani 3/30
Resi 3/30
Reac 1/10
>Equipment
-[Sigil sword] - 15c
-[ShardHeart] - 30c
-[Smoker]x3 - 15c
>Aptitude
-[Pilot]Overrides,Redline - free
>Talents
-[Takedown] - 15c
>>
>>1348838
Vehicles don't care much for bleeding. Or poison. Instea of HP, they have Integrity - which is a measure of their total integrity rather than how many hits they can take.
>>
Squad Dossiers:
Ve1 IRVING:
Skilled, Moral. Packs AR-53 and Tactical Knife.
Carries Nerve Agents and Tranqs
Carries PLACEBOTAMOL
Sp2 ELENA:
That's Me
Ic3 KARL:
Rune Wizard with a shotgun and lots of booze.
Carries PLACEBOTAMOL
Ex4 ALISTAIR:
Sword and Board Mutant, Sigilsword and Secshield.
Fragile Bones, unfortunate
Co5 ARKUL:
Dodgy Death Wizard, don't invite to children's parties. Packs a Pistol
Carries PLACEBOTAMOL
Sp6 AMBROSE:
Pilot of Reliable mech! Run Hot and Reroute
Carries PLACEBOTAMOL and CLARITY
MeX RELIABLE:
Armour 4F, 2S/R | DR6
Maghook, Minigun and Foam Sprayer
Sc7 BILK:
//He's supposed to be around here somewhere...//
>>
>>1348848
Thanks boss, can I use my talents while piloting a mech?
Also if posible I'd like to get [Bolstered Servos], [Actuators] and [SigilShot] installed in this thing
>>
>>1348850
Old Reliable has 4 side armor
Don't mix it up, he's sensitive about that
>>
>>1348817
I forgot which token was mine and Irving was actually out of range. If I can change things, sacrifice 3 focus AP to move 3W.
>>
File: Compound_5-1.jpg (2.68 MB, 4145x4606)
2.68 MB
2.68 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Thorrg
Op9 | Snake-Eyes
Ve10 | Zimeon
Sp11 | Hero / Centurion
------------------
Redeployment over. Actions and movement possible.
------------------

Actions going forward are now considered final.

[Breachers to act]

>Apologies for the minor delay there. System crash ate twenty minutes of work.
>>
>>1348806
>>1348878
>>
Rolled 96, 86, 21 = 203 (3d100)

>>1348878
>Move 7E
>FB into the drone (+10 to all actions)
>-Set voice changer to "Soulless Killbot"
"ATTENTION. YOU ARE UNDER ARREST. ANY SIGNS OF RESISTANCE ARE GROUNDS FOR LETHAL RESPONSE. THANKS IN ADVANCE FOR YOUR COOPERATION"

[Sp]ecialist Ambrose (HP30/30)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac(Cover) 1/30 AP12
+ [Studies] - Piloting x2 ([Run Hot], [Reroute], +10 to all actions)
+ [Focused] (+10 per Focus)
+ [Clustered shots]

Money:0
Gear: Vodtory, Placebotamol, Clearity x2

Vehicle: Series 7 WAWP
Int 12/75
[Sluggish] (only cardinal movement)
Armor factor 4fr,s; 2r
DR 6
[Maghook] 6!, 6->, once attached 1AP spools or slacks
[Flashflood 07] 5!, 6->, 1d10+3, BF, FA-15
[Foam sprayer mod]: 4->, 2 points per AP (250/250)
>>
Rolled 67, 63, 2 = 132 (3d100)

>>1348878
>Officer Acceleration Implant
-1 React, +4AP
>[Move] 4AP | 2W, 2S
>[Order] 1AP+20% (focus) | Alpha Squad
Two to hold this corner, two to join Irving against the wall and prepare to engage.
>[Direct] 1AP+20% (focus) | HERO
Prepare to move down the road and flatten that barricade directly south if they start trying to put up a fight.
>[Direct] 1AP+50% (focus) | Irving
Get in position and try to hit something vital in that Mech back there. Wait on any sign of aggression.
>>
>>1348850
Thank you, specialist.
>>
>>1348878

>Move 4 North
>Move 2 East
>Move North 4
>Reaction [dodge]

[Op]erative Snake-Eyes (HP40/40)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3(7)/30
Reac 1[Dodge]/10 AP14
Push 3

Talents:
Takedown

Gear: 9/12
Sigilsword 1d10+2+tech, 1,3
Sec-Lite +4av, +10hp
Placebotamol x2
Smoker x2
Concuss
Gr12
Vodtory
>>
>>1348926
Is it alright to give orders to do Thing after a player has already declared that they are doing Thing and rolled for it?
>>
>>1348684
Shifting through the detritus of the old and the new alike.
-1 Mani, -1 Proc // +2 Action pool.
[Scavenge!] 6 AP generates a random consumable, pulled from. . . Somewhere. You can also try Scavenging a specific kind of item, but what exactly you’ll get is hard to say.

19-20 - [Pocket Spatial Anomaly]
RNG = Manifest * 2. You can use [Scavenge!] on other people, generating a random item in their pockets.

>>1348937
With this amount of players, that is acceptable. Co-ordination is implied, your bonus tack on top.
>>
>>1348878
>Move SE,SE,SE, SE, E
>Cov(v)er behind tree
>Overwatch burst at enemy 3 if they act hostile in response to calls to stand down
>>1348912
"STILL YOUR MOUTHLESS NOISES YOU FOOL, DO YOU NOT KNOWING HOW TO HUNT?"


Throgg
Lycanthrope
“Borf at the Moon, borf at everything”.
[Beastblood] // 6 AP to assume beast-shape.
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV.
If Incapacitated in human form, burn a Reaction to go berserk.
[Beastshape Mods]
+Res as AP, HP * 1.5, +Res innate AV.
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.

Hard Pelt // Beastshape applies your RES as DR to all damage

Sigilsabre
Koreniner pistol
Sec-lite
1x vodtiry
4x placebetamol

Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 2/20(link clicker)
Manifesting 2/20
Resistance 5 (4&0)/ 60
Reactions 1 / 10
>>
>>1348938
Thank you, trying to figure out where to push NPC vets and what orders to give to who and with how much focus before anyone else posted was a lot of pressure.
>>
>>1348967
Fear nothing squeekyone. Pressures belongs into enemies face.
>>
>>1348878
"I see this mech right here. He ain't doin' nothing, but that cannon is mighty frightening.
Shit, do we ALWAYS have to follow protocol?"
>Move 3 W
>Focus (10 AP) [+50% on next roll]
>Reaction: Dodge
>>1348919
I think you are confusing me for Irving. He decided to deploy east.

>Iconograph Rune-Scribe Karl
[Iconograph] Aptitude. Iconography can be upgraded for a statpoint.
1 AP draws 5% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map.

Trdrak -- All [Empyreal] or [Fire] generated within 8 Squares is automatically moved to the Trdrak Icon and held. Iconograph can detonate total reserve with 4 AP (at any time).
Hygea -- Causing 50 HP worth of injury (multiple sources count) on top of this Icon summons a Harbringer
Seralin -- 3x3 around Seralin, all non-melee damaging effects to result in 0 damage. Melee attacks inside the Seralin bubble autohit.
Valkoquestor -- Anyone standing on Valkoquestor only takes damage after they leave. Damage accumulates.
>Stats
Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 3 / 30
Manifesting 3 / 30
Resistance 3 (7) / 30 (40)
Reactions 1 / 10
>Equipment
0 Credits
A fancy instrument for professional iconography
Sec-lite armor [+4 AV +10 HP]
SH-71 Shotgun [1d5x12] [5 Rng/4 AP cost] [SA/ 6-clip/ 2AP per reloaded munition] (every pellet stuns 1) (slugs deal 1d10 / 8 Rng)
x3 Shotgun reloads (18 munitions)
x2 Vodtory [Recover from shock. Heal a wound! FLAMMABLE 5]
Placebotamol [Heal 3d5 HP]
>>
>>1348878
>Move 5E, NE
>Focus 5
>Block

AP 12
General 3/30
Res 3(7)/30 (50/50)
Reac 1/10

+ Zimadrill

>Sec-Lite 4AV, 10HP
>Sec-Shield 3DR facing, Tech/2 + d2 force, 3!, Reac Block 70
>Kitbashed C7 Service, 1d10, R7, 2!, 12/12
Sigilsword, 1d10+2+Tech, 3!
3x Flashfires, R Tech*3, 5d5 Fire 3x3. 5!
2x C7 mags, 6!
>>
>>1348978
You're right, I am. Want to charge up some sort of magic thinger to fire at the mech instead?
You'll get about a +70 on your roll if I'm reading Command right.
>>
>>1348967
The Assault Team will mostly handle itself, if you simply provide an overall objective.
>>
>>1348878
>[-4 AP] Hustle N1 W7
>Take cover beside rock, face south
>Reaction: [Block] south
>[-3 AP] Call for surrender of enemies in immediate vicinity
>[-2 AP] Focus x2
Does Focus even carry across turns, though?
---
Alistair (Extropian)
[Morphological Freedom] Roll vs HP to re-assign 1 stat point to another stat or invest in an Adaption (if any are known).
[Glitchy] Using Morphological Freedom and failing causes side-effects.
[Consumate Connseuir] Organic sources can be consumed for +Xd5 HP per size. Recover wound if full HP.
[Fragile Bones] ??

Action Pool 9
Proficiency: 3/30 Technique: 4/40
Processing: 2/20 Manifesting: 3/30
Resistance: 4(8 & -2)/50
Reactions 1(Block)/10

Credits: 15
Capacity 3/12:
Sigilsword (1d10+2+tech, 1 -> 3!)
SecShield (3dr front / >1d2+0.5 tech force bash, 1 -> 3! / >[Block] Reaction. +70)
Sec-Lite Armor (+4 AV, +10 HP)
>>
>>1348989
Best i can do is make the mech unable to shoot or give us a shield to protect from its shots. Even then, i couldn't do that in 1 turn. I got nothing that can damage it, sadly. Plus, i'd like to wait for those 2 assault soldiers of yours before engaging.
>>
>>1348878
>Move 7W
>Turn S
>Move 3S
>[Block]

"YOU ARE SURROUNDED, DROP YOUR WEAPONS AND FREE THE HOSTAGES! IF YOU DON'T COMPLY WE WILL OPEN FIRE!"

[Sp]ecialist - AP 12
>[Studies]
>[Focused]
>[Standars]
Prof 3/30 Tech 4/40
Proc 3/30 Mani 3/30
Resi 3/30 Reac 1/10
>Equipment
-[Sigil sword] 1d10+6, melee, 3!
-[ShardHeart] 30 Ablative
-[Smoker]x3
>Aptitude
-[Pilot]Overrides,Redline
>Talents
-[Takedown]
>Centurion - 32
Int 8/50
Arm 2f,s 0r
DR 4
>Mods:
[Bolstered Servos]+3mov
[Actuators]+1d10 melee +force
[SigilShot] Big gun!
>Equipent:
[Reconstructor] 2d10+7, Crush, Force, Melee 4!
[Shield] front, 6dr, 4armor
>>
>>1348996
I'll have to remember that you're not a good target for [Direction] at all. What a shame that the crit was wasted.

>>1348999
Ignore the suggestion if you'd like, just be careful around that tank-- that suit is expensive.
>>
I would like to select Technopath as my unit type.
>>
>>1348995
No.
>>
>>1349038
Roll a d20 and see what type you get!
>>
Rolled 16 (1d20)

>>1349042
>>1349038
>AND roll 1d20
I'm a retard, my bad.
>>
>>1348989
I'm going to sleep. Please bot me if necessary.
>>
>>1348878
Irving will stick with Alistair and provide support.

>>1349051
Okay, I'll try.
>>
File: Compound_6.jpg (2.79 MB, 4145x4606)
2.79 MB
2.79 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Thorrg
Op9 | Snake-Eyes
Ve10 | Zimeon
Sp11 | Hero / Centurion
------------------

Specialists, you have actually done the mandatoy range operations for your piloting license? Units move in increments of their unit size! A vehicle is fast, and you're heading right towards that--- oh dear.

Looks like they know we're here now. Eyes up!

[Reaction Phase]
[Don't post actions]
>>
>>1349072
"FIRE FIRE IM BURNING AHHHHHH!"
>>
>>1349047

19 - Technopath
I can see cat pictures. With my mind. In my sleep.

Bonus:
SubProcess.
Each Turn, may take up to PROC AP node actions for free.
Wetware Processing - can acquire programs, which run on your brain, equal to Processing. Have a permanent Signal rating = Processing*2

Malus:
Wirehead - Your brain can catch vira, worms and trojans - and EMP hurts you. Any Stun is automatically Damage. Also, you do dream, but mostly in memes.

16 - E-Havoc // 6 AP. Range Proc * 2. In a Proc*Proc zone, electronic failures are treated as critfailures and grenades might prematurely activate.
>>
>>1349072
Whoops
Of course I took the driving course.
That was... an intimidation tactic.
>>
>>1349093
A poor hunter!
And you cannot be even moving the thing!
>>
>>1349072
*WHOOOOOSSSHH*

... bloody pilots.
>>
Rolled 26 (1d100)

Name: Hadrian
[Te]chnopath
Stats
AP 12 PROF3 TECH 3
PROC 4 MANI 3 RES 3 REAC 1
Maluses: [Wirehead], [Experimental]
Inventory:
Koreniner (1d10. 7->, 4!, BF, FA, 30, 6AP)
Aptitudes:
[Piloting] Go to 11, Reroute


Rolling dice for Experimental.
Requesting final Centurion with Pintle Mount, Bolstered Servos and Autogyro.
Preferred deployment is from zone 2.
>>
Aaand I'm back (for now). What's up?

...oh.

This is going to be one if *those* missions then.
>>
>>1349192
Yes.
Roll to resist facepalms.
>>
>>1349192
>This is going to be one if *those* missions then.
>*those* missions
What do you mean by that?
>>
File: Compound_7.jpg (2.83 MB, 4145x4606)
2.83 MB
2.83 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Thorrg
Op9 | Snake-Eyes
Ve10 | Zimeon
Sp11 | Hero / Centurion
------------------

Advisory - it looks like they've got Combined Arms Platform drones along with those cameras. Something smells fishy about this - the Adherents aren't supposed to have this sort of tech or be this well funded.

I've got a copy of their manifesto right here, and it even says drones are the birds of the Devil incarnate!

Well, good job Alistair. I'd surrender too if I saw your face. At least they aren't all fanatics.

[Breachers to act]
>I keep losing literal hours to the weirdest computer glitches. I'm restoring things from scratch and then sleeping, so next turn after that - some 5-6 hours?
>Sorry.
>>
Character sheets shorthand for aspiring commanders (send help)
https://pastebin.com/MD5cC6WW
>>
>>1349203
A comedy of errors where you're not sure whether to break down in tears or laughter (usually both).

Initiating the op by ploughing a giant robot face first into the side of a building and then issuing a surrender demand muffled by rubble is an auspicious start.
>>
Rolled 4, 8 = 12 (2d20)

>>1348327
Seems pretty cool. Rolling up an unusual asset if you're not full up.
>>
>>1349227
Appreciate the effort. Don't burn yourself out.
>>
>>1349227
Needs a few changes to me at least.
You don't need to take control of us all, it's a ln impossible task because of the herd of cats rule.
Your gumption is pretty inspiring, however.
>>
>>1349174
[Overclocked] - I can think in petahertz! IT'S A TERRIBLE IDEA

Burn 3 HP to take a Node action.
Lose 1 HP whenever you use Wetware Processing.

>>1349238
4 - Sophont
If there are ghosts in the machine, might there be devils too?.

Bonus:
*+1 Proc.
* Nodejumper: Gain a constant signal rating = your manifesting
* [Freeloader] Target any node within [Signal] range of allies and controlled nodes.
[Upload] Upload yourself to target node if you control it. That's now you! Otherwise, you don't exist in the map.

* Core Programming. Roll 1d20 for a Core Program //
[Analysis Package] //
1 AP boosts ally weapon with +1 PEN.
4 AP rerolls ally skill-test.
4 AP Links, using your Reactions on target friendly.

Malus:
* 10 HP. HP = RD. This can increase inside a droneshell. Res does not increase HP.
* Synthetic. Electricity, EMP and Processing can directly damage you.
* If isolated in a foreign node, or if node shuts down while you are in it, you are effectively dead until the node is restored.
>>
>>1349226

>Move south 5 staying carefully under camera sight
>Manually rotate camera to point opposite direction
>Move South East 4

[Op]erative Snake-Eyes (HP40/40)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 1/10 AP14
Push 3

Talents:
Takedown

Gear: 9/12
Sigilsword 1d10+2+tech, 1,3
Sec-Lite +4av, +10hp
Placebotamol x2
Smoker x2
Concuss
Gr12
Vodtory
>>
>>1349227
Thank you specialist. Ops appreciates the amount of effort.

But keeping yourself alive takes focus and effort too; careful you don't overdo it out there, okay?
>>
>>1349226
>Accelerate
-1 React, +4AP
>[Direct] 1AP+7AP (70%)
Veteran adjacent to take out that drone's eyes, others to fire at weak points. Toast it!
>[Direct] 1AP+1 (10%) Karl
Retreat towards us.
>[Direct] 1AP+5 (50%) Arkul, can you torch the watchtower?
(I don't know how magic works, but this should help Compel)
>[Dodge]
>>
Rolled 88, 50 + 2 = 140 (2d100 + 2)

>>1349226
"Oh they started shooting! KILLING EVERYONE IS NOW STANDARD PROTOCOL!... Sort of..."
(After this one i'll have to go sleep, so everyone, feel free to bot me if you want to.)

>Move 2W 2S
>Shoot Mech x2 [1d5x12 / Rng 5]
>Reaction: Dodge

>Iconograph Rune-Scribe Karl
[Iconograph] Aptitude. Iconography can be upgraded for a statpoint.
1 AP draws 5% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map.

Trdrak -- All [Empyreal] or [Fire] generated within 8 Squares is automatically moved to the Trdrak Icon and held. Iconograph can detonate total reserve with 4 AP (at any time).
Hygea -- Causing 50 HP worth of injury (multiple sources count) on top of this Icon summons a Harbringer
Seralin -- 3x3 around Seralin, all non-melee damaging effects to result in 0 damage. Melee attacks inside the Seralin bubble autohit.
Valkoquestor -- Anyone standing on Valkoquestor only takes damage after they leave. Damage accumulates.
>Stats
Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 3 / 30
Manifesting 3 / 30
Resistance 3 (7) / 30 (40)
Reactions 1 / 10
>Equipment
0 Credits
A fancy instrument for professional iconography
Sec-lite armor [+4 AV +10 HP]
SH-71 Shotgun [1d5x12] [5 Rng/4 AP cost] [SA/ 6 ammo/ 2AP per reloaded munition] (every pellet stuns 1) (slugs deal 1d10 / 8 Rng)
18 Shotgun shells
x2 Vodtory [Recover from shock. Heal a wound! FLAMMABLE 5]
Placebotamol [Heal 3d5 HP]
>>
Rolled 1, 5 = 6 (2d5)

>>1349316
Disregard that +2, i messed up.
Rolling damage just in case.
>>
Rolled 10, 80, 34 = 124 (3d100)

>>1349315
Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 2/30 AP 12

Inventory 4/13 (0 cr)
Sigilsword
Sec-Lite
Vodtory Flask (for cold winter nights)
Placebotamol

+ [Studies] - Command
+ [Focused]
+ Talent: [Bullet Time]
- [Standards] +1 Reaction

I'll figure out how to co-ordinate with other players eventually. Meanwhile, take my bonuses when you want them.

D1: [Direct] Vets +70%
D2: [Direct] Karl +10%
D3: [Direct] Arkul +50%
>>
Rolled 8, 25, 45, 70, 14, 9, 11, 25, 95, 36 + 35 = 373 (10d100 + 35)

>>1349226
Drone! Watch yourself Alistair! Terminating!

>Focus x5, 5AP (+25 to hit)
>Full Auto (10 rolls) AR-53 at drone 3, 5AP
>[Dodge]

[Ve]teran
3 credits
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Item capacity 11/13:

AR-53
1d10+3, 10->, 5!
SA,BF,FA, 25 Ammo, 10 Reload

2 x Ar-53 Reloads

3x Barely Legal NervTranq Grenades
Rng 9, grenade, 5!
[NervTranq] in 3x3

CL-TAC
1d5+3, 1->, 2!
[Quickdraw]

Drago Armor (+6AV, +2DR, -2AP)

Placebotamol
5!, heal 3d5HP

2xVodtory
Recover from shock. Heal a wound
Flammable, 5!
>>
>>1349227

>Waves arm conspicuously lacking a shield
>>
Rolled 90, 53 = 143 (2d100)

>>1349226
>Move 5S 2E
>Focus
>Attack (free because take down) the tank
>Focus
>Attack the doggo
>Move 2W
>Turn E

[Sp]ecialist - AP 12
>[Studies]
>[Focused]
>[Standars]
Prof 3/30 Tech 4/40
Proc 3/30 Mani 3/30
Resi 3/30 Reac 1/10
>Equipment
-[Sigil sword] 1d10+6, melee, 3!
-[ShardHeart] 30 Ablative
-[Smoker]x3
>Aptitude
-[Pilot]Overrides,Redline
>Talents
-[Takedown]
>Centurion - 32
Int 8/50
Arm 2f,s 0r
DR 4
>Mods:
[Bolstered Servos]+3mov
[Actuators]+1d10 melee +force
[SigilShot] Big gun!
>Equipent:
[Reconstructor] 2d10+7, Crush, Force, Melee 4!
[Shield] front, 6dr, 4armor
>>
>pick up the following: Sec-lite, Enthusiast, Chiron-AP, Smoker
>deploy North

[Sc]avenger Bilk (HP40/40)
AP: 14/14
Prof 3/30 Proc 2/20
Tech 4/40 Mani 2/20
Rest 3(7)/40/40 hp
Reac 1/10: DODGE

EQP:
Chiron AP [1d5, 7<,3!, BF, FL, 25/25, 6r]
Smoker [12r]

[Scavenge!] 6 AP
[Pocket Spatial Anomaly] RNG = Manifest * 2
[Enthusiast] BF +1, FL +3
[Tick tock] Items have a short shelf-life
.
>>
>>1349226
If Ambrose doesn't post, I'll bot them to move south to block the keyhole and open fire on the APC and wolf point blank with the gatling.
>>
>>1349304
Right, so, do I have any credits for aptitudes or anything? Sorry if I'm a bit slow on the uptake, just having a bit of trouble wrapping my head around these rules.
>>
>>1349226
>[-1 AP] Hustle E1 S1
>[-4 AP] Zip tie surrendered enemy
>[-3 AP] Pick up dropped gun
>[-1 AP] Hustle S2
>Reaction: [Block] south
Truly, my face is the greatest weapon in my arsenal.

In a little, I may stop posting for a while. If so, please bot me with the rough priorities: move into close range; call for for surrender; if necessary, attack with sword.
---
Alistair (Extropian)
[Morphological Freedom] Roll vs HP to re-assign 1 stat point to another stat or invest in an Adaption (if any are known).
[Glitchy] Using Morphological Freedom and failing causes side-effects.
[Consumate Connseuir] Organic sources can be consumed for +Xd5 HP per size. Recover wound if full HP.
[Fragile Bones] ??

Action Pool 9
Proficiency: 3/30 Technique: 4/40
Processing: 2/20 Manifesting: 3/30
Resistance: 4(8 & -2)/50
Reactions 1(Block)/10

Credits: 15
Capacity 3/12:
Sigilsword (1d10+2+tech, 1 -> 3!)
SecShield (3dr front / >1d2+0.5 tech force bash, 1 -> 3! / >[Block] Reaction. +70)
Sec-Lite Armor (+4 AV, +10 HP)
>>
Rolled 44 (1d100)

>>1349226
"FIRE FIRE IM BURNING!!!"
>Drop duck and roll for 6 ap
>take a pot shot at the shotgunner
>Crawl 2 down

Stats:
Action Pool 12
Proficiency 3 (30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(40)
Reactions 1/10
Convocant 16

> Special actions:
[Drain] - 1 AP drains life, converting it to [Vita]. RNG = Manifest. You can store Vita = your Manifesting.
[Compel] - roll 5% per AP + 1*HP spent + 1*Vita spent to Compel an Icon to do something.

Talents:
Dodgy: Move up to tech with a dodge
Commands: (convocant)

Inventory:
C-7 service
1d10, SA, Am, 6 points to reload. 12/12 in magazine, 3x.
Sec lite: +4 av, +10 hp
Placebotamol 1x


Commands: (convcant specail thingys
Trdrak
If successful, detonate 1 flammable source. -10 % per source to detonate.
Empyreal Spriteling
If successful, spawns a Emp. Spriteling, a small self-aware flame that will likely soon grow bigger. -10% per 1 word in a command it spawns with (“Don’t burn me!” = -30%)
Hygea
If successful, spawn 1 Beneficient Herald Of the Singing Spheres. -10% per word in an order it spawns with (“Keep me alive!” = -30%).
Not many Convocationits survive Compelling Hygea.
Seralin
If successful, target can only use Melee attacks for 1 turn. -10% per turn duration.
Valkoquestor
If successful, all damage taken for 1 Turn is Stun. -10% per Turn duration
>>
>>1349353
That's quite allright, our field manual is terribly written.

You do in fact have that, yes - and it's 75. Command should node you get Nodespace for free. That should be sort of implied in that whole "discorporate AI" thing, but it mightn't be as obvious.
>>
>>1349375
Is the veteran dead, incapacitated or just wounded? I'm unfamiliar with that symbol.
>>
>>1349380
A4 is incapacitated fairly brutally, but appears stable for now. if we can get someone to provide some trauma support, they may even live out the night.
>>
>>1349392
A shame, and command has us on this mission with no medical back up. I don't suppose that he'll get over it if I should at him a lot?
i.e.:
>[Direct] 1AP+18 (180%) 'WALK IT OFF!'
>>
File: Compound_8-2.jpg (2.82 MB, 4145x4606)
2.82 MB
2.82 MB JPG
>>1349174
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
>Sc7 | Bilk
Ly8 | Thorrg
Op9 | Snake-Eyes
Ve10 | Zimeon
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
------------------

And our final mechanized unit is in play. No way they stand up to this amount of fire-power. No way.

Not that we are actually really meant to use all this firepower. Responsible contractors, us.

>Technopath Hadria deployed, feel free to act.
>Scavenger Bilk deployed, feel free to act.
>>
>>1349417
Ghost in the machine, can you support Operative Snake-Eyes? Try to seize control of that drone, perhaps. It would be a massive win if you could both secure the hostages in the outbuilding.
>>
Rolled 41, 60, 64 = 165 (3d100)

>>1349417
Surrounded. Get their armor's fire off me.

>Move SE, 2E
>Focus 4
>Zimadrill Wolf S, to beat 42+20-10=52
>Block E

AP 12
General 3/30
Res 3(7)/30 (44/50)
Reac 1/10

+ Zimadrill

>Sec-Lite 4AV, 10HP
>Sec-Shield 3DR facing, Tech/2 + d2 force, 3!, Reac Block 70
>Kitbashed C7 Service, 1d10, R7, 2!, 12/12
Sigilsword, 1d10+2+Tech, 3!
3x Flashfires, R Tech*3, 5d5 Fire 3x3. 5!
2x C7 mags, 6!
>>
>>1349375
Cool, am I right in assuming it's presently kind of pointless for me to buy weapons what with the 'not having a physical body' thing?
>>
Rolled 32, 80, 17, 8, 78, 48, 40, 28, 31, 37 = 399 (10d100)

>>1349417
*Shouting in unknown languages*
-"STUPID VOICELESS MACHINEMEN DONT KNOW HOW TO HUNT"
>Aim for 4 ap/+20 to hit
>FA into dog to my E
>If dog is still alive FA again

Throgg
Lycanthrope
“Borf at the Moon, borf at everything”.
[Beastblood] // 6 AP to assume beast-shape.
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV.
If Incapacitated in human form, burn a Reaction to go berserk.
[Beastshape Mods]
+Res as AP, HP * 1.5, +Res innate AV.
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.

Hard Pelt // Beastshape applies your RES as DR to all damage

Sigilsabre
Koreniner pistol(20/10 rounds, 3 reloads)
Sec-lite
1x vodtiry
5(!)x placebetamol

Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 2/20-Link clicker you let a pelt wearing loon use a computer?
Manifesting 2/20
Resistance 5 (9)/ 60
Reactions 1 / 10[covering fire]
>>
>>1349449
Or, attack the APC from behind and cripple it. Anything is good.

>>1349471
I've asked for Ambrose to be sent on the offensive, that should draw some fire from you.
If you missed it, command, I wanted Ambrose moving S to block the keyhole and then open up on the APCs, though actually I'd prefer him to foam both of the tanks.
>>
Rolled 29, 99 = 128 (2d100)

>>1349417

>Scavenge some binoculars or something.
>PSA something for Arkul to fix those burns
>move 2S

[Sc]avenger Bilk (HP40/40)
AP: 14/14
Prof 3/30 Proc 2/20
Tech 4/40 Mani 2/20
Rest 3(7)/40/40 hp
Reac 1/10: DODGE

EQP:
Chiron AP [1d5, 7<,3!, BF, FL, 25/25, 6r]
Smoker [12r]

[Scavenge!] 6 AP
[Pocket Spatial Anomaly] RNG = Manifest * 2
[Enthusiast] BF +1, FL +3
[Tick tock] Items have a short shelf-life
.
>>
Rolled 32 (1d100)

>>1349417
>"CEASE AND DESIST IMMEDIATELY. DEPENDING ON YOUR COMPLIANCE, YOU MAY BE TAKEN IN FOR DUE PROCESSING WITH THE FEDERAL AUTHORITIES OR THE NEAREST FUNERAL HOME."
>Move 2 tiles west (-0AP, Bolstered Servos)
>Move 6 tiles south (-5AP, Bolstered Servos)
>Attack autonomous weapons platform with Reconstructor (-4AP)
>Currently assigned reaction: block in direction of stimulus, because I doubt this thing can dodge.

Name: Hadrian
[Te]chnopath
Health: 30/30
Stats:
AP12 PROF3 TECH3
PROC4 MANI3 RES3+4(7) REAC1
Maluses: [Wirehead], [Overclocked] - Burn 3 HP to take a Node action.
Lose 1 HP whenever you use Wetware Processing.
Inventory:
Koreniner (1d10. 7->, 4!, BF, FA, 30, 6AP)
Aptitudes:
[Piloting] Go to 11, Reroute
Special:
[E-Havoc] // 6 AP. Range Proc * 2. In a Proc*Proc zone, electronic failures are treated as critfailures and grenades might prematurely activate.

CENTURION-32
INT: 8/50
DR4
Mods: Autogyro(AP3), Pintle Mount, Bolstered Servos(+3 movement)
Reconstructor 1d10+7, 4!
>>
Sooo..is it our turn? And why didnt my turn process?? Or was i acting on the enemys turn?
>>
>>1350023
Command deployed assets mid turn.
>>
Is it possible to take multiple drawbacks for obscene credit/ stat boosts?
>>
"Never thought I'd have to do this. Time to see what it's like on the other side of the screen."

J."Wire Man"Kerry
[Sp]ecialist:
[Studies]
[Focused]

[AP]: 12
[HP]: (30+10)= 40/40
[Prof]: 3
[Tech]: 3
[Proc]: 3
[Mani]: 3
[Resi]: 3(7)
[Reac:] 1

Drawbacks: Jumpy

Credits: (75+15)= 90

Gear:
C7 Service (-20 Credits)
1d10, 7-->,3!
SA,12^^, 6 rld

Sec-lite Armour: (-20 Credits)
+4AV, +10HP

Consumables:
1x Vodtory (-5 Credits)
1x Smoker Grenade (-5 Credits)

Aptitude:
Support (Studies Pick)
Command (-40 Credits)

Total Expenditure: 90 Credits

Deploy at 2
>>
>>1349417
"WHAT PART OF 'LETHAL RESPONSE' DID YOU NOT UNDERSTAND MEATBAGS"
>Move 2S
>Foam the blue guys to E (10 AP to spare)

[Sp]ecialist Ambrose (HP30/30)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac(Cover) 1/30 AP12
+ [Studies] - Piloting x2 ([Run Hot], [Reroute], +10 to all actions)
+ [Focused] (+10 per Focus)
+ [Clustered shots]

Money:0
Gear: Vodtory, Placebotamol, Clearity x2

Vehicle: Series 7 WAWP
Int 12/75
[Sluggish] (only cardinal movement)
Armor factor 4fr,s; 2r
DR 6
[Maghook] 6!, 6->, once attached 1AP spools or slacks
[Flashflood 07] 5!, 6->, 1d10+3, BF, FA-15
[Foam sprayer mod]: 4->, 2 points per AP (250/250)
>>
Oh god what is this monstrosity
>>
>>1351463
Good question.
>>
>>1349482
Presently. But could be a benign gift for someone. ALterantively, we can fit you with a drone body.
>>
>>1350023
That way, the tactical confusion gets even higher.
>>
File: Compound_9.jpg (3.03 MB, 4145x4606)
3.03 MB
3.03 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Thorrg
Op9 | Snake-Eyes
Ve10 | Zimeon
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
----------------------

First Adherent captured and we've confiscated his weapon. Look somewhat homemade and crude, so if you're wearing basic protection you should be able to shrug off a few shots.

And could our pilots please read the-- these mechs--- they handle like an avalanche going downhill in a windstorm, but you've gotta admit they've got pizzazz.
----

We've caught them unawares. If you can keep their drivers from getting into the hotseat, those IFVs are grounded. But this is still wholly strange - IFVs and drones isn't standard equipment.

And Asset Thorrg, stop shooting the rock formations. Geology is not our enemy here today.

[Reaction phase]
>>
>>1351526
>Not leaning me out from cover
>Eating my extra shots anyways
LAZY
A
Z
Y
>>
>>1351526
>STILL MISSPELLING MY NAME
>>
>>1351526
Two 5's in my squad (Arkul and someone with a gun and sword) and there's a 1 but Irving is over in the East. There are also two 3's

Arkul, tell me if you want to do your wizardry and I'll [Direct] you a target. I'm micromanaging my Veteran squad, otherwise (if they're still alive).

Did they get that drone's optics? I can only hope.
>>
>>1351526
>Stay put
>Hold fire
>Overwatch FA only if spotted
Throgg
Lycanthrope
“Borf at the Moon, borf at everything”.
[Beastblood] // 6 AP to assume beast-shape.
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV.
If Incapacitated in human form, burn a Reaction to go berserk.
[Beastshape Mods]
+Res as AP, HP * 1.5, +Res innate AV.
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.

Hard Pelt // Beastshape applies your RES as DR to all damage

Sigilsabre
Koreniner pistol(10 rounds, 3 reloads)
Sec-lite
1x vodtiry
5(!)x placebetamol

Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 2/20-Link clicker you let a pelt wearing loon use a computer?
Manifesting 2/20
Resistance 5 (9)/ 60
Reactions 1 / 10[covering fire]
>>
File: Compound_10.jpg (2.97 MB, 4145x4606)
2.97 MB
2.97 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Throgg
Op9 | Snake-Eyes
Ve10 | Zimoen
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------

A3: Okay, I think we got the drone. It should be blind. It can't shoot blind, ri--- oh no, no, the cannon is spinning up duck! DUCK

It's a warzone out here! Where's our backup?!

-----------------

Foam might not be handcuffs but it works. Just leave them there. Chironan Non-Lethal R&D insists those captured within can maintain perfectly adaquate respiration (assuming no pre-existing conditions)

[Breachers to act]
[Phase at 70% participation or +8 hours]
[Then standard, delicious 20 min turns after that]
>>
>>1351526
why am I AP overshooting? I have 3 free move and a free attack right? I moved 9sq, focused 2 times, and attacked twice that is exactly my AP of 12, is turning 1AP? I don't get it mechs are hard
>>
Rolled 12 (1d100)

>>1351526
"Where did I get this cape? It's a total liability. I just know it's gonna get snagged on something at the worst possible moment."

>Move 1 west, 4 South
>Restrain left cultist
>Restrain right cultist
>Deploy Vanguard squad

"Command I need a Vanguard squad on my position... feels weird being the one calling it in."

J."Wire Man"Kerry
[Sp]ecialist:

[AP]: 12
[HP]: 40/40
[Prof]: 3
[Tech]: 3
[Proc]: 3
[Mani]: 3
[Resi]: 3(7)
[Reac:] 1

Gear:
C7 Service Pistol
Sec-lite Armour

Consumables:
1x Vodtory
1x Smoker Grenade

Aptitudes:
Support
Command
>>
>>1351549
It's easier to process mod dependent actions if you mention you are specifically using those mods. Without doing so, Command is apt to assume you're not entirely clear on how much AP you can actually use.

In the most simple of sense, if you do not write it in your action post, it does not happen.

I've reset your servo blowout manually, and you may count yourself at full INT.
>>
>>1351560
thanks boss, damn this mech and its faulty wiring
>>
>>1351564
We did get them pretty cheap after that giant desert dust up earlier. Centurion-2A still has a fair amount of camel hair hogging the works.

We do our best to maintain the internals, but there's only so much you can do withou a proper HANGAR.
>>
Rolled 73 (1d100)

>>1351561
>>1351554
Didn't realize that zipping guys costs 4 AP.

"Alright, we'll move in together."

Change actions to:

>Move South 5
>zip the west baddie
>Focus twice
>Call in Vanguard Squad.
>[dodge]

rolling dice again if the QM requires it.
>>
>>1351539
Can we get Hadrian in the Centurion (Road Squad) coming West? The centre needs reinforcement, if you could cut off those infantry near the middle of the map there then that would be excellent.
>>
>>1351554
Huff...huff...be right with you sir!
(Man this armour is heavy)

>>1351539
You have the right to...actually I don't know if you have any rights, I'm a gunshootman, not a lawyer. But hey, you're alive, so silver lining.

>Hustle 1SW, 6S
>Ziptie west cultist
>Dodge]

[Ve]teran
3 credits
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 11/13:
AR-53: 1d10+3, 10->, 5!, SA,BF,FA, 25 Ammo, 10 Reload
2 x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xVodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1351568
The Centurion is literally just a more detailed Batman icon. How did I not notice this!
>>
>>1351575
A batman? Preposterous. DudeCorp tells me that any plans for a "Batman" would be non-ergonomic, which is why their Centurion MaceLass is their prefered urban combat mech of choice!
>>
>>1351575
you can also see the floor below through their front windscreen, centurions are pretty cardboard props
>>
>>1351575
Whaaaaaaaaaat? Noooooooooo...
>>
>>1351583
Sue me, I'm slow.
>>
>>1351539
>Slip into beast form
Throgg
Lycanthrope
“Borf at the Moon, borf at everything”.
[Beastblood] // 6 AP to assume beast-shape.
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV.
If Incapacitated in human form, burn a Reaction to go berserk.
[Beastshape Mods]
+Res as AP, HP * 1.5, +Res innate AV.
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.

Hard Pelt // Beastshape applies your RES as DR to all damage

Sigilsabre
Koreniner pistol(10 rounds, 3 reloads)
Sec-lite
1x vodtiry
5(!)x placebetamol

Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 2/20-Link clicker you let a pelt wearing loon use a computer?
Manifesting 2/20
Resistance 5 (9)/ 60
Reactions 1 / 10[covering fire]
>>
Rolled 61, 72 = 133 (2d100)

>>1351539
>Activate [servos] +3Mov
>Activate [Actuators] +1d10melee+force
>Activate [Take down] free melee attack
>Move 1/2N
>Focus x2
>[Take down] attack the doggo
>Move 4S
>Focus x3
>Attack the drone
>Move 1W
>Turn E
>[Reaction]->[Block]
12AP+3movAP-6mov-4atk-5focus-0freeAtk=0ap left


[Sp]ecialist - AP 12
>[Studies]
>[Focused]
>[Standars]
Prof 3/30 Tech 4/40
Proc 3/30 Mani 3/30
Resi 3/30 Reac 1/10
>Equipment
-[Sigil sword] 1d10+6, melee, 3!
-[ShardHeart] 30 Ablative
-[Smoker]x3
>Aptitude
-[Pilot]Overrides,Redline
>Talents
-[Takedown]
>Centurion - 32
Int 8/50
Arm 2f,s 0r
DR 4
>Mods:
[Bolstered Servos]+3mov
[Actuators]+1d10 melee +force
[SigilShot] Big gun!
>Equipent:
[Reconstructor] 2d10+7, Crush, Force, Melee 4!
[Shield] front, 6dr, 4armor
>>
Rolled 5, 92, 50, 76, 27, 84, 46, 63, 89, 47, 61, 14, 81, 7, 20 = 762 (15d100)

>>1351539
BASHING MUNICIPAL PROPERTY IS CONSIDERED AN ADMINISTRATIVE OFFENCE. PLEASE DESIST IMMEDIATELY

>Move 1 square N
>Foam the purple guy N
>Foam the dogs W
>[Focus] x3
>FA into the tankette N (Run Hot)

[Sp]ecialist Ambrose (HP30/30)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac(Cover) 1/30 AP12
+ [Studies] - Piloting x2 ([Run Hot], [Reroute], +10 to all actions)
+ [Focused] (+10 per Focus)
+ [Clustered shots]

Money:0
Gear: Vodtory, Placebotamol, Clearity x2

Vehicle: Series 7 WAWP
Int 12/75
[Sluggish] (only cardinal movement)
Armor factor 4fr,s; 2r
DR 6
[Maghook] 6!, 6->, once attached 1AP spools or slacks
[Flashflood 07] 5!, 6->, 1d10+3, BF, FA-15
[Foam sprayer mod]: 4->, 2 points per AP (244/250)
>>
>>1351571
We can, if that's your stated desire, Specialist.
>>
>>1351571
I need the Scouts gone to bring in more combat assets, but they're too far away for me to order their withdrawal.

Alpha needs to pull back and get healed. Scavenger Bilk, can't rustle up a revival-kit out of mud and some sticks, can you?

Squad 3 take note: looks like that armour by the river is online now.

Drafting my turn proper, now.
>>
>[Accelerate Plus]
-2React, +8AP
>[Direct] 1AP+6 (60% focus) Alpha
Fall back to Arkul's position, arm yourself and mag dump on anything in pursuit.
>[Move] 1AP N
>[Use] 3AP Placebotamol
Inject A3, doesn't affect wounds.
>[Move] 3AP 2N/E
>[Direct] 1AP+5(50%) Bilk
Watch the corner and you've got first rights on that damaged drone's parts.

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac2/30 AP12

Inventory 4/13 (0 cr)
Sigilsword
Sec-Lite
Vodtory Flask (for cold winter nights)
Placebotamol (expended)

+ [Studies] - Command
+ [Focused]
+ Talent: [Bullet Time]
- [Standards] +1 Reaction
>>
>>1350916
If you were of a particular adversity fueled childhood, you could try. But Command wants to point out the expected survival rate for agents is already 82%.

Lowering it further might not be in your best interested.
>>
>>1351499
Right then, I believe my paperwork is finished, barring any glitched data. How does this look, command?

Sophont Icarus

Nodejumper: Gain a constant signal rating = your manifesting(Signal 3)
[Freeloader] Target any node within [Signal] range of allies and controlled nodes.
[Upload] Upload yourself to target node if you control it. That's now you! Otherwise, you don't exist in the map.

[Analysis Package] //
1 AP boosts ally weapon with +1 PEN.
4 AP rerolls ally skill-test.
4 AP Links, using your Reactions on target friendly.

Malus:
* 10 HP. HP = RD. This can increase inside a droneshell. Res does not increase HP.
* Synthetic. Electricity, EMP and Processing can directly damage you.
* If isolated in a foreign node, or if node shuts down while you are in it, you are effectively dead until the node is restored.

AP 12

Prof: 3/30 Tech: 3/30
Proc: 4/40 Mani: 3/30
Res: 3/30 React: 1/10

Nodespace[Stiletto, Nodeburner, Mass Spam]
Support

15 credits left over
>>
Rolled 61, 31 = 92 (2d100)

>>1351634
D1: Direct Alpha
D2: Direct Bilk, miracle worker
>>
>>1351638
Excellent job, Sophont. We have some overdue tax filing we would like you to do as well if you feel you've got a hankering to organize data. Do it right and the Company will throw in a new spreadsheet package!

Also does this say you're an Analysis and Fire Support optimizer? That seems dangerous.

>A sentence was somewhat unfortunately dropped from your sophont data - a sophont can sustain Programs up to Processing, so you can pick one more if you like.

Your Res would be 3 / 10, as your HP is 10 - but as an electronic lifeform, I'm sure you won't need to worry about bullets.
>>
>>1351650
Well then, with my paperwork all filled out, I believe I've just got one more question. Can I use my Analysis package and Support abilities without having a node controlled in the area of operations?

[So]phont Icarus

AP 12

Prof: 3/30 Tech: 3/30
Proc: 4/40 Mani: 3/30
Res: 3/10 React: 1/10

Nodespace[Stiletto, Nodeburner, Mass Spam, E-War]
Support
>>
>>1351678
Since you've got a free link to the recieving equipment of every operative currently on the field, the answer is yes - you are acting from them by the use of your [Freeloader] talent.

That's also how the Analysis Package is most easily applied.
>>
Rolled 30, 87, 12, 89, 61, 52 = 331 (6d100)

>>1351685
Excellent. That being said, though, I can see there's thankfully one mostly-intact drone within hacking range of an allied operator.

>>1351539
I'll try to hack the drone that's immediately north of the clusterfuck of mechs and dogs. The field manual is a bit fuzzy on specifics, but I think I'll put 6 AP into the hacking attempt.

[So]phont Icarus

AP 12

Prof: 3/30 Tech: 3/30
Proc: 4/40 Mani: 3/30
Res: 3/10 React: 1/10

Nodespace[Stiletto, Nodeburner, Mass Spam, E-War]
Support
>>
>>1351730
That drone is bound to be turned into a sieve this turn, so I'd advise to choose another target.
>>
Rolled 81 (1d100)

>>1351539

A Spyglass what the hell? Who's Ponce de Leon? How did this even end... Never mind. Command can I get an analysis on this thing? (stats for Spyglass pls)

>>1351615
>>1351634
Can only do one thing at a time sweet pea.

I'll see what I can manage about your buddy taking a dirt nap.

Arkul quit yelling about UNLIMITED POWA and put the damn bandage on. It's even got puppies on it. I'll get you a lollipop later.

>move 2 South East
>focus 1 ap
>scavenge "a miracle" for A4
>get ready to drag A4 North if hostiles advance (remaining ap)
>-cover fire

[Sc]avenger Bilk (HP40/40)
AP: 14/14
Prof 3/30 Proc 2/20
Tech 4/40 Mani 2/20
Rest 3(7)/40/40 hp
Reac 1/10: DODGE

EQP:
Chiron AP [1d5, 7<,3!, BF, FL, 25/25, 6r]
Smoker [12r]

[Scavenge!] 6 AP
[Pocket Spatial Anomaly] RNG = Manifest * 2
[Enthusiast] BF +1, FL +3
[Tick tock] Items have a short shelf-life
.
>>
>>1351794
To avoid confusion here - Foam > Action Pool = Target contained - you have to spray people a bit for it to take. With 11 AP to spare, that's 22 points.

A strict reading of your action sprays Purple Guy & Dogs for 2 points each. Command opted to assume you wanted to contain them, so split out available AP as appropriate.

The Tankette is in very good condition.
>>
>>1351794
It's the only drone within my hacking range, so I don't exactly have any other targets.
>>
Rolled 91, 31, 73 = 195 (3d100)

>>1351539
>- -1 Proc and Mani
>Move SE
>Focus 6
>Zimadrill basher on Ambrose vs 62
>Block N

AP 12
General 3/30, -1 Proc and Mani
Res 3(7)/30 (33/50)
Reac 1/10

+ Zimadrill

>Sec-Lite 4AV, 10HP
>Sec-Shield 3DR facing, Tech/2 + d2 force, 3!, Reac Block 70
>Kitbashed C7 Service, 1d10, R7, 2!, 6/12
Sigilsword, 1d10+2+Tech, 3!
3x Flashfires, R Tech*3, 5d5 Fire 3x3. 5!
2x C7 mags, 6!
>>
Rolled 8, 4 = 12 (2d20)

>>1348327
Rolling to see what I would have gotten
>>
Okay, quick question, when you're in a mech, which square do you use to determine movement? That might be part of our handling problem.
>>
File: Quick move.png (242 KB, 1240x1039)
242 KB
242 KB PNG
>>1351906
THAT IS--- A very good point, Pilot.
---

The Centurion operates as a 2x2 box, using your current facing as "Front" - Front being where hammer, cockpit and shield are all facing. It does not need to "Turn" as such, and any direction from the central box moves the box - but of course because of the leg system, the entire mech array will swing around to take up a nice facing.

The "Reliable", our AWAPS, is a little clunkier because of the extra armor plating. It treats the central forward square as your movement originating point, and handles all operations in relations to that. That means it pulls slightly to the left or right when you do turns.

You can throttle the amount of movement forward you make if you want to take less than your full allotment ( to avoid crashing into things ). It costs the same. Specify "½movement"

>>1351874
8 - Extropian
Free of the flesh, but bound by the soul

- 3 Action Pool
* Morphological Freedom.
Roll vs HP to re-assign 1 stat point to another stat or invest in an Adaption.
* Consumate Connseuir. Organic sources can be consumed for +Xd5 HP per size. Recover wound if full HP.

Malus:
* A Breed Apart
Implants rejected.
First aid, drugs, treatment and surgery universally only give ½ effect
*Simply cannot wear armor with more than 5 AV unless customized.

8 - 4 // Extra Manipulator // Turn 1 stat into 1 arm.
>>
Rolled 61 (1d100)

>>1351539
>North 3 (-0AP, bolstered servos)
>West 7 (-7AP)
>South 1, 1/2 move (-1AP)
>"YOUR CONTINUED AGGRESSION HAS BEEN NOTED."
>Reconstructor on the thug (-4AP)
>Reaction: block

Name: Hadrian
[Te]chnopath
Health: 30/30
Stats:
AP12 PROF3 TECH3
PROC4 MANI3 RES3+4(7) REAC1
Maluses: [Wirehead], [Overclocked] - Burn 3 HP to take a Node action.
Lose 1 HP whenever you use Wetware Processing.
Inventory:
Koreniner (1d10. 7->, 4!, BF, FA, 30, 6AP)
Aptitudes:
[Piloting] Go to 11, Reroute
Special:
[E-Havoc] // 6 AP. Range Proc * 2. In a Proc*Proc zone, electronic failures are treated as critfailures and grenades might prematurely activate.

CENTURION-32
INT: 8/50
DR4
Mods: Autogyro(AP3), Pintle Mount, Bolstered Servos(+3 movement)
Reconstructor 1d10+7, 4!
>>
Rolled 43 (1d100)

>>1351924
Cool, experimental?
>>
File: Compound_11.jpg (3.18 MB, 4145x4606)
3.18 MB
3.18 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Thorrg [RARRRR]
Op9 | Snake-Eyes
Ve10 | Zimoen
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------

Recon Team 1 reports they've managed to take the central tower with some assistance, and have used it to get an up-to-date on the AO. They've cleared the FOW from any location they could spot from up there.

They also want to know if they should set up a Sniper Nest. That's your prerogative, field commanders.

Yeah, whats that, Recon?

What?

There's a--- what in the name of every icon and god in the sky, that's not a building foundation being erected, that's a CHARNEL PIT

GET ME THE MINISTER OF INTERNAL SECURITY-- I DON'T /CARE/ IF HE'S IN A MEETING! WE WEREN'T INFORMED OF THIS. THE ETERNAL FLAME DOESN'T SACRIFICE PEOPLE! OR USE COMBAT DRONES!

THIS ISN'T THE FLAME

WHO THE ----- IN ------ ARE THEY?

[Reaction Phase]
>>
>>1351993
[Mutagenic Load] - Rolling for an Adaption and failing goes. . . wrong.
>>
>>1351995
Say, can you [focus] at the end of a turn to improve your odds of reacting successfully?
>>
>>1352005
Certainly. I used it to improve my Block roll from 80 to 85.
>>
>>1351995
Just woke up, what happened? Did i hack the robot cannon thingie?
>>
On Suppression: Do multiple uses by the same weapon stack? Is it a turn-ending action, or can you turn and Supress another angle?

>>1352035
That's Icarus hopping out of our comms network.
>>
>>1352035
That was Agent Icarus, using your commlink as a relay.

New objective everyone! Secure a leader of this death cult and bring him back for interrogation. Evacuating the civvies is still top priority! Squad 2, I will be over there to assist shortly.

Recon, set up that sniper nest. Aim to cripple.
>>
>>1352067
How do we know if said cultists is a leader or no?
>>
I seem to have missed a bit. Who've we got deployed on the east side now?
>>
If people want to form up on me, as soon as the thugs I'm facing are dispatched I'm going to use the Reconstructor to Kool-Aid Man my way into the building with the hostages. Ought to make Solid Snake's job easier by providing a distraction, and throw any enemy forces within the building off balance.
>>
>>1352074
They'll be deeper inside, slinging around a lot of cult magic and wearing expensive clothing and jewelery, no doubt! You have a few down there, ask them who leads this cult.

Cults are always formed around a central personality.
>>
>>1352067
Right.
I'll have to remember to scribble a neat rune on top of him when the time comes.
>>
>>1352074
>>1352082
If I may interject, according to my tac map there's a bloke up near zone 4 who appears to not be wearing a helmet. That's generally a good indicator of leaders, or at least of irregulars

Nor sure about the blue hair though. Either he's magical, or he's making some sort of statement about societal mores.
>>
File: Compound_12.jpg (3.28 MB, 4145x4606)
3.28 MB
3.28 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Thorrg
Op9 | Snake-Eyes
Ve10 | Zimoen
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------
Behold, my kin, the Faithless are here to strive at our walls !

They bring thunder and fire, mangy dog for murderous masters, let loose like so much paltry violence against that which they can never comprehend. See them of! Break their spirits! Grind their bones! They assault the sancticity of our fortress at their own Peril, and we will not be barred from the True Path!

Brothers of the Broken Spear! Alight the engines of the chariot! Brothers of the Shattered Sword! Break open the cases in Armory 2!

If the Faithless send their lapdogs to us, we will make a feast of them with fire and flame!

If the you are set upon, retreat to the inner sanctum. But do not do so lightly, for they will surely follow, in anger and confusion at our righteousness.

[Breachers to act]
>>
>>1352099
Command, do we know what the stats are on the drone I hacked? It'd be nice to have some knowledge of its capabilities.
>>
I said I don't care if he's in a meeting; they sent us into some sort of... I don't even know. No, don't put me on hold. I'm not going to-- Oh that's it
Never working for this government again. TS L, make a note.

Ahem--

Hang on field team, we're trying to keep on top of the situation but its escalating rapidly.

Tacticals says who-ever they just powered up one IFV and are sending in their guys for the second one. And they have some sort of old anti-vehicle weaponry. There's not much ammo to cook off in the Centurions, but don't let those fools get to close to the Reliable. The AWAPS heating dispersal system is notoriously wonky.

So14 Icarus just ate a drone, and from its data-banks we can tell you that they have at least another 6 units still active. They're Chironan Combined Arms Platforms - series 3 - which means they have armor plating and an integrated grenade launcher. Their Firewall is atrocious however.

If you don't have some serious munitions, don't even try - most bullets will just bounce off of the armor.

Most of their camera networks and internal defenses require too much power to be supplied by the local grid. Look for some kind of power station or transformer unit, and take it out if you want to short out as much of their gear as you can.

And, field team, if they've been mass. . . sacrificing tourists then. . . Like Sp2 Elena says; we want that leader alive. Proper court trial and we have people interested in knowing why.

If you see any glowing sigils or wobbly space-time vortexes, it might give us a clue.
>>
Rolled 95, 48 = 143 (2d100)

>>1252099
>Move South 1 (1/2 move) (-0AP, Bolstered Servos)
>"USE DEADLY FORCE HAS BEEN AUTHORIZED. YOU HAVE THE RIGHT TO A FUNERAL HOME OF YOUR CHOOSING."
>Reconstructor at the first flame trooper (-4AP)
>Flurry!
>Move forward 1 south (1/2 move) (-0AP, bolstered servos)
>Reconstructor at the remaining flame trooper (-4AP)

Name: Hadrian
[Te]chnopath
Health: 30/30
Stats:
AP12 PROF3 TECH3
PROC4 MANI3 RES3+4(7) REAC1
Maluses: [Wirehead], [Overclocked] - Burn 3 HP to take a Node action.
Lose 1 HP whenever you use Wetware Processing.
Inventory:
Koreniner (1d10. 7->, 4!, BF, FA, 30, 6AP)
Aptitudes:
[Piloting] Go to 11, Reroute
Special:
[E-Havoc] // 6 AP. Range Proc * 2. In a Proc*Proc zone, electronic failures are treated as critfailures and grenades might prematurely activate.

CENTURION-32
INT: 8/46
DR4
Mods: Autogyro(AP3), Pintle Mount, Bolstered Servos(+3 movement)
Reconstructor 1d10+7, 4!
>>
>>1352118
Question, could you send me a blueprint of it? Mabye i could blow up their ammo cache in the vehicle?
>>
>>1352099
>>1352120
Appropriate linking this time. Adding
>Turn to face East.
>Reaction: Shoot (Koreniner)
Also, uh, I'd appreciate some assistance before I eat a rocket to the face. If at all possible.
>>
>>1352099
YOU WILL BE APPREHENDED. RESISTANCE IS FUTILE.

>-[+10 to all actions]
>Focus
>FA into the APC S
>Move WW, crush the doggo under my metal boots
>Face S
>Ready to foam anyone who tries to approach me with a flamethrower

[Sp]ecialist Ambrose (HP30/30)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac(Cover) 1/30 AP12
+ [Studies] - Piloting x2 ([Run Hot], [Reroute], +10 to all actions)
+ [Focused] (+10 per Focus)
+ [Clustered shots]

Money:0
Gear: Vodtory, Placebotamol, Clearity x2

Vehicle: Series 7 WAWP
Int 12/75
[Sluggish] (only cardinal movement)
Armor factor 4fr,s; 2r
DR 6
[Maghook] 6!, 6->, once attached 1AP spools or slacks
[Flashflood 07] 5!, 6->, 1d10+3, BF, FA-15
[Foam sprayer mod]: 4->, 2 points per AP (222/250)
>>
Rolled 18, 87 = 105 (2d100)

>>1352099
>Call for anyone to surrender as this is most likely their last chance. Before someone pulls the pin and murders them.
>Compel: 5 ap and also +3 hp for a grand total of 40+
>Trygat: Attempt to detonate the ammo storage in tank/sentry number 3. For clarification it is currently firing on our centurion, and not the one right next to me.
>move 2 down and take a potshot at the shotgunner around the corner.


Stats:
Action Pool 12
Proficiency 3 (30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(30)
Reactions 1/10
Convocant 16

> Special actions:
[Drain] - 1 AP drains life, converting it to [Vita]. RNG = Manifest. You can store Vita = your Manifesting.
[Compel] - roll 5% per AP + 1*HP spent + 1*Vita spent to Compel an Icon to do something.

Talents:
Dodgy: Move up to tech with a dodge
Commands: (convocant)

Inventory:
C-7 service
1d10, SA, Am, 6 points to reload. 12/12 in magazine, 3x.
Sec lite: +4 av, +10 hp
Placebotamol 1x


Commands: (convcant specail thingys
Trdrak
If successful, detonate 1 flammable source. -10 % per source to detonate.
Empyreal Spriteling
If successful, spawns a Emp. Spriteling, a small self-aware flame that will likely soon grow bigger. -10% per 1 word in a command it spawns with (“Don’t burn me!” = -30%)
Hygea
If successful, spawn 1 Beneficient Herald Of the Singing Spheres. -10% per word in an order it spawns with (“Keep me alive!” = -30%).
Not many Convocationits survive Compelling Hygea.
Seralin
If successful, target can only use Melee attacks for 1 turn. -10% per turn duration.
Valkoquestor
If successful, all damage taken for 1 Turn is Stun. -10% per Turn duration.
>>
>>1352099
Breaching Breaching!

THROW DOWN YOUR GUNS! ONLY I CAN HAVE THOSE!

>Move 2S (2AP
>Open door (3AP)
>FA [Supression] on all in arc (5AP, 10 ammo)
>[Dodge]


[Ve]teran
3 credits
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 11/13:
AR-53: 1d10+3, 10->, 5!, SA,BF,FA, 15/25 Ammo, 10AP Reload
2 x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xVodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1352099
((Actually, I've got to go for the time being. Bot me if you want super powers!))
>>
Rolled 57, 24, 52 = 133 (3d100)

>>1352121
I have a better idea

>PSA a live grenade (your choice for hilarity) into guy 4SE of me 6ap
>move 1 south 1ap
>Scream at guy to try to get him to retreat towards his friends
>Suppressing fire to coral mook towards other mooks NE of their position 6ap
>reaction: cover fire

"Hey shit bag! It's only you left so eat lead! Not like you have any allies to retreat towards. Totally don't have that at all; no sir.
[Sc]avenger Bilk (HP40/40)
AP: 14/14
Prof 3/30 Proc 2/20
Tech 4/40 Mani 2/20
Rest 3(7)/40/40 hp
Reac 1/10: DODGE

EQP:
Chiron AP [1d5, 7<,3!, BF, FL, 22/25, 6r]
Smoker [12r]

[Scavenge!] 6 AP
[Pocket Spatial Anomaly] RNG = Manifest * 2
[Enthusiast] BF +1, FL +3
[Tick tock] Items have a short shelf-life
[Sc]avenger Bilk (HP40/40)
AP: 14/14
Prof 3/30 Proc 2/20
Tech 4/40 Mani 2/20
Rest 3(7)/40/40 hp
Reac 1/10: DODGE

EQP:
Chiron AP [1d5, 7<,3!, BF, FL, 25/25, 6r]
Smoker [12r]

[Scavenge!] 6 AP
[Pocket Spatial Anomaly] RNG = Manifest * 2
[Enthusiast] BF +1, FL +3
[Tick tock] Items have a short shelf-life
>>
>>1351589
Something about your character sheet was completely off. I prefer this to be accurate to so that I don't make mistakes when processing, like I just did.

Changes:
-1 processing
+ 1.
+5 AV, +5 DR
-30 Credits, -5 Placeboatmol, -1 Vodtory
-Set KoreNINER "Pistol" to be actual KoreNINER SMG, adusted cost, adjusted ammo, adjusted AP, adjused use

Throgg
Lycanthrope // Beastblood // Beastshape ACTIVE
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV. If Incapacitated in human form, burn a Reaction to go berserk.

[Beastshape Mods] ( hp * 1.5, res as AP, AV )
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.
- Hard Pelt (Res as DR)

Hands (If I had any):
Sigilsabre
1d10+Tech, Melee, 3!
KoreNINER SMG
1d10, 7 RNG, 4!
BF, FA, [20] / 30 / 6reload
Wearing
Sec-lite, +4 AV & +10 HP
>1x vodtory

>5(!)x placebetamol

>( 25 credits?( Sigil 25 + Kore 30 + Seclite 20 + Vodtory 5 + Placebo 25 = 105
>30 above budget

Action Pool 17 (+5 from Beast)
Proficiency 3 / 30
Technique 3 / 30
Processing [LinkClicker] 1/10
Manifesting 2 / 20
Resistance 5 (14 & -5) | 90
Reactions 1 / 10 [Dodge, because I have no hands right now to shoot with]

--
[Talents]
Lycanthrope
Beastshape
Hard Pelt
>>
>>1352142
Flashbang??? Mostly for hilarity.
>>
Rolled 36, 89, 19, 97, 26, 78 = 345 (6d100)

>>1352099
>Move drone #1 3 SW(6 AP)
>Hack the blinded drone within signal range of the assault team(6 AP)

[So]phont Icarus

AP 12

Prof: 3/30 Tech: 3/30
Proc: 4/40 Mani: 3/30
Res: 3/10 React: 1/10

Nodespace[Stiletto, Nodeburner, Mass Spam, E-War]
Support
>>
File: DRONES.png (158 KB, 1627x502)
158 KB
158 KB PNG
>>1352110
We do indeed, Icarus. Updating...
>>
>>1352150
Well we aren't trying to kill them so that works. Sticky foam would be good too.
>>
>>1352099
>Move East 1
>Throw Smoker to 1 East 4 South

[Op]erative Snake-Eyes (HP40/40)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 1/10 AP14
Push 3

Talents:
Takedown

Gear: 9/12
Sigilsword 1d10+2+tech, 1,3
Sec-Lite +4av, +10hp
Placebotamol x2
Smoker x2
Concuss
Gr12
Vodtory
>>
>>1352099
Time to catch up with the front line, I suppose.
>[-6 AP]Hustle E4 S7 E1
>[-3 AP]Focus x3
>Reaction: [Block] South
By the way, what are the stats of the gun I picked up a while back?
---
Alistair (Extropian)
[Morphological Freedom] Roll vs HP to re-assign 1 stat point to another stat or invest in an Adaption (if any are known).
[Glitchy] Using Morphological Freedom and failing causes side-effects.
[Consumate Connseuir] Organic sources can be consumed for +Xd5 HP per size. Recover wound if full HP.
[Fragile Bones]

Action Pool 9
Proficiency: 3/30 Technique: 4/40
Processing: 2/20 Manifesting: 3/30
Resistance: 4(8 & -2)/50
Reactions 1(Block)/10

Credits: 15
Capacity 3/12:
Sigilsword (1d10+2+tech, 1 -> 3!)
SecShield (3dr front / >1d2+0.5 tech force bash, 1 -> 3! / >[Block] Reaction. +70)
Sec-Lite Armor (+4 AV, +10 HP)
>>
>>1352110
Naturally you do not have to micromanage the drone, a simple command will do. You can pilot it, if you wish to make use of superior abilities.

Or as an AI, scrub the onboard brain and instance yourself in it. That's useful because it gives you a physical body, but it does carry a few associated risks.

>>1352160
1x EVIDENCE
RNG: CRIME
DMG: 2-3 YEARS, PAROLE POSSIBLE.
>>
>>1352099
"You motherfuckers think you're smart with all the flamethrowers and heavy firepower... I'll show you."
>Hustle 8S (4AP)
>Begin drawing Trdrak icon on the tank's face (8AP - 40%)

>Iconograph Rune-Scribe Karl
[Iconograph] Aptitude. Iconography can be upgraded for a statpoint.
1 AP draws 5% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map.

Trdrak -- All [Empyreal] or [Fire] generated within 8 Squares is automatically moved to the Trdrak Icon and held. Iconograph can detonate total reserve with 4 AP (at any time).
Hygea -- Causing 50 HP worth of injury (multiple sources count) on top of this Icon summons a Harbringer
Seralin -- 3x3 around Seralin, all non-melee damaging effects to result in 0 damage. Melee attacks inside the Seralin bubble autohit.
Valkoquestor -- Anyone standing on Valkoquestor only takes damage after they leave. Damage accumulates.
>Stats
Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 3 / 30
Manifesting 3 / 30
Resistance 3 (7) / 30 (40) - [31]
Reactions 1 / 10
>Equipment
0 Credits
A fancy instrument for professional iconography
Sec-lite armor [+4 AV +10 HP]
SH-71 Shotgun [1d5x12] [5 Rng/4 AP cost] [SA/ 6 ammo/ 2AP per reloaded munition] (every pellet stuns 1) (slugs deal 1d10 / 8 Rng)
18 Shotgun shells
x2 Vodtory [Recover from shock. Heal a wound! FLAMMABLE 5]
Placebotamol [Heal 3d5 HP
>>
>>1352155
Oh, they're sluggish. One moment.

>>1352152
>Move drone #1 3W and then 3S(6 AP)

Gets me to the same spot with the same AP cost, so it's not a big difference, really.
>>
Rolled 98, 57 = 155 (2d100)

>>1352099
Activate [servos] +3Mov
>Activate [Actuators] +1d10melee+force
>Activate [Take down] free melee attack
>Move 1E 1/2E 1N [free because servos]
>Focus x6 [Focused] +60
>[Takedown]Attack the green cultist [free][actuators]
>[Flurry-20skill][Takedown] Attack teh Red cultist [free][actuators]
>Move 6W


[Sp]ecialist - AP 12
>[Studies]
>[Focused]
>[Standars]
Prof 3/30 Tech 4/40
Proc 3/30 Mani 3/30
Resi 3/30 Reac 1/10
>Equipment
-[Sigil sword] 1d10+6, melee, 3!
-[ShardHeart] 30 Ablative
-[Smoker]x3
>Aptitude
-[Pilot]Overrides,Redline
>Talents
-[Takedown]
>Centurion - 32
Int 8/50(38/50)
Arm 2f,s 0r
DR 4
>Mods:
[Bolstered Servos]+3mov
[Actuators]+1d10 melee +force
[SigilShot] Big gun!
>Equipent:
[Reconstructor] 2d10+7, Crush, Force, Melee 4!
[Shield] front, 6dr, 4armor
>>
File: Centurion Typo Fix.png (70 KB, 689x287)
70 KB
70 KB PNG
>>1352130
>>1352168
While Command is correcting; it turns out the Centurion Hammer in the Armory was covering up a fairly significant detail of the hammer.
>>
>>1352163
Do they still use my AP if I'm commanding them rather than micromanaging them? Well, either way I suspect I'll NEED to micromanage the blind one for anything other than moving in a general direction and maybe suppressing fire.
>>
>>1352176
But can it be used for structural demolition?
>>
>>1352099
"Can't make much worse of an awful day."

>Move SE
>Stuff Flashfire down APC barrel, fuse "soon"
>Focus 5 (or 2, if the above counts as interact)
>Block against the barrel

AP 12
General 3/30
Res 3(7)/30 (44/50)
Reac 1/10

+ Zimadrill

>Sec-Lite 4AV, 10HP
>Sec-Shield 3DR facing, Tech/2 + d2 force, 3!, Reac Block 70
>Kitbashed C7 Service, 1d10, R7, 2!, 12/12
Sigilsword, 1d10+2+Tech, 3!
2x Flashfires, R Tech*3, 5d5 Fire 3x3. 5!
2x C7 mags, 6!
>>
>>1352188
Yes. Disregards armor factor.

>>1352182
No - submit a general order, they will carry it out to the best of their highly limited, automated ability. 1 order, 1 ap - spend more AP to FOCUS and ensure system compliance. Drone-brains do not deal well with highly specific conditionals.

>>1352141
Command tried superpowers once. They were okay.

>>1352121
They look customized. Someone with enough PROCESSING or INTEL can help.

>>1352049
No, no & no. You suppress in a given angle. You can increase that by suppressing adjancet to the previous, but doing it in two mutually exclusive directions is impossible unless you have multiple weaponry.

Suppression does not stack, each applies seperately. As an arbitary amount of ammo can be used, this is not a hinderment, simply burn more ammo. If multiple effects from seperate sources, hIghest penalty applies (-30, -40, -20 = -40, not - 90)

It does not end your turn, but suppression effects persist in the specified direction once initiated. Moving afterwards sprays bulles all over the place.

>>1352005
Yes. It vastly increases your survival chances.
>>
>>1352176
>>1352217
What happen when mechs walk over an occupied square, do they stomp/push/stop the guys standing in those squares?
Does flurry's [-20] affect the first attack, the second or both?
What are [force] [crush] and [+1d10melee]?
>>
Rolled 76 (1d100)

>>1352207
Good plan.
>>
>>1352237
If friendly - pass through unharmed.

If smaller hostile - auto-push out of the way. If against a wall, take dmg = movement prior to "Ramming".

Both.

Apply Force (which moves), disregard armor factor and +1d10 damage.
>>
File: Compound_13.jpg (3.28 MB, 4145x4606)
3.28 MB
3.28 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Throrg
Op9 | Snake-Eyes
Ve10 | Zimoen
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------

Those IFVs are pretty heavily plated and well protected. You'll need vehicle killers, the Centurion Hammers or something with penetration to take them out properly.

And Zimoen; Good plan - but try not to step on Iconograh Sigils while they're not entirely manifested. You're lucky it didn't flash-fry all of you. Quick thinking, there.

Looks like we have the situation mostly under control.

[ Slightly Slow Reaction Phase. Those who have not acted can still do so. ]
>>
>>1352099
Squad Two, got grenades? Position yourselves along the wall and bounce one in. Get caught by too many waits and you'll be in for a world of hurt.

>[Acellerate Plus]
-2 React, +8 AP
>[Order] 1AP Vets to stick with Bilk and Arkul here
I am redeploying!
>[Hustle] 19AP (38 squares)
4S, 9SE (18), 6E, 2SE and S for the remainder
>>
>>1352360
Can my reaction be to turn E?
>>
>>1352382
[A1] Yes we do, sah! On your go.

>>1352426
Ya already twisted the internals in the most graceful ballet of hammering I've seen in 3 combat tours! You want to twist it more?!
>>
>>1352453
Y-Yes? twisted internals can't be worse than no internals
>>
>>1352453
That would have been good to know from step one, but a clarification of my jargon!

Alpha/ Beta/ Charlie squads - NPC squads in order of their deployment.
Squad One/ Two/ Three - PCs and NPCs groups that deployed from each zone 1-4
>>
>>1352360
What use is a big-ass machinegun if it can't kill anything?
It's just my luck...
>>
>>1352360
>Change back

Throgg
Lycanthrope // Beastblood // Beastshape
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV. If Incapacitated in human form, burn a Reaction to go berserk.

[Beastshape Mods] ( hp * 1.5, res as AP, AV )
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.
- Hard Pelt (Res as DR)

Hands:
Sigilsabre
1d10+Tech, Melee, 3!
KoreNINER SMG
1d10, 7 RNG, 4!
BF, FA, [20] / 30 / 6reload
Wearing
Sec-lite, +4 AV & +10 HP
>1x vodtory

Action Pool 12 (+5 from Beast)
Proficiency 3 / 30
Technique 3 / 30
Processing [LinkClicker] 1/10
Manifesting 2 / 20
Resistance 5 (9) | 60
Reactions 1 / 10 [Dodge]
>>
>>1352360
>Reaction: Try to dodge the dude i just tried to shoot.
>>
[Event]

//
IFV fires
Flashfire goes off
Fire right on top of the Trdrak sigil forces an activation roll.

Critical success.
>>
For anyone not in the know

https://kiwiirc.com/client/irc.rizon.net/

#skirmish
>>
>>1352850
That's ominous.
And I have to go to sleep on such a cliffhanger.
Life is hard.
Please bot me to shoot/foam the flamer guys.
>>
File: Compound_14.jpg (3.28 MB, 4145x4606)
3.28 MB
3.28 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Throgg
Op9 | Snake-Eyes
Ve10 | Zimoen
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------

The Faithless are trying to scramble inside our hallowed halls and holy walls! They dig like termites in the constructions of the Holy, but

did they think we were not PREPARED for this DAY?

Forward! Hold the holy halls and stop them in their tracks! The Ceremony cannot be interrupted, and we will NOT let it be interrupted!

You! Stop running! Stand and die for the glory that awaits!

[Breachers to act]
>>
Well shit. I'll be away for a few hours. Use my life well!
>>
Rolled 8 (1d10)

>>1353044
Slightly Delayed Grenade Phase.
>>
>>1353044

You guys just stay put, I'll deal with you in minute. Gonna need more ammo to waste that drone your buddy thinks he can hide behind.

>Reload
>[Dodge]

[Ve]teran
3 credits
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 11/13:
AR-53: 1d10+3, 10->, 5!, SA,BF,FA, 5/25 Ammo, 10AP Reload
2 x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xVodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1353044
Hey, quick question here (I might join later if someone dies): what is a crit in this game and what does it do? Rolling a 100?
Also it says in the description of the talent "Gratuitous Overkill" that it cripples, what does this mean?
>>
File: Compound_14_1.jpg (3.29 MB, 4145x4606)
3.29 MB
3.29 MB JPG
"You'll never take me alive!"

"FSSST"

"T-this isn't the. . . high. . explosi----"
>>
>>1353080

Eh? I think we will be taking you alive. Much less paperwork.
>>
>>1353044
Command, would it be possible for me to hack the APCs?
>>
Rolled 21 (1d100)

>>1353044
"ZIMOEN, HAUL YOUR ASS OUT OF THERE! THIS'LL GET HOT QUICKLY!"
"AND ODIN HELP ME THIS DOG'S BITE HURTS
>DETONATE TRDRAK (4AP)
>SHOOT WOLF ON MY WEST [1d5x12 Dmg / 5 Rng] (4AP)
>MOVE 2E 1N (3AP)
>STOP SCREAMING
AND NOW I WILL GO TO BED.
BOT ME IF YOU WANT TO.
BYE.

>Iconograph Rune-Scribe Karl
[Iconograph] Aptitude. Iconography can be upgraded for a statpoint.
1 AP draws 5% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map.

Trdrak -- All [Empyreal] or [Fire] generated within 8 Squares is automatically moved to the Trdrak Icon and held. Iconograph can detonate total reserve with 4 AP (at any time).
Hygea -- Causing 50 HP worth of injury (multiple sources count) on top of this Icon summons a Harbringer
Seralin -- 3x3 around Seralin, all non-melee damaging effects to result in 0 damage. Melee attacks inside the Seralin bubble autohit.
Valkoquestor -- Anyone standing on Valkoquestor only takes damage after they leave. Damage accumulates.
>Stats
Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 2 / 30 (Wounded!)
Manifesting 3 / 30
Resistance 3 (7) / 30 (40) - [10]
Reactions 1 / 10
>Equipment
0 Credits
A fancy instrument for professional iconography
Sec-lite armor [+4 AV +10 HP]
SH-71 Shotgun [1d5x12] [5 Rng/4 AP cost] [SA/ 6 ammo/ 2AP per reloaded munition] (every pellet stuns 1) (slugs deal 1d10 / 8 Rng)
18 Shotgun shells
x2 Vodtory [Recover from shock. Heal a wound! FLAMMABLE 5]
Placebotamol [Heal 3d5 HP]
>>
>>1353044
Moving ahead.
>[-9 AP]Move E1 S2 W2 S4
>Reaction: [Block] south
---
Alistair (Extropian)
[Morphological Freedom] Roll vs HP to re-assign 1 stat point to another stat or invest in an Adaption (if any are known).
[Glitchy] Using Morphological Freedom and failing causes side-effects.
[Consumate Connseuir] Organic sources can be consumed for +Xd5 HP per size. Recover wound if full HP.
[Fragile Bones]

Action Pool 9
Proficiency: 3/30 Technique: 4/40
Processing: 2/20 Manifesting: 3/30
Resistance: 4(8 & -2)/50
Reactions 1(Block)/10

Credits: 15
Capacity 3/12:
Sigilsword (1d10+2+tech, 1 -> 3!)
SecShield (3dr front / >1d2+0.5 tech force bash, 1 -> 3! / >[Block] Reaction. +70)
Sec-Lite Armor (+4 AV, +10 HP)
>>
Rolled 97, 98, 46, 41 = 282 (4d100)

>>1353044
>Activate [servos] +3Mov
>Activate [Actuators] +1d10melee+force
>Activate [Take down] free melee attack
>Move 2E 1S [free][servos]
>Focus x4 [Focused +40]
>[Take down][Actuators][Flurry -20] Attack the IFV TN:60
>[Take down][Actuators][Flurry -20] Attack the IFV again TN:60
>Focus x4 [Focused +40]
>[Actuators][Flurry -20] Attack the IFV TN:60
>[Actuators][Flurry -20] Attack the IFV again TN:60
>damage is 2d10+7 per attack+crush+force

[Sp]ecialist - AP 12
>[Studies]
>[Focused]
>[Standars]
Prof 3/30 Tech 4/40
Proc 3/30 Mani 3/30
Resi 3/30 Reac 1/10
>Equipment
-[Sigil sword] 1d10+6, melee, 3!
-[ShardHeart] 30 Ablative
-[Smoker]x3
>Aptitude
-[Pilot]Overrides,Redline
>Talents
-[Takedown]
>Centurion - 32
Int 8/50(26/50)
Arm 2f,s 0r
DR 4
>Mods:
[Bolstered Servos]+3mov
[Actuators]+1d10 melee +force
[SigilShot] Big gun!
>Equipent:
[Reconstructor] 2d10+7, Crush, Force, Melee 4!
[Shield] front, 6dr, 4armor
>>
Rolled 100, 54 = 154 (2d100)

>>1353044

>Move stealthily through the smoke South 3 East 3
>Focus melee
>Push Free attack Flamer Thrower (the gun)
>Focus melee
>Push attack shotgun(?) (Other gun)
>Be menacing
>Be really menacing
>Be REALLY REALLY MENACING

[Op]erative Snake-Eyes (HP40/40)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 1/10 AP14
Push 3

Talents:
Takedown

Gear: 9/12
Sigilsword 1d10+2+tech, 1,3
Sec-Lite +4av, +10hp
Placebotamol x2
Smoker
Concuss
Gr12
Vodtory
>>
>>1353080
If I boost once, I can get you in range of that drone, Icarus! Can you prepare to hack it? I'll be relying on you.
>>
>>1353193
These drones' firewalls are abysmal. I can almost assuredly hack any drone you can get me in range of.
>>
>>1353075
Not quite. You want low-but-high rolls. Rolls that are lower than your target, but as high as possible up to that.

A crit is a roll that matches. 11, 22, 33, 44, 55 - etc.

A crit above your limit is a critically failure. TN 40 - roll 44 - critfail.

This means that increasing your skill for a task naturally increases your crit rate, lowers your crit failure rate and increases the average effect of the task. With a 2d10 sniper you'd much, much rather roll 70 ( 7 + 10 ) than 19 (1 + 9).

Crippling is a little extra table for being monstrous to active agents. Any time more than 1 wound is taken at once from the same source, Command can roll vs Resistance*2. Failure inflicts a Maiming wound. Dependent on weapon type, that's stunning, or losing an arm, an eye, ammo cooking off or your gun turning to shrapnel or catching fire or not having a hand or suffering a 90%, 5 HP damage [bleed].
Why?
Because I like random tables and I went a little overboard with this game. And it make shooting hostiles more fun, since that's where its more likely to trigger (Smart players WEAR THEIR ARMOR)

Gratutious Overkill moves that limit from multiple wounds to 1 wound, and always rolling to see if it happen.

>>1353110
They look like they're comm-enabled. One of them had its signal shieler fried, so its wide open. Be careful though, Sophont. The lower west hostile vehicle has a mean protection system. Scrambler and everything,
Blue Dots = This much ATK needed (with Stilletto 1 - 1 atk - 2)
Red Dots = The same, but failing deals damage (damage dealt once, even with multiple failures)
>>
Rolled 58 (1d100)

>>1353187

>Spend push+Reaction to reroll 100
>>
>>1353201
Okay, because I thought about something: Mean + Gratuitous Overkill + Nitro Core + Grenade-launcher+ Operative = GIBS
>>
>>1353199
Here we are, then!
>>1353080
>[Hustle] 8AP 4SE, S, 2SW, 3S
>[Focus] Dodge

[Sp]ecialist Elena Fulleylove

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 2/30 AP 12

Inventory 4/13 (0 cr)
Sigilsword
Sec-Lite
Vodtory Flask (for cold winter nights)

+ [Studies] - Command
+ [Focused]
+ Talent: [Bullet Time]
- [Standards] +1 Reaction
>>
>>1353080
"FINDINGS THE WEAK ONES, PROTECT THEM!"
>Hustle!
>Move 4 SE(4ap)
>5S(2.5 AP)
>Vault wall(3ap?) So that I end up on the tile opposite to my side(basically if I just moved S)
>5S(2.5 AP)
>Open door(3ap)
>Focus 2 ap into dodge


Throgg
Lycanthrope // Beastblood // Beastshape ACTIVE
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV. If Incapacitated in human form, burn a Reaction to go berserk.

[Beastshape Mods] ( hp * 1.5, res as AP, AV )
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.
- Hard Pelt (Res as DR)

Hands (If I had any):
Sigilsabre
1d10+Tech, Melee, 3!
KoreNINER SMG
1d10, 7 RNG, 4!
BF, FA, [20] / 30 / 6reload
Wearing
Sec-lite, +4 AV & +10 HP
>1x vodtory

Action Pool 17 (+5 from Beast)
Proficiency 3 / 30
Technique 3 / 30
Processing [LinkClicker] 1/10
Manifesting 2 / 20
Resistance 5 (14 & -5) | 90
Reactions 1 / 10 [Dodge, because I have no hands right now to shoot with]

--
[Talents]
Lycanthrope
Beastshape
Hard Pelt
>>
>>1353201
Wait, so you are not rolling damage but instead you use our to hit number and convert it into damage? that sucks, a lot
>>
Rolled 52 (1d100)

>>1353044
"Karl, this should protect you for a bit mind the blood though." Arkul takes out a knife and stabs his fore arm and begins casting. "Also good sir do you mind sparing some of your blood for the greater good? Thanks if anyone asks you havent techniccally surrendered yet."
>move: 2 down and 1 right
>Drain the dude who tried to suicide bomb for 6 vitea stop if he starts looking pale or is about to collapse. (assuming i dont need to roll)
>Compel/Valkoquestor: use 3 ap and 5 hp and 4 vitea for a grand total of 60+ and cast it on [karl] Duration: 2 rounds/turns (the roll will be for this one)
Stats:
Action Pool 12
Proficiency 3 (30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(30)
Reactions 1/10
Convocant 16

> Special actions:
[Drain] - 1 AP drains life, converting it to [Vita]. RNG = Manifest. You can store Vita = your Manifesting.
[Compel] - roll 5% per AP + 1*HP spent + 1*Vita spent to Compel an Icon to do something.

Talents:
Dodgy: Move up to tech with a dodge
Commands: (convocant)

Inventory:
C-7 service
1d10, SA, Am, 6 points to reload. 12/12 in magazine, 3x.
Sec lite: +4 av, +10 hp
Placebotamol 1x


Commands: (convcant specail thingys
Trdrak
If successful, detonate 1 flammable source. -10 % per source to detonate.
Empyreal Spriteling
If successful, spawns a Emp. Spriteling, a small self-aware flame that will likely soon grow bigger. -10% per 1 word in a command it spawns with (“Don’t burn me!” = -30%)
Hygea
If successful, spawn 1 Beneficient Herald Of the Singing Spheres. -10% per word in an order it spawns with (“Keep me alive!” = -30%).
Not many Convocationits survive Compelling Hygea.
Seralin
If successful, target can only use Melee attacks for 1 turn. -10% per turn duration.
Valkoquestor
If successful, all damage taken for 1 Turn is Stun. -10% per Turn duration.
>>
>>1353216
Oh thank the /saints/ we have proper rules of engagement around here. Turning everyone into tiny, red smears and chunks is almost certainly sort of illegal. Kind of. Mostly. If you can't excuse it at the time.
>>
>>1353044
>Order Drone 1 to move south and engage any enemy that comes into range with its machine gun.(1 AP)
>Order Drone 2 to move south.(1 AP)
>Hack the drone Elena is in range of. (6 AP)
> Analysis Package to reroll >>1353175 (4 AP)

[So]phont Icarus

AP 12

Prof: 3/30 Tech: 3/30
Proc: 4/40 Mani: 3/30
Res: 3/10 React: 1/10

Nodespace[Stiletto, Nodeburner, Mass Spam, E-War]
Support
>>
Rolled 21, 29, 11, 92, 83, 15 = 251 (6d100)

>>1353251
Forgot to roll
>>
Rolled 41, 67, 74, 80 = 262 (4d100)

>>1353251
>>1353175
Can I choose what to reroll? I only want to reroll the 90+ rolling 4d100 just in case I can't choose
>>
>>1353234
Oooookay... Also for the Operative, does consuming 16AP bring back 1 focus?
Can you use your drawback to add 1 extra focus?

Sorry if I look a bit munchkin-ish, I just want to achieve MAXIMUM BOOM.
>>
>>1353267
Yes. Also yes.
>>
>>1353225
I have more AP, if that doesn't put me in range then burn less on the dodge focus.
>>
>>1353044

Alright someone dust off A2 and tie up Mr. Gloryhound over here.

>>1353285
Elena can you get Alpha squad to finish checking out this shed? I'd like no surprises unless it's us making them.

Arkul after you're done playing doktor you and I are heading inside this dumpster fire. I want to know who started this boneyard and to /stop/ whatever fuckery they plan on doing.

Looking at how things will likely play out, we'll need some non-standard equipment it seems.

>scavenge for a stethoscope [6]
>move 1 SW 3S [5]
>scour southern area with my magic Conqueror's Spanish Spyglass [3]

[Sc]avenger Bilk (HP40/40)
AP: 14/14
Prof 3/30 Proc 2/20
Tech 4/40 Mani 2/20
Rest 3(7)/40/40 hp
Reac 1/10: DODGE

EQP:
-Chiron AP [1d5, 7<,3!, BF, FL, 22/25, 6r]
-Smoker [12r]
-Spyglass of Eternal Youth

[Scavenge!] 6 AP
[Pocket Spatial Anomaly] RNG = Manifest * 2
[Enthusiast] BF +1, FL +3
[Tick tock] Items have a short shelf-life
>>
Rolled 63, 75 = 138 (2d100)

>>1353298

rolls rolls rolls
>>
>>1353298
I'm too far away to order them around, they've been told to stay with the 'squad' of yourself and Arkul.
>>
>>1353323
Shame... Don't think I can just tell em myself can't I?
>>
>>1353323
Start paying attention to me of you can, I'm about to start looking for the hostages and may need some focus or something
>>
>>1351539
>North 2 (-0AP, bolstered servos)
>West 3 (-2AP, bolstered servos)
>Reconstructor, 2x2 spread, destroy the wall and the dude behind it. (-4AP)
>Reroute! (Servo, -6AP)
>React: Swear profusely, block.
>"BACKUP, ANY TIME NOW."

Name: Hadrian
[Te]chnopath
Health: 30/30
Stats:
AP12 PROF3 TECH3
PROC4 MANI3 RES3+4(7) REAC1
Maluses: [Wirehead], [Overclocked] - Burn 3 HP to take a Node action.
Lose 1 HP whenever you use Wetware Processing.
Inventory:
Koreniner (1d10. 7->, 4!, BF, FA, 30, 6AP)
Aptitudes:
[Piloting] Go to 11, Reroute
Special:
[E-Havoc] // 6 AP. Range Proc * 2. In a Proc*Proc zone, electronic failures are treated as critfailures and grenades might prematurely activate.

CENTURION-32
INT: 7/30
DR4
Mods: Autogyro(AP3), Pintle Mount, Bolstered Servos(+3 movement)
Reconstructor 1d10+7, 4!
>>
>>1353392
I'm keeping tabs on who is nearby because I can only [Direct] in a radius of 6 but I'm in the compound, going after the hostages there with Squad Two. You're on the other side of the map.
>>
Rolled 49 (1d100)

>>1353407
Have rolls.
>>
File: Compound_15.jpg (3.55 MB, 4145x4606)
3.55 MB
3.55 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Throgg
Op9 | Snake-Eyes
Ve10 | Zimoen
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------

Iconograph Karl - next time, check your lines of incantation before activating Sigils. Friendly Fire incidents also require me to fill out an obscene amount of paperwork.

Specialist Elena! That one - with the hood and robe getup, that has to be our Primary! Get 'im!

[Reaction Phase]
>>
File: Compound_16.jpg (3.45 MB, 4145x4606)
3.45 MB
3.45 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Throgg
Op9 | Snake-Eyes
Ve10 | Zimoen
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------

The Tower will stand defiant, against depridations and rage - and the weather or the war will be as nothing to those who dwell within.

You enter our halls with violence and ill intent
and
we
will
expulse you!

GET THEM! FLAY THEM! STOP THE FAITHLESS BEFORE THEY CROSS THE FINAL THRESHOLD

[Breachers to act]
>>
I'm getting a little tired of that one ranting over the radio.

Okay field team, I just got off the phone with the minister of internal security. It turns out we /may/ have been lied to going into this job.

This isn't the Eternal Flame, and it isn't a small compound for a re-enactment group for old Imperial society. These guys are hardcore, as you may possibly have noticed. Locals have been having issues with them for months, and worried they were building up to something when more and more people started disappearing.

So they hired us, but thought we might balk at talking on
TS, what was the word?

The Righteous True Followers of the One Path of the Light of the Worm that Devours Final Breath of Fading Stars.

It's a bit of a mouthful, but I hear the local dialect manages to compress all that down into one syllable that sounds approximately like someone throwing up melting rocks. They're thanatossians. Death cultists. Fascinated with breaking the final gate and claiming mastery of the concept of immortality. Everyone needs a hobby. Apparently this one requires a lot of experimentation. That's why our employers put the hostages at the lowest part of the list. Not expecting them back in any recognizable form.

So far it's all been pretty standard, but I have some. . . awry news, feld team. The Worm That Devours The Final Brea- The Worm, for short - is more powerful at night, outside the realm of the Sun as it were.

What's the tech jargon, TS?
Uhuh
Hm.

"Trans-metaphysical sympathetic alignment with the modalities associated with nocturnal darkness"

Which is all real fancy TS tech-talk for /me/ saying. . .

Sun sets in 20 minutes. Do the math.
>>
Rolled 27, 37, 19, 23, 25 = 131 (5d100)

>>1353709
Ow. Your resistance is taken as refusal to surrender.
>[-4 AP]Move N2 W2.
>[-5 AP]Five attacks with Sigilsword on two adjacent enemies (TN 40), first prioritizing enemy with flamethrower until he is subdued.
>Reaction: [Block] west

>>1353740
Any changes to RoE, Command?
---
Alistair (Extropian)
[Morphological Freedom] Roll vs HP to re-assign 1 stat point to another stat or invest in an Adaption (if any are known).
[Glitchy] Using Morphological Freedom and failing causes side-effects.
[Consumate Connseuir] Organic sources can be consumed for +Xd5 HP per size. Recover wound if full HP.
[Fragile Bones]

Action Pool 9
Proficiency: 3/30 Technique: 4/40
Processing: 2/20 Manifesting: 3/30
Resistance: 4(8 & -2)/50
Reactions 1(Block)/10

Credits: 15
Capacity 3/12:
Sigilsword (1d10+2+tech, 1 -> 3!)
SecShield (3dr front / >1d2+0.5 tech force bash, 1 -> 3! / >[Block] Reaction. +70)
Sec-Lite Armor (+4 AV, +10 HP)
>>
>>1353761
If our employer lied to us about the dangers going in, that voids the agreement.

*I* prefer everyone gets out alive. But that's field team first, adherents for a meta-natural entity that eats the light of stars a distant sixth.

If we stick to the letter of the law and handcuff these fellas, we can swing some pressure on the minister for better pay afterwards. Show we're professionals, even if there's a few bad parts.

But being shot by a madman is a short, unhappy weekend.

If you want to add a few bodies to the compound, let's just say my report might not mention it

No, TS, don't include that last part in the mission logs. Yes, also don't include this part. As usual.
>>
>>1353761
>mfw read the wrong number when writing up actions
Please take that sequence as Hustle N2 W2 (-2 AP), Focus (-1 AP), Attack (-3 AP; TN 30), Attack (-3 AP; TN 20).
>>
Rolled 1, 6, 3 + 15 = 25 (3d10 + 15)

>>1353709

Okay, no, Good kids don't play with fire.

AND DON'T YOU THREE TWITCH A BLOODY MUSCLE! DON'T THINK I CAN'T SHOOT HIM AND WATCH YOU AT THE SAME TIME

>Move 2S, 1SW
>Focus (1AP)
>Burst fire AR-53 at the far flamethrower boy 10 spaces west
>[Dodge] (unless you don't need spare AP to reaction fire? In which case [cover fire]

[Ve]teran
3 credits
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 11/13:
AR-53: 1d10+3, 10->, 5!, SA,BF,FA, 25/25 Ammo, 10AP Reload
1 x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xVodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
Rolled 7, 18, 42, 82 = 149 (4d100)

>>1353740
>>1353761
>[Accelerate]
-1React, +4AP
>[Direct] 1AP+10% Alistair
Leave the one with the flamethrower to me, Alistair!
>[Move] 4N 1W
>[Attack] 3AP+60%(focus) Flamethrower Grunt - Sigilsword
Multiattack, three attacks -40%
>>
Rolled 53, 1, 16 + 15 = 85 (3d100 + 15)

>>1353709
>>1353822
Woopsie. Those should be d100
>>
>>1353824
Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 2/30 AP 12

Inventory 4/13 (0 cr)
Sigilsword
Sec-Lite
Vodtory Flask (for cold winter nights)
Placebotamol (expended)

+ [Studies] - Command
+ [Focused]
+ Talent: [Bullet Time]
- [Standards] +1 Reaction
>>
Rolled 48, 95, 12, 96, 96, 73, 99, 45, 87, 55, 35, 87, 22, 29, 29, 76, 61, 26, 7, 7 = 1085 (20d100)

>>1353709
"YOU SHOULD BE RUNNING INSTEAD, MORSELS!"
>Move S,SE,E
Focus 6ap
>flurry Attack red robed guy for 20 hits!
>Focus 1ap
>Flurry the dude to his left for 20 hits as well
Throgg
Lycanthrope // Beastblood // Beastshape ACTIVE
12 AP to change back. This is completely unfeasible in armor heavier than 5 AV. If Incapacitated in human form, burn a Reaction to go berserk.

[Beastshape Mods] ( hp * 1.5, res as AP, AV )
+Natural Weapons - 1d10+Tech, Melee, 3 AP. ½ movement before attack as +dmg.
- NO HANDS.
- Hard Pelt (Res as DR)

Hands (If I had any):
Sigilsabre
1d10+Tech, Melee, 3!
KoreNINER SMG
1d10, 7 RNG, 4!
BF, FA, [20] / 30 / 6reload
Wearing
Sec-lite, +4 AV & +10 HP
>1x vodtory

Action Pool 17 (+5 from Beast)
Proficiency 3 / 30
Technique 3 / 30
Processing [LinkClicker] 1/10
Manifesting 2 / 20
Resistance 5 (14 & -5) | 90
Reactions 1 / 10 [Dodge, because I have no hands right now to shoot with]

--
[Talents]
Lycanthrope
Beastshape
Hard Pelt
>>
Rolled 6, 76, 21, 66, 79, 42, 8, 55, 64, 10, 78, 51, 54, 100, 68, 12, 35, 16, 20, 78 = 939 (20d100)

>>1353831
Rest of dice
>>
>>1353824
>>1353761
>>1353809
Roger. Targeting enemy with rifle instead.

Changing my [Block] direction to south.

>>1353831
Wait, do Flurries actually work like this? I had just assumed the wording to be a little poor.
>>
>>1353850
I don't know, I'm just doing it for shits and giggles, I tried to ask him in the chat but he ignored me and went to bed
>>
Rolled 56, 66, 36, 51 = 209 (4d100)

>>1353709
>Drone #1, move east(1 AP)
>Hack the enemy drone that #1 is moving toward once it gets within range(4 AP)
>Bring the Rain and call in a mortar strike on the cultists to the east of Snake-Eyes(7 AP)

[So]phont Icarus

AP 12

Prof: 3/30 Tech: 3/30
Proc: 4/40 Mani: 3/30
Res: 3/10 React: 1/10

Nodespace[Stiletto, Nodeburner, Mass Spam, E-War]
Support
>>
Rolled 50, 70, 14, 56, 100, 18, 88 = 396 (7d100)

>>1353956
And rolling against Proc for the artillery.
>>
>>1353709
Crap, meant to say 3 East. Ah well.
>Move 7 east (-4 AP, Bolstered servos)
>Move 1 south (-1 AP)
>Face west, focus (-7 AP)
>Reaction: shoot (Koreniner)

>>1351539
>North 3 (-0AP, bolstered servos)
>West 7 (-7AP)
>South 1, 1/2 move (-1AP)
>"YOUR CONTINUED AGGRESSION HAS BEEN NOTED."
>Reconstructor on the thug (-4AP)
>Reaction: block

Name: Hadrian
[Te]chnopath
Health: 30/30
Stats:
AP12 PROF3 TECH3
PROC4 MANI3 RES3+4(7) REAC1
Maluses: [Wirehead], [Overclocked] - Burn 3 HP to take a Node action.
Lose 1 HP whenever you use Wetware Processing.
Inventory:
Koreniner (1d10. 7->, 4!, BF, FA, 30, 6AP)
Aptitudes:
[Piloting] Go to 11, Reroute
Special:
[E-Havoc] // 6 AP. Range Proc * 2. In a Proc*Proc zone, electronic failures are treated as critfailures and grenades might prematurely activate.

CENTURION-32
INT: 7/24
DR4
Mods: Autogyro(AP3), Pintle Mount, Bolstered Servos(+3 movement)
Reconstructor 1d10+7, 4!
>>
Rolled 45, 35 = 80 (2d100)

>>1353709
>Move 1/2 E push the IFV if needed
>Move 4S 2E 2S [servos]
>Push the cultists W
>Focus x6 [+60]
>Attack [takedown][actuator][Flurry] West
>Turn E

[Sp]ecialist - AP 12
>[Studies]
>[Focused]
>[Standars]
Prof 3/30 Tech 4/40
Proc 3/30 Mani 3/30
Resi 3/30 Reac 1/10
>Equipment
-[Sigil sword] 1d10+6, melee, 3!
-[ShardHeart] 30 Ablative
-[Smoker]x3
>Aptitude
-[Pilot]Overrides,Redline
>Talents
-[Takedown]
>Centurion - 32
Int 8/50(26/50)
Arm 2f,s 0r
DR 4
>Mods:
[Bolstered Servos]+3mov
[Actuators]+1d10 melee +force
[SigilShot] Big gun!
>Equipent:
[Reconstructor] 2d10+7, Crush, Force, Melee 4!
[Shield] front, 6dr, 4armor
>>
Rolled 43 (1d100)

>>1354016
This is me. Ignore that second set of instructions. Phoneposting poses issues.
>>
Rolled 22, 85, 18 = 125 (3d100)

>>1353709

Alright I'm not having a repeat of Drone-con XXIV happen so let's get those little buggers out of here. I'll see if I can dig up something else for you guys.

>-move before Hadrian >>1354016
>order A3 to get his nerved up buddy out of the tranq gas and meet up with A4 and A1 [1]
>Move 4 S [4]
>focus [3]
>PSA a repair kit/droid for Hadrian (It was totally in there the whole time) [6]
>-Dodge

[Sc]avenger Bilk (HP40/40)
AP: 14/14
Prof 3/30 Proc 2/20
Tech 4/40 Mani 2/20
Rest 3(7)/40/40 hp
Reac 1/10: DODGE

EQP:
-Chiron AP [1d5, 7<,3!, BF, FL, 22/25, 6r]
-Smoker [12r]
-Spyglass of Eternal Youth
-My little doctorc kit

[Scavenge!] 6 AP
[Pocket Spatial Anomaly] RNG = Manifest * 2
[Enthusiast] BF +1, FL +3
[Tick tock] Items have a short shelf-life
>>
>>1354016
the thing south of you is a ditch not a wall I think which means that the cultists with the RPGs can still hit you maybe
>>
Rolled 77, 63 = 140 (2d100)

>>1353709
((Looks like timezones aren't really conducive to me posting regularly here. Feel free to bot me if the need arises.))
"Yes, I'll make sure to find a souvenir for cousin Melvin. No I don't want to talk to Uncle Stu, I told you I'm working right now! Look I really got to go now, I have a door to breach and- Of course I brought extra underwear!... love you too Mom."

"Oh, looks like they're already in."

>Focus x2
>Vanguard Squad move in and attack the cultists hitting our guys from behind.
>Move 1SW, 3S
>Focus
>Fire C7 at the red flame thrower cultist.

[Sp]ecialist:
[Studies]
[Focused]

[AP]: 12
[HP]: 40/40
[Prof]: 3
[Tech]: 3
[Proc]: 3
[Mani]: 3
[Resi]: 3(7)
[Reac:] 1

Gear:
C7 Service (11/12)
1d10, 7-->,3!
SA,12^^, 6 rld

Sec-lite Armour:
+4AV, +10HP

Consumables:
1x Vodtory
1x Smoker Grenade
>>
>>1353709
Accidentally copied the wrong sheet last turn I posted. I was actually at 33 and am now at -1.

>-Suffer 33 dmg, -1 Proc, Mani and Tech

"Nobody dies like he expects. Shit!"

AP 12
General 3/30 -2 Proc and Mani, -1 Tech
Res 3(7)/30 (-1/50)
Reac 1/10

+ Zimadrill

>Sec-Lite 4AV, 10HP
>Sec-Shield 3DR facing, Tech/2 + d2 force, 3!, Reac Block 70
>Kitbashed C7 Service, 1d10, R7, 2!, 12/12
Sigilsword, 1d10+2+Tech, 3!
2x Flashfires, R Tech*3, 5d5 Fire 3x3. 5!
2x C7 mags, 6!
>>
>>1354214
Also
>Play super dead
>Hope these drones' biometric suites aren't very sophisticated
>Futilely wonder if DR was counted last turn
>>
Rolled 26 (1d100)

>>1353709
"OWW! Okay note to self draining people not the best thing in the world. Hey bilk patch me up if you can I dont think shoving my life force and someone elses to persuade a icon is the healthiest thing in the world. And sure bilk I dont have anything to do at the moment."

>Inject self with placebotomal
>move:3 south and 1 west
>Compel/Trdak: Attempt to ignite the ammountion cache of the combined arms platform that is currently attacking [hero]. 4 ap and 2 vitea and 2 hp for a grand total of (40+%)
>-Dodge


Stats:
Action Pool 12
Proficiency 3 (30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(30)
Reactions 1/10
Convocant 16

> Special actions:
[Drain] - 1 AP drains life, converting it to [Vita]. RNG = Manifest. You can store Vita = your Manifesting.
[Compel] - roll 5% per AP + 1*HP spent + 1*Vita spent to Compel an Icon to do something.

Talents:
Dodgy: Move up to tech with a dodge
Commands: (convocant)

Inventory:
C-7 service
1d10, SA, Am, 6 points to reload. 12/12 in magazine, 3x.
Sec lite: +4 av, +10 hp
Placebotamol 1x


Commands: (convcant specail thingys
Trdrak
If successful, detonate 1 flammable source. -10 % per source to detonate.
Empyreal Spriteling
If successful, spawns a Emp. Spriteling, a small self-aware flame that will likely soon grow bigger. -10% per 1 word in a command it spawns with (“Don’t burn me!” = -30%)
Hygea
If successful, spawn 1 Beneficient Herald Of the Singing Spheres. -10% per word in an order it spawns with (“Keep me alive!” = -30%).
Not many Convocationits survive Compelling Hygea.
Seralin
If successful, target can only use Melee attacks for 1 turn. -10% per turn duration.
Valkoquestor
If successful, all damage taken for 1 Turn is Stun. -10% per Turn duration.
>>
>>1354347
>(if its possible i meant [12]/Hadrian not hero apologies for the mixup.)
>>
>>1354327
Alsoalso
8 dmg from two turns ago, so -9, if negatives are a thing.
>>
>>1353709
Stop dodging my feet, stupid animal!

>Foam the doggo
>Move 1 square W then as far S as possible

[Sp]ecialist Ambrose (HP30/30)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac(Cover) 1/30 AP12
+ [Studies] - Piloting x2 ([Run Hot], [Reroute], +10 to all actions)
+ [Focused] (+10 per Focus)
+ [Clustered shots]

Money:0
Gear: Vodtory, Placebotamol, Clearity x2

Vehicle: Series 7 WAWP
Int 12/75
[Sluggish] (only cardinal movement)
Armor factor 4fr,s; 2r
DR 6
[Maghook] 6!, 6->, once attached 1AP spools or slacks
[Flashflood 07] 5!, 6->, 1d10+3, BF, FA-15
[Foam sprayer mod]: 4->, 2 points per AP (222/250)
>>
>>1354760
W then S? You're going to clip a rock on your way.
>>
File: Compound_17.jpg (3.45 MB, 4145x4606)
3.45 MB
3.45 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul [ You're multiplying together not adding - 4 AP + 2 Vitae + 2 HP = vs 24 (5*AP + 2 + 2)
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Throgg
Op9 | Snake-Eyes
Ve10 | Zimoen [ Bleeding. TTake damage at turn stat. Death occurs when 2 stats reach 0]
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------
Zimoen's vitals just went off - we need medical team to pick up him up /soonest/.

Come on people, end-game here! We can pull through without losing anyone. C'mon!

Anyone that isn't twenty manhours to restore the mech paintjob, that is.

[Reaction Phase]
>>
>>1355643
*Rev up servos* "THIS IS THE POLICE, DROP YOU WEAPONS OR YOU WILL END LIKE THAT DOOR"
>>
>>1355665
[Everyone]: WE SURREND--

[Pyromancer]:

I

Don't.
>>
File: Compound_18.jpg (3.43 MB, 4145x4606)
3.43 MB
3.43 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Throgg
Op9 | Snake-Eyes
Ve10 | Zimoen
Sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------

And so, soar like the Faihful Eagles of Old and destroy these invaders! Burn them! Feed the Worm with their carcasses and their SKIN!

---

[Company Command]

What a fucking a mess. Zimoen Hero, Karl, Arkul! BILK, Throgg -- speak to me! What is /happening/
>>
File: Event_Mortar.png (379 KB, 973x705)
379 KB
379 KB PNG
this is a bust

fry the drone data, get the books from the central compound and fall back to a secure posi---

?
>>
File: Support Surprise..png (546 KB, 973x705)
546 KB
546 KB PNG
!!!!!

INCOMING!
>>
File: Compound_19.jpg (3.42 MB, 4145x4606)
3.42 MB
3.42 MB JPG
Masterlink severed.
Twinsoul cybernetic connection - - - offline

d-d-d-drones entering hibernation mode.
>>
File: Compound_20.jpg (2.7 MB, 4145x4606)
2.7 MB
2.7 MB JPG
------------------
Breachers on site
Ve1 | Irving
Sp2 | Elena
Ic3 | Karl
Ex4 | Alistair
Co5 | Arkul
Sp6 | Ambrose / AWAPS
Sc7 | Bilk
Ly8 | Throgg
Op9 | Snake-Eyes
Ve10 | Zimoen
sp11 | Hero / Centurion
Te12 | Hadrian / Centurion
So13| Icarus
Sp14 | WireMan
------------------

. . . close enough. Recon team, drop the snipers and get some shovels. Pull Hero and Throgg out of the rubble. And get that Centurion cooled down, its too expensive to melt.

Assault team, start sweeping the perimeter. Vanguard-1, cuff the lot of these goons.

Field team? Take a breather. You've earned it. We've got a couple of emergency response helicopters on the way. Just hold on for a bit and we'll get you all patched up and in the clear.

Stellar work.
>>
>>1355699
Hrg... what's happening is I got roasted by drones instead of some fuck-off fire rune.
>>
==Breacher Op End==
==Combat Pay==
[ROE]
>Strict
Hazard Pay: 100 [1 * 100 ]
Cultists taken alive: 32 [32 * 1 = 32]
Hostages rescue: 4 [ 4 * 5 = 20 ]
Leaders captured: 0 [ -- ]
Cultists KIA: 6 [ -3*6 = -18 ]
Medical Bills: -10
Command Support Deployment: -12 [ -4 * 3]
Artillery Support: -4 [ -4 * 1]

AWAPS Repair = -10 [ -1 * 10 ]
Centurion Repair = -48 [ -0.5 * 96]

-- +50 Credits to all Breachers

"Evidence" Gunsale: +16 [ 32*½ ]

--+16 to those without any Standards.

==Debrief==

Good job, contractors.

We'll be having words with the minister that hired us for this contract. Trying to get away with this kind of thing is bad manners.

It seems the leader, "Father Meloch", made it out. And going over the mortar impact site we found some interesting bits of metal. It might explain how they were operating the drones, but not quite why.

We've handed the hostages over to the local authorities for emergency care, and the security forces say they'll handle the processing of the mob - who can look forward to a long, long time behind bars for one count of Attempted Communion with a Dread Outsider and at least 132 counts of littering.
>>
Succesfully surviving an operation rewards a Stat Point, to be assigned as one sees fit.

A Stat Point can also be used to upgrade a given Talent or Aptitude.

If you want.

Now, if you'll excuse me, I have a lot of firearms discharge paperwork to fill.

---

==Acquisitions==
5x Chironan Combine Arms Drones (In need of OS restoration)
23x Firebombs.

---

This is Command, signing out.

Thanks for playing! Last turn resulted in effective defeat of 85% of enemy combatants, so I called it rather than finish it out by killing the few stragglers with drones that would be swept up afterwards.

If you are a stickler, you may consider
Zimoen
Karl
Arkul
Bilk
Hero
&
Throgg

KIA, but for purposes of survival welcome to assume medical simply makes it on time.

I really enjoyed running this, and thank you so much for making it this fun! I need to rewrite a few of the rules and make some things clearer,
but it worked pretty well for what I intended.
>>
>>1355766
If I put my stat point in processing, does that mean I get another free program?
>>
>>1348324
Is it too late to join?
>>
>>1355766
All of that magic thrown around and we didn't have to fight a single eldritch abomination, I call that a good day. Excellent work with that mortal call-in, Agent Icarus. I'd offer to buy you a beer but... well. Couldn't have done it without you, Snake-Eyes and to all of the mech pilots: thank you for your heroic efforts, we'd be wormfood without you.

Now if you'll excuse me, I will be retiring to my room. Running hot on the cognition implants comes with a hell of a migraine.
>>
>>1355771
Yes
>>1355782
No, never. But the mission did just finish, so everyone is retiring to the cars then the medical clinic then the bars.

Usually in reverse order.
>>
>>1355804
Great. In that case I'll put my 1 point in Proc and grab Spamfilter to increase my signal range.

[So]phont Icarus

AP 12

Prof: 3/30 Tech: 3/30
Proc: 5/50 Mani: 3/30
Res: 3/10 React: 1/10

Nodespace[Stiletto, Nodeburner, Mass Spam, E-War, Spamfilter]
Support
>>
>>1355795
>>1355795
> Last turn resulted in effective defeat of 85% of enemy combatants
I mean, truly, stunning work everyone.

I hope to make it next time and I'll save my points until then as I feel that Bullet Time is going to be nerfed and +1Reac won't be +40 to everything anymore.
>>
All-right everyone, settle down - recollect yourselves, check the bandages and make sure nothing is currently on fire.

You did good out there. Minister was impressed, and somewhat apologetic about having to lie. Politics. What can you do?

---

We've got a few open calls people might need some reliable professionals for.

TS, give them the run-down.
>>
>>1355846
Hey Command, I don't suppose there's room left for one more trooper?
You might have to explain the finer details of reloading a grenade launcher to me as well as what Shock does but otherwise I'm game.
>>
>>1355804
[Op]erative Batta reporting in

7/30 Proficiency
3/30 Technique
3/30 Processing
3/30 Manifesting
7/30 Resistance
5/10 Reactions
>>
>>1355766
Whew. Well, we got most of these poor dumb bastards alive, secured the site and even rescued the hostages too it looks like. An honest day's work well done.

Thanks for running Command. It was novel playing guys held to standards for a change, compared to Vanguard's smash (smash, smash, smash, smash) and grab approach.

[Ve]teran
53 credits
1 unallocated stat point
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 11/13:
AR-53: 1d10+3, 10->, 5!, SA,BF,FA, 25/25 Ammo, 10AP Reload
2 x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xVodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1355871
Weapons :
Koreniner + extra ammo
C7 service

Talents :
Pointman
Duck
>>
>>1355874
>smash (smash, smash, smash, smash)
Did you perhaps mean "blow shit up, blow shit up, blow shit up, blow shit up, BEEES"?
>>
>>1355887
Brah, us rippers are PROFESSIONALS, brah!
>>1355887
Don't forget the "shoot chest rockets into crowded caves and fire heavy machine guns with wild abandon"
>>
>>1355871
Holy crap dude, you got some major skills! How did you get those?
>>
>>1355871
You starting stats should look like this
Action points:14
3/30 Proficiency
3/30 Technique
3/30 Processing
3/30 Manifesting
3/30 Resistance
1/10 Reactions
Push:3

Action points are how you do things on the field, not free stats you can assign
>>
>>1355766
I might try rerolling to a different unit type next time to see how they play. Extropian does let me minmax by shoving all my stat points into a single stat, but the playstyle becomes a little boring.

The other abilities didn't really come into play this time either, though I imagine they'll be more relevant on other missions.

When will the next run be?
>>
>>1355766
>>1355753
>>1348347
>Buy wide swings
>Put statpoint into tech
>Have 36 creds left
>Buy a placebo
>Have 31 creds left
>>
==Black Box==
RoE: Strict (DON'T BREAK THE EXPENSIVE EQUIPMENT)
Opposition: 35% (Facility Security)
Focus: Breach o facility

The Chironan White Bluff Experimental Research Labs has entered lockdown, giving off full biohazard warnings. Overrides are not being accepted, and communication with facility staff goes unanswered.

Chironan corporate would like us to enter the facility and ascertain what's happening. Their spokesperson assured me that there was nothing to worry about, and that this was all probably due to a malfunction. We just need to find the facility central core and force it to reboot.

==Puppetmask==
RoE: Strict (Civilian downtown. *NO* collateral)
Opposition: 65% (Individual)
Focus: Elimination of target

We've got a lead on Father Meloch, who has escaped to a local town and is hiding among the populace. Since we know for a fact he's dangerous and unhinged, it would be in our best interest to hunt him down and stop him. Sizable bounty is a bonus. We've tracked him to a hotel downtown, so all we need is to enter and apprehend.

We can leave this up to local forces (we'll supply his position) but they might not have the means to take him in safely. Or at all.

==Warp Portal 2==
RoE: Loose
Opposition: ????
Focus: Defensive

A local pair of students working on their Applied Iconography thesis have accidentally opened a tear in the skein of reality, about 21 x 21 meters wide and leading into an infinite void of teeth, ice and darkness.

They assure us this was unintentional.

The Rift needs to be shut down, so while local thaumatheurges attempt to control the energy and repel the sigil moorings, we'll be on hand to provide security just in case things go. . . Eldritch.
>>
>>1355908
>==Warp Portal 2==
Simply because a pilot seems not too useful on the other two missions
>>
>>1355891
Well, I could get away with that last one thanks to my perks at least.

No machineguns in this system though, I considered it, but that action/reload cost is even more brutal than the weapon itself.

On a side note, do you need to spend 8AP to take grenades from your pack before you can use 'em? Because 13AP in a turn to thrown one seems a little rough, I had multiple occasions to use mine but shied away because I didn't want to make assumptions about it or render myself useless for a turn or 2 switching out and back.
>>
>>1348324
>Make an operative
>Take Draco plate and the asperis
>Name the guy something shitty, like Jerg...nah
Hyrkos
>>
>>1355908
>==Puppetmask==
I'll throw my vote in for this one. Catching this guy is a matter of professional pride at this point.
>>
>>1355918
>>1355926
>==Puppetmask==
Yeah, going with the one. Partly to finish the job, partly because I'm a sucker for rescuing civilians.
>>
>>1355908
==Warp Portal 2==

More wizards and more magic, just what I need to feel alive.
>>
>>1355918
It's 120 bullets a mag, brah!
How do you channel your inner surfer cyborg without the closest thing to an eligos you can find?
>>
>>1355766
"The fucks think the hospital'll stop me. I can't even drink Vodtory while in here! This place sucks!"
>>1355908
>==Warp portal 2==
"THEY DID WHAT?! OH, I'M GETTING IN ON THIS ONE!"

>Assign stat point to Iconograph.
>Buy CK-TAC Knife (15 Credits)
>Buy Pointman talent (30 Credits)
>Buy Placebotamol (5 Credits)

>Iconograph Karl
[Iconograph II] Aptitude. Iconography can be upgraded for a statpoint.
1 AP draws 5% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map.

Trdrak -- All [Empyreal] or [Fire] generated within 8 Squares is automatically moved to the Trdrak Icon and held. Iconograph can detonate total reserve with 4 AP (at any time).
Hygea -- Causing 50 HP worth of injury (multiple sources count) on top of this Icon summons a Harbringer
Seralin -- 3x3 around Seralin, all non-melee damaging effects to result in 0 damage. Melee attacks inside the Seralin bubble autohit.
Valkoquestor -- Anyone standing on Valkoquestor only takes damage after they leave. Damage accumulates.
>Talents
Pointman [Dodge+Shoot is now a reaction]
>Stats
Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 3 / 30
Manifesting 3 / 30
Resistance 3 (7) / 30 (40)
Reactions 1 / 10
>Equipment (5/12)
6 Credits
A fancy instrument for professional iconography
Sec-lite armor [+4 AV +10 HP]
SH-71 Shotgun [1d5x12] [5 Rng/4 AP] [SA/ 6 ammo / 2AP per reloaded munition] (every pellet stuns 1) (slugs deal 1d10 / 8 Rng)
x3 Shotgun reloads (18 ammo)
CK-TAC Combat knife [1d5+tech] [1 Rng/2 AP] [Quickdraw]
x2 Vodtory [Recover from shock. Heal a wound! FLAMMABLE 5!]
x2 Placebotamol [5! Heal 3d5 HP]
>>
Rolled 46 (1d100)

>>1355908
Warp portal sounds straightforward, I like it. Plus I'll get to unload without having to worry about allies.

Also, here is my dossier (if I do get a spot on the team):

[Op]erative Brodan
20 credits
[TacOps] Gain Push stat.
[Experimental] Rolling to get it...

Action Pool 14
Proficiency 3/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3/30
Reactions 1/10
Push 4/4

Inventory 4/12:
Chironan "Riot": X+Prof, 10->, 6!, SA, 4 (HiEx) ammo, 3ap per shell
1 HiEx reload
2 Incin reloads

[Talents]:
NITRO-CORE
>>
>>1355766
Not satisfied to leaving death up to a single turn of absence. I LIVE. just this once.

>40 creds to Sprinter
>Stat point to Prof
>x2 placebotamol, 10 creds
>16 creds left

>>1355908
I'm liking Blackbox and Puppetmask since collateral damage isn't hard for me to avoid and there's a more than fair chance of hostiles there having dissectable anatomy.
>>
>>1355871
You're welcome, Operative - but . . . am I reading this paperwork right? You scored how much on the standard Reaction measurement test?

>I think you may have overshot on stat allotment. Prof and Res should both be 3, and Reactions 1. You may have assigned out your action pool to be stats, which would make you very impressive but also unable to act.

>>1355850
Always.

A grenade launcher reloads a preset clip of 4 minigrenades, selected from the little list of available ammo. Pick HiEx, insin or smoker - then that's in your launcher and you have 4 shots.

>>1355901
Extropians are very, very good at the thing they do well - but it is a very specific kind of lifestyle. One can actually Force Mutate by rolling vs a statpoint to encourage an Adaption, but looking over the logs it seems Command forgot to inform you of your ability to grow acid spit projectors or armor piercing tentacles on demand.

That seems a bit of an oversight.

>>1355918
No, one would use 5 ap to deploy and use a grenade or other consumable. We've fixed the typo that encouraged a different assumption in our manuals. Apologies. Grenades are meant to be deployable on a quick-action basis.

----
>>
>>1356005
Hey command, what does upgrading the Iconograph aptitude get me?
>>
>>1356005
>One can actually Force Mutate by rolling vs a statpoint to encourage an Adaption, but looking over the logs it seems Command forgot to inform you of your ability to grow acid spit projectors or armor piercing tentacles on demand.
Well that would have saved me some credits on weapons. I had assumed that 'invest in an Adaption (if any are known)' meant I had to unlock them later on.

Though, given that you allowed me to roll Morphological Freedom prior to deployment, and Extropians (by default) don't seem to suffer penalties on failing those rolls, I imagine one could reasonably claim to make an unlimited number of attempts (or Focus until guaranteed success) during downtime to gain whatever Adaptations they want, which seems a little questionable to me.

>>1356005
>You may have assigned out your action pool to be stats, which would make you very impressive but also unable to act.
On this note, Bullet-Time should probably be nerfed somehow, to prevent Extropians with 0 AP and 10+ Reactions from breaking the sound barrier otherwise I might become tempted to do so myself.
>>
>>1355908
Deploy in whatever mission gets decided.
Operative
In hand:asperis "lion" [120 rounds loaded]FA 1d10+3dmg, 9ap to fire, +1AP for +3boniidamage/shots, 3x reloads, 18ap to reload
Dracoplate:6av, 2dr,-2ap


Inventory:nadda
Action points:12(14-2)
3/30 Proficiency
3/30 Technique
3/30 Processing
3/30 Manifesting
3/(6&-2)30 Resistance
1/10 Reactions
Push:3
[Skills]
TacOps
>>
>>1356042
Mind you, 0 AP would incapacitate you, but I see your point.
>>
>>1356034
Ah, Iconograph Karl!

It unlocks slightly more of the standard Icon Library, and gives you 5 Icons per mission instead of 4 while all these hours sketching improves your base Sketch Rate by +2 per AP spent.

It also allows you to [Rush Sketch], trading HP*2 for more progress (don't draw yourself out).

>>1356042
It's a beautiful monster.

Bullet Time is actually inverted from its original purpose - spending 4 AP to force a reaction to trigger (so you can bullet-time around corners and force a shot or dodge), but by the time Command noticed this was the pre-edit Talent, we were half into the mission.

Changes have been made.
>>
>>1356108
Ah, wonderful! Would you mind telling me what this new Icon does (or is there a list i have to choose from)?
>>
>>1356108
Quick check, do you need to retain enough AP to fire a weapon to reaction fire it, or is it like dodge where you just have to spend your reaction?
>>
>>1356108
Command/Support, do you have any idea what the 46 in >>1355953 means?
I've been told it's experimental tech but I don't know anything else 'bout it...
>>
>>1355908
I don't mind I'd say Puppetmask, but I don't think the hotel is big enough for full mechanized operations, so... Warp Portal?

>>1356108
Any chance we might see new equipment before the next mission?
>>
>>1356115
There's sixteen thousand sixhundred sixty eight-and-counting Icons. The specific availability depends a bit on which signs are in alignment, which depends celestial and meta-natural flows. However, TrDrak and Seralin are always available. They're Accessible. The others fluctuate. W

e'll do our best to inform and predict pre-mission what can be reliable called upon.

It is possible to draw an Icon not in alignment, but the process is harder and the Icon weaker.

>>1356119
It works like this, Operative -

Roll vs Reaction to get standard attack
Pass Check - Take standard attack (SA or BF fire, weapon depending, aiming for best use. Can't react FA).

>>1356129
We'll see what we can do. Are you hankering for anything in particular, Pilot? Our contract with Kore Industrial provides us with most of what we need, but speciality suppliers exist.

>>1356121
Certainly, operative. It looks like your paperwork-- wait, no hang on
this isn't right

what
no

WHY DO YOU HAVE A BOMB IN YOUR CRANIUM---

Nevermind. I had the slide upside down. It's not a bomb, it's just an abnormally large spider-egg. Phew. Had me worried there for a second.

[Brain Eggs] "Its like hatching a thought"
>>
>>1356151
Goddamit, I better get spider powers out from this. Uh... any chances this could hatch?
Honestly I would have preferred the bomb, it would work better with my job.
>>
>Book keeping
>Purchase Sprinter trait -40
>Purchase smoker -5
>Purchase concuss -5
>put stat point in AP
>Point at Puppetmask mission file
[Op]erative Snake-Eyes (HP40/40)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 1/10 AP15
Push 3

Talents:
Takedown
Sprinter

Gear: 10/12
Sigilsword 1d10+2+tech, 1,3
Sec-Lite +4av, +10hp
Placebotamol x2
Smoker x2
Concuss x2
Gr12
Vodtory
>>
>>1356151
Well after learning that mechs are too big for human sized doors and that ramming into a building hurts a lot, maybe some sort of exoskeleton, 1x1sq size, no Int, shares stats with you, flavorful mods like extra arms or actuators to use normal weapons, like a mini high tech crusader in a budget.
Convocants could use some love, I'm sure the Warp Portal kids won't need their signed copy of the Necronomicon anymore Vanguard kits and books were fun
Are Sigilswords still 15c? I wouldn't mind to see more melee weapons
Also can I sell my unused consumables?
>>
>Take the extra no standards bonus.
>+1 AP
>Buy Asperis
>6 leftover credits.

>Warp Portal 2

Name: Hadrian
[Te]chnopath
Health: 30/30
Stats:
AP13 PROF3 TECH3
PROC4 MANI3 RES3+4(7) REAC1
Maluses: [Wirehead], [Overclocked] - Burn 3 HP to take a Node action.
Lose 1 HP whenever you use Wetware Processing.
Inventory:
Koreniner (1d10. 7->, 4!, BF, FA, 30, 6AP), Asperis (1d10+3!, 14->, 9!, FA, 120, 18AP)
Aptitudes:
[Piloting] Go to 11, Reroute, Run Hot!
Special:
[E-Havoc] // 6 AP. Range Proc * 2. In a Proc*Proc zone, electronic failures are treated as critfailures and grenades might prematurely activate.
>>
>>1355753
>--+16 to those without any Standards.
What exactly does this mean?
>>
>>1356323
Any character with the [standards] drawback (such as say, me) does not get that payout because it's dirty, dirty, quasi-legal money.

Everyone else gets it however (though you could display your strong moral character by voluntarily forgoing it).
>>
>>1356331
What? Those shoddy guns are going to low-income gun enthusiasts for fun and wholesome can shooting. Clearly.
>>
>>1355811
Oh, and
>Purchase Bullet-time
>Loan 10 credits to HERO
>>
>>1355766
I'm still alive dammit. Just have to scavenge a couple of organs

What happens when we upgrade our unusual asset capabilities? Can we still see the list?

>>1355908

>vote puppetmask

Our job isn't done yet folks. We have a job to do.
>>
>>1356005
Oh dear....do forgive me
[Op]erative Batta
14 Action Points
3/30 Proficiency
3/30 Technique
3/30 Processing
3/30 Manifesting
3/30 Resistance
1/10 Reactions
Push : 3

Weapons :
Koreniner + extra ammo
C7 service

Consumables :
Vodtory

Talents :
Pointman
Duck

Is this okay?
>>
>>1355766
I LIIIVEE!!! and thanks command for saving my butt i was tasting my regrets for a moment there.
>>
>>1355766>>1355753
>Live
>Decide getting training in first aid and trauma response is probably a good idea plus as a added bonus I can figure out where to stab myself and not worrying about going to a doctor soon after. [pay 60 credits for it.]
>Gain [aidkit] and the [injectikit] for free(?)
>Improve my [Convocant] skill.
>Buy a [concuss] and realize i have gained so much money and spent almost all of it.
>Buy fast food and chomp it down while crying..


Stats:
Action Pool 12
Proficiency 3 (30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(30)
Reactions 1/10
Convocant 16

> Special actions:
[Drain] - 1 AP drains life, converting it to [Vita]. RNG = Manifest. You can store Vita = your Manifesting.
[Compel] - roll 5% per AP + 1*HP spent + 1*Vita spent to Compel an Icon to do something.

Talents:
Dodgy: Move up to tech with a dodge
Commands: (convocant)

Inventory:
C-7 service
1d10, SA, Am, 6 points to reload. 12/12 in magazine, 3x.
Sec lite: +4 av, +10 hp
Concuss 1x
Aidkit: Str 1
Injectikit: Rng: 1, 6/6 uses 4 ap to use.


Commands: (convcant specail thingys
Trdrak
If successful, detonate 1 flammable source. -10 % per source to detonate.
Empyreal Spriteling
If successful, spawns a Emp. Spriteling, a small self-aware flame that will likely soon grow bigger. -10% per 1 word in a command it spawns with (“Don’t burn me!” = -30%)
Hygea
If successful, spawn 1 Beneficient Herald Of the Singing Spheres. -10% per word in an order it spawns with (“Keep me alive!” = -30%).
Not many Convocationits survive Compelling Hygea.
Seralin
If successful, target can only use Melee attacks for 1 turn. -10% per turn duration.
Valkoquestor
If successful, all damage taken for 1 Turn is Stun. -10% per Turn duration.
>>
>>1356583
You'll have read that all weapons come with 3 loads, of course, but if you buy extra, you'll want to specify exactly how many. Also, you pay the cost described in the armory /each time/ you buy a Talent. Your first is 30, and the next is 40.

Recalculate and you should be good to go.
>>
>>1356151
Op]erative Batta
14 Action Points
3/30 Proficiency
3/30 Technique
3/30 Processing
3/30 Manifesting
3/30 Resistance
1/10 Reactions
Push : 3

Weapons :
Koreniner 1d10,7→,4
BF, FA, 30, 6
+3 Reloads
CK-TAC 1d5+tech, 1→,2

Consumables :
Smoker
Vodtory
>>
>>1356777
Looks like you have
30 Kore +3 mags
15 Ck
10 x1 each Smoke and Vod
= 55

45 creds left to spend or save. Note those as well.
>>
>>1356816
>>1356777
At least a piece of sec-lite, some form of body armor should be considered compulsory of you plan on living until the insurance benefits kick in.
>>
>>1356825

That or inside one of our mechs. You should be able to use the weaponry though
>>
>>1356740
Wait, you mean we *don't* have to pay for all our spare ammo? Awesome, gimme that expenses paperwork.

(woops, I missed that and bought 2 spare AR magazines, when really I should have had 3, and get back the 12 credits I spent on them).


[Ve]teran
65 credits
1 unallocated stat point
[Old Tricks] (1AP vs prof/tech to guess outcomes/get info)
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 11/13:
AR-53: 1d10+3, 10->, 5!, SA,BF,FA, 25/25 Ammo, 10AP Reload
3 x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xVodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1355846
Command while we're going through all of this I forgot to ask can we upgrade our unusual assets further with either a stat point or credit? If so is it a roll? Are we stuck with that choice?
>>
>>1356005
[Op]erative Batta
14 Action Points
3/30 Proficiency
3/30 Technique
3/30 Processing
3/30 Manifesting
3/30 Resistance
1/10 Reactions
Push : 3

Weapons :
Koreniner + extra ammo
C7 service

Consumables :
Vodtory
Smoker

Armor :
Sec-lite
+4 AV, +10 HP

25 credits left
>>
>>1356903
Upgrade what you know, or force a new roll versus type to Expand what you know.
>>
Pending changes, this is what I intend:

Tax rebate +15c
(forgot to include Specialist discount when generating)

+Stat Tech
-40cr [Command II] or [Tactics I], I haven't decided which but I am leaning to [Command II] - would I unlock new unit types? Would I be able to deploy more units?
25c remaining for Talent or saving for more Aptitude.
>>
>>1357617
so about selling unused consumables, is it possible?
>>
Rolled 43 (1d100)

>>1357627
You want us to sell us back our own equipment? Sorry, the warranty is void.

But you can store it in your locker for a rainy day, and then bring it for the next op should you need a few extra explosives.

>>1356691
It's all right, Convocant. Ramens and chicken are my post-mission splurge too. There there. There.

TS, get this man a napkin. He's crying all over the satelitte maps.

>>1357623
+10 to all uses of Command.

You can opt between +1 Squad Max
OR
Us contracting out the option for a Stonedog Fireteam deployment. They're expensive, but they'll do whatever job needs doing.

>>1356495
>>1356165
>>1356129
>>1355998
>>1355932
>>1355926
PuppetMask

>>1355916
>>1355933
>>1355947
>>1355953
>>1356129
>>1356218
Warp Portal Two

COMMAND TIE BREAKER ROLLING
>>
>>1357633
Puppetmask for my first mission
>>
>>1357644
Whoops its me [Op]erative Batta
>>
File: Stonedog.png (91 KB, 1364x426)
91 KB
91 KB PNG
>>1357623
We forgot the little data packet.
>>
>>1357644
Well, that settles it then.

Pack up your gear, people. We're off on a man-hunt.
>>
>>1357668
That's some fancy armor, innit?
What's a feller gotsta pay fer summa that?
>>
>>1357668
They look very nice, but I think I'll be deploying both of my units most of the time. Could I upgrade Alpha Veteran Squad, instead?
>>
>>1357669
Not what I'd have preferred but hey, money is money.
Do we get a bonus for bringing him alive or are we to shoot everyone on sight?
>>
>>1357669
I just dont want to get killed on my first mission. I mean like, we're just up against some crazy dudes. What could go wrong....?
>>
File: Hotel Havoc_Sat_1.png (5.64 MB, 3610x6811)
5.64 MB
5.64 MB PNG
Our assumption is Father Meloch is hiding in a local hotel, a small building on the outskirts of the larger metropolis.

We've managed to acquire a building blueprint.

Our insertion will be two-pronged - a ground tem, and a roof based assault. Unfortunately, the hotel does not keep electronic records, so we don't know which floor he's hiding on. Or which room.

Sweep them one by one, and look for anything out of the unusual. As always, any extra precautions or ideas you have - now is the time to suggest them.
>>
>>1358183
Is there anything I could pilot on this mission? Like a helicopter to look and shoot into the windows?
I don't want to go in on foot. This isn't in my job description.
>>
Rolled 10 (1d20)

>>1358183
Guess I'd better do that reroll I wanted to do now. Kindly hit me up with whichever asset this roll gives. Will roll for Experimental in a few minutes, and also take a bunch of other drawbacks for hilarity.


Incidentally, can we get breaching charges to blast through walls, so we don't have to funnel into rooms through the doors which will most certainly be barricaded and also have all the guns ever pointed at them from inside?

Is rappelling down the side of the building from the roof and breaking in through the windows non-viable? I imagine the stairs might also be heavily-defended chokepoints.
>>
Rolled 98 (1d100)

>>1358212
>>
>>1358183
>>1358209
where there's a will there's a way, we just need to equip the centurion with a lubricant [sprayer] and [bolstered servos] and ram it through the front door
>>
>>1358234
L-lewd!
>>
>>1358183

>Submit request form for repelling gear.
>>
Rolled 8 (1d20)

>>1358183
I would like to join in too. I will make up an Inheritor. Here is my 1d20.
>>
>>1358183
Assuming no mechs?
Also, pull the fire alarm ten minutes before insertion. Maybe start an actual fire- something to get civilians out of the building. Either Father tries to escape and we catch him in the open, or he's left alone with his guards inside.
>>
>>1358254
I don't think there are many "civilians" inside "willing" to evacuate
>>
>>1358268
Then that'll be good info, too.
>>
>>1358183 #
>Deploy at bel
Hand held battering rams would be great to have, it should save our shoulders AND save us time.


Operative
In hand:asperis "lion" [120 rounds loaded]FA 1d10+3dmg, 9ap to fire, +AP for bonii damage or shots, 3x reloads, 18ap to reload
Dracoplate:6av, 2dr,-2ap


Inventory:nadda
Action points:12(14-2)
3/30 Proficiency
3/30 Technique
3/30 Processing
3/30 Manifesting
3/(6&-2)30 Resistance
1/10 Reactions
Push:3
[Skills]
TacOps
>>
>>1358234
Why the door. We can ram a Centurion straight through the wall.
My fear is that the stairs won't support its weight.
>>
>>1358304
someone contact command, we need a crane and 12kg of plastic explosive,I have an idea
>>
I'm now noting that the mission brief specified 'no collateral'.
>>
>>1357681
We can force them to go through some extra training, but it won't help much.

But there might be a way. Let me just have TS go through the paperwork and she'll get back to you.

>>1358209
The Centurions can fit in the lobby, but as for climbing the building it's a very tight it. It makes it difficult for vehicular insertion.

However, we did just get those Chironan Combined Arms Platforms. Buff up the paint an equip them with a remote like, and you're good to go from the command van.

>>1358212
10 - Revanant
I died once. It was awful.

[That Which Is Not Dead]
Double your HP (And Res is *20 from now on).
But lose 1 Reaction. Your nerves are a little. . . decayed. Reaction cannot go past 1.

2 - Tombspeaker -- Spend 10 HP to reanimate a corpse within your LoS. It has 10 AP, HP = AP & its old skill ratings but may have forgotten its talents.

We do have breaching charges, yes - and we will be sending them with you. Rappeling is possible, once the target is located.

But we are just here for one man. It's unlikely there'll even be anyone defending the stairs.

>>1358243
We've got bug repellant covered, agent. Good suggestion. Smart thinking out there, don't want to catch anything from mosquitoes.

>>1358254
Good suggestion. We can't access it remotely, but plans read that it should be in the lobby. Hit the switch once you spot it, and wait for the civies to clear or grab him in the crowd.

As for actual arson, that would be illegal. We have Standards.

>>1358244
18 - Inheritor
Born in Fire, Ash and Flame
Or fallen from Grace

You have a slice of something Else inside. It wants to get out. It can be upgraded with 1 stat point. Gain a Push stat of 1, much like the Operative and usable in much the same way. Unlike Operatives, you can take a wound to another stat to gain 1 Push.

18-8 Exaltation -
[In Arms, United] Spend 1 Reaction to grant ally +20 to hit and your Manifest stat in +DMG to all melee this turn.

[Exalt] Take 6 Wounds to show your True Form for Manifest turns. Beware of turning allies into pillars of salt / causing civilians to burst into flame / smiting local municipal infrastructure.
>>
>>1358318
>Chironan Combined Arms Platforms
Say no more. I'm deploying in around 11 hours.
>>
>>1358318
Speaking of the CCAPs, Command, could we deploy one on the roof?

[So]phont Icarus

AP 12

Prof: 3/30 Tech: 3/30
Proc: 5/50 Mani: 3/30
Res: 3/10 React: 1/10

Bullet-Time

Nodespace[Stiletto, Nodeburner, Mass Spam, E-War, Spamfilter]
Support
>>
>>1358327
>>1358289
Hang on, speedsters. Give the rest of the assault team time to put on their balaclavas before you go rushing off to singlehandedly capture a madman who tried to commune with squiggly boogeys from beyond.

We don't get paid to get ourselves killed.

And err, the rest of the map needs to be finished first
>>
>>1358347
Pilot says she can do it. Right, TS?

Yeah yeah yeah, TS says she can do it. That's what all the frantic cursing means.
>>
>>1358351
I ain't scairt command, I dun puked my eyes out in horror for today watching that throgg feller eat his lunch.
>>
>>1358364
Welp, my grenade launcher is nigh useless here...
I don't suppose I could camp on a neighbouring building to provide support from across the street or something?

Also pdating my dossier, there was a clinical error regarding my training with explosives which means I was refunded 10 credits:

[Op]erative Brodan
30 credits
[TacOps] Gain Push stat.
[Brain Eggs] "Its like hatching a thought"

Action Pool 14
Proficiency 3/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3/30
Reactions 1/10
Push 4/4

Inventory 4/12:
Chironan "Riot": X+Prof, 10->, 6!, SA, 4 (HiEx) ammo, 3ap per shell
1 HiEx reload
2 Incin reloads

[Talents]:
NITRO-CORE
>>
I was considering making a gun-based build this time. Then I remembered I was making an immortal.

Connor (Revenant)
[That Which Is Not Dead] Double your HP (And Res is *20 from now on). But lose 1 Reaction. Your nerves are a little. . . decayed. Reaction cannot go past 1.
>NOTE: I assume this means my reaction stat doesn't count against incapacitation since a default Revenant with no drawbacks must have 0 Reactions.
[JINXED] Critically fail as normal and on unmodified rolls of 95+. Failures accrue across the same turn, growing steadily worse.
[Linkclicker] For purposes of w̶o̶r̶k̶i̶n̶g̶ ̶o̶u̶t̶ ̶h̶o̶w̶ ̶a̶l̶l̶ ̶t̶h̶e̶s̶e̶ ̶n̶e̶w̶f̶a̶n̶g̶l̶e̶d̶ ̶d̶e̶v̶i̶c̶e̶s̶ ̶w̶o̶r̶k resisting anything, Processing counts as 1.
[Slow] Reactions always at 1/2 effective skill.
[Standards] No Credit gain for any but the most strenuously legal sources. Feel bad for shooting people in the back.
[Edible] Eating me will not make you immortal, dammit.
[Experimental] Tombspeaker - Spend 10 HP to reanimate a corpse within your LoS. It has 10 AP, HP = AP & its old skill ratings but may have forgotten its talents.
(+4 Stat points, +30 credits)

Action Pool 15
Proficiency: 3/30 Technique: 7/70
Processing: 3(1)/30 Manifesting: 3/30
Resistance: 3(7)/80
Reactions 0/0

Credits: 0
Capacity 2/12:
Sigilsword (1d10+2+tech, 1 -> 3!)
Sec-Lite Armor (+4 AV, +10 HP)

Talents:
[Gratuitous Overkill] +3 AP, Wounds will cripple.
[Sprinter] Take Tech free move each turn.
>>
Rolled 11 (1d20)

>>1357617

>gain new Scavenge ability
>>
>>1358183
Do they at least track which room keys they've given out or haven't? I'd check recent ones first, though it is of course possible our target has collaborators among the long-term guests.
>>
>>1358515
11 - [Five Finger Discount]
RNG [TECH]. 1 AP rolls vs Tech to steal item target is carrying or interacts with /their/ inventory. Only fails on a critical failure.
>>
>>1358582

I really wish we could purchase stats
>>
Hello. Umm. [In]heritor Lothar reporting in. Nice to meet you all.

[In]herator Lothar
40/40 HP

Action Pool 12
Proficiency 3/30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(7)/30
Reactions 1/10
Push 1/1

Exaltation
[In Arms, United] Spend 1 Reaction to grant ally +20 to hit and your Manifest stat in +DMG to all melee this turn.

[Exalt] Take 6 Wounds to show your True Form for Manifest turns. Beware of turning allies into pillars of salt / causing civilians to burst into flame / smiting local municipal infrastructure.

Gear | 0 Credits
Sigilsword: 1d10+5(2+Tech), 1->,3!
Koreniner: 1d10, 7->, 4!, BF, FA, 30 Ammo, 6 AP Reload
Sec-Lite Armor: +4 AV, +10 HP

3 Koreniner Ammo Reloads
Placebotamol: 5!, heal 3d5HP
Vodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1358617
I'll extend my salutations to you once we've survived our first mission, no point in getting to know the redshirts, hmmm?

>>1358327
I'll admit this is pretty interesting.

>>1358312
If we're gonna requisition that much explosives, I'd say it's more efficient to simply bring the whole building down once the civies are evacuated.

>>1357691
"What could go wrong....?" If we die, I'm holding you responsible.
>>
>>1358480
Actually, I think I'll tweak it to a knife build so it's a little more different from last time:
Connor (Revenant)
[That Which Is Not Dead] Double your HP (And Res is *20 from now on). But lose 1 Reaction. Your nerves are a little. . . decayed. Reaction cannot go past 1.
[JINXED] Critically fail as normal and on unmodified rolls of 95+. Failures accrue across the same turn, growing steadily worse.
[Linkclicker] For purposes of resisting anything, Processing counts as 1.
[Slow] Reactions always at 1/2 effective skill.
[Standards] No Credit gain for any but the most strenuously legal sources. Feel bad for shooting people in the back.
[Edible] Eating me will not make you immortal, dammit.
[Experimental] Tombspeaker - Spend 10 HP to reanimate a corpse within your LoS. It has 10 AP, HP = AP & its old skill ratings but may have forgotten its talents.
(+6 Stat points)

Action Pool 12
Proficiency: 3/30 Technique: 9/90
Processing: 3(1)/30 Manifesting: 3/30
Resistance: 3(7)/80
Reactions 0/0

Credits: 5
Capacity 3/12:
CK-TAC (1d5+tech, 1 -> 2!, [Quickdraw])
Sec-Lite Armor (+4 AV, +10 HP)
Placebotamol (5!, heal 3d5 hp)

Talents:
[Sprinter] Take Tech free move each turn.
>>
>>1358644
if you get a 2nd knife you can do 2d5+tech
>>
Rolled 17 (1d100)

>>1358615
What, like some sort of training programme? Tsh. Hard style morning runs not doing it for you, rookie? You want more lifting? More pain? More gain?

I know this old combat intructor out of a job who might be willing to provide some training, but we'd have to get them out of supermaxx security first. . .

>>1358644
Hold on there now, mouldy - the Experimental trait ain't Tombspeaker. That's an Innate Talent.

Your experimentality is...
>>
>>1358637
You think you aren't a redshirt?
Huh.
>>1358617
Hey there!
Damn you sure are glowey, must be all that angeley stuff.
>>
>>1358663
>>1358644
[Really Old Hat] "You certainly have bee around, havent you?"
Wounds have a sad habit of knocking bits off of you.
>>
>>1358657
I'd have to drop either my armor or my mobility talent for it, though. Something to consider for the future, I suppose.

>>1358663
>>1358668
I did roll for it over in >>1358216, but I guess it doesn't really make a difference.

Confirm whether the default Revenant Reactions count of 0 doesn't automatically incapacitate me?
>>
>>1358663
Where might we find this instructor?
>>
>>1358674
just get another drawback, [Creative Soul] for example
>>
>>1358665
Whether you die or I die (though I hope you will understand if I prefer the former), I'd rather make sure all of us are competent enough to survive until getting emotionally attached.

I mean, even if I survive one day a spider may just burst out of my cranium so...

If I die, donate all the money to the spider and if it's dead too donate it to the rest of the company.
>>
>>1358617
That makes four wizards on the squad that could misfire at any moment and kill the lot of us. This isn't good for my blood pressure, command.

Anyway, welcome aboard! I've read your dossier, you'll probably want to hang around the back line and work your talents from a distance -- unless you can get around that nasty habit of yours to close your eyes when you're focusing.

>I'd suggest picking up a Quirk and bumping Reaction by 1.
>>
>>1358674
It won't. It just indicates a certain slowness of reaction. Incapacitation occurs when wounds that are not naturally 0 get to 0 - dogs have poor Processing, for instance, but are not incapacitated by it.

Incidentally, it /does/ preclude taking the [Slow] trait on account of that being kind of a baseline assumption.

Command assumes a more streamlined way of combining the two would simply be to auto-apply the [Slow] Drawback to any revenants.

Which we'll assume you've already done.

But the drawbacks were added in later, so that's not in the original design doc

---

98 - [Ravenous] - Your condition is contagious.

"By Company policy, you are barred from coming within 20 meters of any municipal, national or state water supply"

You may pick. Command missed your roll because it was Anon.
>>
>>1358686
>>1358617
Don't listen to Elena, pick 10 Quirks and bump your reaction to 11, yeah much better now
>>
>>1358678
I already have 6 drawbacks, and you're suggesting I take another one?

I like the way you think.

But in seriousness, if I were to take another drawback, I would probably put another point in Technique, since my damage, movement, and especially my hit rate would all marginally improve from it.

>>1358687
Wait, what exactly does contagion involve, mechanically? Would it prevent me from using Tombspeaker?

Also, should I deduct that point I got from Slow in that case? Or else be required to put a point into Reaction?

>>1358686
>>1358690
The proper Reaction cheese would be to take the Bullet-Time talent (which hasn't yet been updated in this thread?) and dump the rest of your points into Reaction.
>>
>>1358687
Could you tell me the situation on this, please? >>1358566
>>
>>1358687
Better get my kit together before the op.

>Spend stat point to upgrade [Kitbash]
>Purchase [Sprinter], [Stormtrooper] and [Duck!] for total of 60 credits

[Ve]teran
5 credits
[Old Tricks] 1AP vs prof/tech to guess outcomes/get info
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only
[Sprinter] 3 free move/turn
[Duck!] Burn 1 reaction to cancel environment dmg
[Stormtrooper] Move toward target at 1/2 AP during BF/FA attack


Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 12/13:
AR-53: 1d10+3, 10->, 5!, SA,BF,FA, 25/25 Ammo, 10AP Reload
3x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xVodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1358686
They tell me I am entirely stable, it shouldn't be able to come out by accident.

>>1358686
>>1358690
>The drawbacks all seem a little severe for the benefits. Edible or Fumbler could be ok I guess.
>>
>>1358713
As those appear to be your first 3 talents, the prices are 30, 40, and 50, for a total of 120.
>>
>>1358722
[Standards] are a perfectly fine thing to have! Why, I've no idea why everybody seems to consider them such a detriment!

In all seriousness how bad it is depends on how much illegal loot is seized. If last mission was any indication you're not even missing out on all that much.

>>1358723
Ah, I get it. I read it as being a bulk deal kind of thing where you have to pay 40 up front plus 10 for each talent every time you buy them, but that makes way more sense.

>>1358713
>Redact all but sprinter
>Refund myself 30 credits

[Ve]teran
35 credits
[Old Tricks] 1AP vs prof/tech to guess outcomes/get info
[Kitbash] AR-53 (-1 handling, +10 to hit)
[Standards] Legal income only
[Sprinter] 3 free move/turn

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 12/13:
AR-53: 1d10+3, 10->, 5!, SA,BF,FA, 25/25 Ammo, 10AP Reload
3x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xVodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1358703
Well, for expedience, I'll just take the one I originally rolled and assume no further changes need to be made.

Connor (Revenant)
[That Which Is Not Dead] Double HP (And Res is *20 from now on). -1 Reaction. Reaction cannot go past 1.
[Tombspeaker] Spend 10 HP to reanimate a corpse within your LoS. It has 10 AP, HP = AP & its old skill ratings but may have forgotten its talents.
[JINXED] Crit fail as normal and on unmodified 95+; accrue across the same turn, growing steadily worse.
[Linkclicker] Processing counts as 1 when resisting.
[Slow] Reactions always at 1/2 effective skill.
[Standards] Reduced credit gain.
[Edible] Eating me will not make you immortal, dammit.
[Experimental] Ravenous - Your condition is contagious.

Action Pool 12
Proficiency: 3/30 Technique: 9/90
Processing: 3(1)/30 Manifesting: 3/30
Resistance: 3(7)/80
Reactions 0/0

Credits: 5
Capacity 3/12:
CK-TAC (1d5+tech, 1 -> 2!, [Quickdraw])
Sec-Lite Armor (+4 AV, +10 HP)
Placebotamol (5!, heal 3d5 hp)

Talents:
[Sprinter] Take Tech free move each turn.
>>
>>1356691
+2% per AP spent + HP spent + Vita spent to Compel an Icon to do something.

[Conjure] - Vitae + HP can buy Energy, depending on Icons available.
RNG = Tech * 3, roll vs Manifesting to hit.
Burn 5 HP for +1 AoE.

>>1358703
The manual says "Don't kill anyone, and preferentially don't stand near corpses for too long".

As for what precisely it does, mechanically? Well, This Is An Experiment, so we'll Just Have To See.

>Not saying. Thats why it's Experimental.

>>1358566
They do give out roomkeys, and they do have a guest log. Reading through that once we go in is likely our best option. However if they're working with someone, going in to scoop around now will likely rattle the cage and cause them to either fortify or flee. Command suggestion is one member of ground team grabs the reception log, relays to the others, and roof and ground converge on given location.

>>1358722
>edible would be okay

That's what they all say before they're eaten.

>>1358713
[KitBash+] "Take it apart and put it together. Upside down. In the dark. With both hands tied behind your back. In outer space. While being shot at."

Clear any Jam or Malfunction with 1 AP.

Assign Traits to weapon from applicable traits known to exist. Each Trait increases Handling by +1 (offset by reaction bonus)

( The list is :
Quickdraw - No Ap to pull from inventory or put away
Compact - +10 Reaction to Cover Fire
Scoped - +1 AP for +1 DMG
Laser Sight - +10 to hit
SmartLink - [Toggle] +20 to Hit, +3 DMG but Hackable
Int. GL - 3d10, -3/SQ, ! * 2 grenade shot for 1/4th Ammo
Int. Shot - 1d5 * 5, same !, stun
Int. Flamer - 1 AP for 2 Fire, RNG 4, Cone )

--------------------
ABP.
Always Be Patching.
--------------------

>Added indication that [Standards] implies following mission RoE
>rewrote multi-strike rules to be clearer
>SOMETHING SPECIAL
--------------------

>Added greatmaul
>added drone section
>added Jumpjets, Shortbow Pod, a few other mods
>added Bastard With A Knife Talent
>Made it explicit what melee wounds do
>Added cost notation to Aptitude call downs
>Changed Engineering to get drone delivered kits!
>Changed Bullet-Time to [Overtime], doing same but now converting all Reaction to 2* Reaction = AP (So you get no reactions. Get your stuff done while you're FAST)
>Extropians can still abuse this, but whatever, that's kinda of the point of Extropians.
>Added 20 talents no one can see because no proper trainer
>Added 10 mods no one can see because no garage
>Added 4 mech chassis no one can pilot because no garage
>Hardened a lot of the Unusual Assets, fixed a bunch of silly Wastelander stuff, made Breachspeaker actually playable, Accordists not silly, and indicated what can be upgraded and what can't.


Command needs some sleep, so let's just upload this in its unfinished state.
>>
>>1358910
Oh and
>made Sluggish more Sluggish, so it's not so map reliant.
>>
>>1358910
This is my rifle. There are many like it, but this one is mine.

(can I switch traits out between missions for the appropriate Handling cost?)
>>
>>1358927
Of course. You can even decide to put a flamer on a shotgun that is actually a grenade launcher.

Or duct-tape a knife to a machine gun.

Anything [Kitbash] applies to is 1 weapon, but that 1 weapon can change between missions. Just needs time to configure, which is hard to do under pressure.
>>
>>1358910
[studies+] and [focused+] can they be upgraded?, what do they do?
Do the changes in the old items apply to the ones we already have?
>>
>>1358910
>Int. GL - 3d10, -3/SQ, ! * 2 grenade shot for 1/4th Ammo
I'm gonna need someone to make an underbarrel grenade launcher for my grenade launcher ... you know, for maximum potency. And since I'm talking about that, is there a limit to the number of traits you can apply to a weapon or can you just have a AR-53 triple shotgun edition/a Cloudscraper Laser Sighted, Smart Linked and Compact?
>>
>>1358941
No items were changed. Except for the Shotgun. That did change. I didn't think anyone would notice.

And they can, but hold off on that for SPECIAL REASONS.

Namely that [Focused] got changed to [Focuse Studies], +10 per AP spent focusing on an aptitude. Specialists are specialists, so [Focused] being universal was counter-productive.

Studies is just another aptitude. So you can buy another aptitude for +1 Statpoint. Or improve one you have by +10.

>>1358956
There isn't really a limit, except that each additional trait is +1 Handling so your AR-53 that is also a flamethrower shotgun grenade launcher bullpop with smarlinked internals and a lasersighted scope ends up having a To Use cost of 13 - Reaction.

Carrying all that shiny gear makes it a bit. . . unwieldy.
>>
>>1358935
Awesome possum.

>Apply Laser sight to AR-53
>Develop unhealthy attachment, name gun

Am I tacticool now?

>>1358956
Woah there son, you need to have been using your weapon in combat for a long time before you know it well enough to mod it like that. One might even say you'd need to be some kind of [Ve]teran.

[Ve]teran
35 credits
[Old Tricks] 1AP vs prof/tech to guess outcomes/get info
[Kitbash+] AR-53 (-reaction(1) handling, +10 to hit, 1AP to clear jam/malfunction, add Traits for +1 Handling each)
[Standards] Legal income only
[Sprinter] tech(3) free move/turn

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 12/13:
AR-53 "Susie": 1d10+3, 10->, 6!, SA,BF,FA, 25/25 Ammo, 10AP Reload, [Laser sight](+10 to hit)
3x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xVodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1358910
Does conjure replace compel? Or does it just add another way to do it?
>>
>>1358962
>Carrying all that shiny gear makes it a bit. . . unwieldy.
Hmmm, that makes sense. It's a good thing I'm not gonna be into the fray anyway.

>>1358968
>"Susie"
A true professional does the job regardless of the tool he is given, getting attached to a gun in particular is just... tasteless.
But don't worry, feel free to prove me wrong on the frontlines while I rain death from behind.
>>
>>1358980
([Op]erators...)
Yeah son, keep posturing about what an elite badass you are. Or you could keep quite, get the job down and go home. It's worked for me, and it's worked for the good o'l ay-ar-five-three.
>>
>>1358978
Compel - depending on which signs are available (or known), force them to do a thing.

Conjure - depending on which signs are available (or known), burn HP and Vita to generate Energy.

It's a different trick.

TrDrak deals with [Fire]. The Sign, Compelled, causes something to ignite within you line of sight.

The Sign, Conjured, generates (HP + Vita) Fire in your hand that you can then use as you would like. To light a cigarette! Or a campfire. Or a person.
>>
>>1358962
I was talking about the 20c and 15c aptitude and talent discount in the long run having cheaper aptitudes is better than getting some for free
>>
>>1358997
AWESOME I CAN SUMMON FIREBALLS...At the cost of my own blood!
>Quietly switch out the concuss for a injecti kit due to new patch saying i have to buy them.
>>
>>1359009
Oh, no, no - the Company pays for Aptitude expenses. It comes out of the mission total.

If a medic is around to keep people alive, that benefits everyone.
>>
>>1359004
Fully aware of that, HERO. But hold off on that for SPECIAL REASONS.
>>
>>1359011
Oh okay.
>>
Rolled 11 (1d20)

>>1348327
>>1358910
>Breachspeaker is now playable
Rolling up my 'Speaker now.
>>
>>1359082
A convocant, an Iconograph and a Breachspeaker walk into a bar.

The president declares a state of emergency.

20 - BreachSpeaker
“And It Said
I Am The Word”

Gain the [Breachspeaking] Aptitude. Construct sentences, then Speak, and there’s a chance they might happen**. This ability can be upgraded.

Basic:
[Speak] - 5% per AP spent that a sentence containing at least 1 Word from your known Library occurs. Sentences longer than your Manifest stat incurs -2% per extra word. Variable bonuses given to Wordplay or Poetry.

Pick
[Sore Throat] - Burn 1 HP for +5% Speak.
OR
[Shout] - Take 1 Wound to double any effects.

Get
[Conditional Linguistics] - Burn 1 HP to add “[When] / [Until]” to a sentence as a conditional trigger. This means Poetry persists until triggered, and you do not need to sustain it. Maximum of Conditionals = Manifest Stat.

Library - 11
*Me / I
*Area
*Fire / Cold
*Protect / Weaken
*Accelerate / *Move

( Example use -
"Light all cigerates in that *Area with *Fire" (great party trick)
"*Protect myself from *Cold"
"*Accelerate that *Fire so that *I may watch it smoulder and not grow *Cold" )

--
**Affecting others is always difficult and they may Resist you changing their reality, especially if you attempt to manipulate free will or their intrinsic qualities. Objects forced to act grossly against their nature may also resist. You can tell a tank that it has a light soul, but thirty tons of metal box doesn’t fly so well. Your effective range is anything you can see clearly (draw a line from unit). Any ongoing effect lasts for 1 turn. Maintain with 1 AP per. ***

***Special 4chan note: "*I win the game" means your head explodes. Be nice.
>>
>>1359130
Hahaha oh fuck.
So we have an Iconograph, a Convocant, a Breachspeaker, and a Revenant. All of whom use magic that could potentially backfire and kill us all. Plus the operative with spider-eggs in his head.

Are we certain this isn't a penal squad? Some sort of suicide posting? A neat, legal way to eliminate employees too troublesome to keep on the payroll but too noticeable to disappear?

On a useful note, can a mech carry a driver, a Sophont passenger and a third passenger, since Sophonts are technically just data?
>>
>>1359234
Don't forget the walking zombie apocalypse
>>
>>1359130
This class is amazing. From the name, I was just expecting some kind of summoner.

At the very minimum, I imagine there ought to be a line somewhere regarding durations to prevent effects persisting forever.

Beyond that, I note that the only restriction is "At least 1 Word from your known library" (with no penalties on failure?), so a Breachspeaker could repeatedly spend turns burning all his AP to achieve a desired effect.

And things like "*Protect allies in that *Area from damage, indefinitely" and "*Accelerate all bullets this gun fires to relativistic speeds, forever" technically meet the requirements.
>>
>>1359251
Yes, it also makes your head explode, you are no longer limited by your skills but by your karma
>>
>>1359267
"*Protect" my head from exploding" is also a valid sentence. :^)

But seriously though, there's nothing to indicate how long effects persist, which is a pretty important thing to know.
>>
>>1359276
Yes it does. Second to last sentence.
> Any ongoing effect lasts for 1 turn. Maintain with 1 AP per *****.
And dumping your AP into effects every turn means you aren't moving, or shooting, which effectively ties up another teammate babysitting you, not to mention the whole thing where you can still fail your Speech roll.
>>
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>>1359285
Shit, I'm retarded.
>>
>>1359234
Read the archives, the game that precedes this one had a misfit squad that we self-dubbed RIPPERS
RATHER
INEPT
PEOPLE
PRETENDING
EVERYTHINGS
RELATIVELY
SAFE/SANE
>>
>>1359285
Though, Conditional Linguisitics seem to allow you to persist effects without sustaining them, indefinitely. But then again I imagine that would lead to heads exploding.
>>
>>1359234
Sophonts never occupy a passenger slot, but they will need a Signal Prox to "Abode" in since both the AWAPS and the Centurion are non-Node enabled vehicles from 3 generations ago.

Great data protection is assured by not having any data! No hacker will get through this dirtwall!

>>1359251
Penalties on failure is implied, but they're very minor. If critfailure, though (Or if the Universe pushes back because you tried to blot out the sun)

Durations are 1 turn unless the consequences irrevocably changed the area. That is, physical ham/change won't suddenly undo itself but any sustained effort requires 1 AP per turn per effort to keep going. Layering

"Protect Allies" + "Relativistic Killshots*" + "I am Invincible" + "Yes, Also To That" is 4 AP / Turn.

And Breachspeaking relies on a solipsistic disregard for the external world which can be overpowered through sheer focus. You can affect all that you can see, which is yours to command by breaching the very fundamental trust in a continous reality. Phenomenal cosmic power is yours! Gained foremost through the understanding of your own True Name, giving you unparallel control over yourself and hence, the universe.

Unfortunately standard humans have a highly limited field of vision and modern battle-rifles have past-horizon capabilities. A breachspeaker is a tremendous force of inevitable power, master of all they survey, strong and righteous, right up until they're a headless corpse on a porch.

*The energy transfer of this one in atmospheric conditions with air friction to consider seems a little dangerous.
>>
The control chip for my accelerator implant was incorrectly set up. No more migraines making me want to die, but things are certainly a lot slower.

[Sp]ecialist Elena Fulleylove

Prof 3/30 Proc 3/30
Tech 3/40 Mani 3/30
Rest 3(7)/40
Reac2/30 AP 12

Inventory 4/13 (65 cr)
Sigilsabre 1d10+2+Tech,1->,3!
Sec-Lite +4 AV, +10HP
Vodtory Flask (for cold winter nights)

+ [Studies II]
+ [Focused Expertise]
+ [T:Overtime I]
+ [A:Command II]
+ [A:Tactics I]
+1 Deployed Units
- [Standards]

15
+[Studies II] +50
+[A: Command II] -40
+[A: Tactics I] Studies
===
25
>>
Rolled 92 (1d100)

>>1358582
>>1359334

Can I get an idea on what this "My little doctor kit" does? I don't think scalpels are supposed to look this plasticky. And this Stethoscope is hot pink. Also I think

>66 credits
>40 to gain [Gunslinger]
>20 to purchase another Chiron AP
>Spend 6 credits on something "Off the menu" (1d100)

[Sc]avenger Bilk (HP40/40)
AP: 14/14
Prof 3/30 Proc 2/20
Tech 4/40 Mani 2/20
Rest 3(7)/40/40 hp
Reac 1/10: DODGE

EQP:
-Chiron AP [1d5, 7<,3!, BF, FL, 22/25, 6r]
-Smoker [12r]
-Spyglass of Eternal Youth
-My little doctor kit

[Scavenge!] 6 AP
[Pocket Spatial Anomaly] RNG = Manifest * 2
[Enthusiast] BF +1, FL +3
[Five Finger Discount] RNG [TECH]. 1 AP to steal item or interact with inventory
[Tick tock] Items have a short shelf-life
[Gunslinger] 2 guns 2 targets. -10% akimbo penalty
>>
>>1359357
We apologize for the slight neuronal tissue damage. It's been fixed in the next version. You're a trooper for being willing to test it for us, however.

>>1359369
It Entertains Your Children With Medical Marvels! Fully functional stethoscope included!
>>
>>1359130
>>1357617
When using stat point to enhance my library, how many words are learned?
>>
>>1358183
I'm supposing vehicle combat is based on Prof?
How high can the Chironan Skimmer hover?
How does Gratuitous Overkill work?

>Raise Prof
>Acquire [Enthusiast]
>Acquire [Tense]

[Sp]ecialist Ambrose (HP30/30)

Prof 4/40 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac(Cover) 1/30 AP12
+ [Studies] - Piloting x2 ([Run Hot], [Reroute], +10 to all actions)
+ [Focused] (+10 per Focus)
+ [Clustered shots] (burn extra ammo to reduce cover)
+ [Enthusiast] (+1 sfot on BF, +3 on FA)
+ [Tense] (tap to disable movement and get +10 skill)

Money:6
Gear: Vodtory, Placebotamol, Clearity x2
>>
>>1359854
Overkill allows you to get all the nastiness of multiple wounds out of a single one, described here. >>1353201
>>
>>1359234
I take offense to that, I use only all natural blood "safely" extracted from the brains of the innocent.
>>
>>1359334
Hey Command, any chance we can get some rubber bullets? You know, in case we have to deal with uncooperative civillians.
I care about the people.
I really do.
>>
>>1360207
When you're hunting a cult-leader in charge of armed men who isn't afraid to make live sacrifices, the line between "uncooperative civillian" and "threat" becomes REALLY thin.

Now I'm not saying we should shoot everybody on sight (we should though), I'm just saying that if it comes to the point where we need to use our guns then it might as well be with enough power to kill.

Changing from rubber bullets to actual bullets in a firefight doesn't seem like a nice prospect.
>>
>>1359593
Guess I'll Find out.
>>1359130
>[JINXED] +1Manifesting
>[Jumpy] +1Reaction
>[Edible] +1Library
>Sec-Lite -20c
>SecShield -25c
>Placebotamol×2 -10c
>C7 Service -20c

AP 12 || Reac 2/20
Prof 3/30 || Proc 3/30
Tech 3/30 || Mani 4/40
Res 3(7&-3f)/ HP 40/(30+10)

Inventory (5/13) (>Equiped/Held)
>-SecLite: +4av, +10hp
>-SecShield: 3dr Front, 1d2+1(1/2tech) force bash (1->, 3!), +70 [Block] Reaction
-C7 Service: 1d10, 7->, 3!, SA, 12/12 (2), 6!rel
-Placebotamol (2): 5!, Heal 3d5

[JINXED], [Jumpy], [Edible]
"And It Said I Am The Word"
-[Speak] +5%/AP, -2%/words>4(Mani), Must use [Word], +/- Puns&Poems, 1AP/Maintained
-[Sore Throat] Burn 1 HP for +5% [Speak]
[Conditional Linguistics] Burn 1 HP to add “[When] / [Until]” to a sentence, Max 4(Mani)

-Library: *Me/I *Area *Fire/Cold *Protect/Weaken *Accelerate/Move *(TBD)
>>
>>1360292
Personnel are advised to keep at least 20 yards of distance between themselves and Mr. Antimatter.
>>
>>1360207
Yes. We've got a package of Chironan Combined Combat gear on its way. Rubber bullets, foam grenades and net-bombs for the launchers along with a few stunners.

>>1360292
+2% per Ap spent on [Speak].

*Stop
*Sense
*See
>>
>>1360217
A simple reload, and rubber bullets hurt plenty enough to drop a tango in a pinch

In previous systems run by command the rubber bullets just dealt AP damage, the bullets didn't see much use because the guys in vanguard had no standards regarding casualties and also more commonly fought vampires and werewolves. RIPPERS REPRESENT!
>>
>>1348324
You people look like you get in a lot of fun! Can I join?

[Ve]teran Jirou

[Old Tricks] 1 AP vs Prof or Tech to guess the outcome or gather info
[Kit Bash] Reduce Handling by Reaction (min 2), Add AP for to-hit bonus

Action Pool 12
Proficiency 3/30
Technique 4/40
Processing 3/30
Manifesting 3/30
Resistance 3/40
Reactions 1/10
Push 4/4

Inventory 2/13:
-Great Maul [1d10+2+TECHx2, melee, 4(3)!, 2H, Reach 2, +1 AP = +1 SQ hit]
-Placebotamol [Heal 3d5 HP]


Talents:
[Quick Wrists]: [Parry] works on projectiles
[Sprinter]: Take Tech free move each turn

Drawback:
[Edible] Tasty looking (+1 Technique)

Credits: 0
>>
>>1361788
Looks right, mostly, but I'm at a loss as to how you gained Push.
>>
>>1361931
He's just that good, we have witnessed the birth of the world's first "veteroperative"!
>>
>>1361931
>>1362472

>that's what I get for copying someone else's sheet

corrected sheet

[Ve]teran Jirou

[Old Tricks] 1 AP vs Prof or Tech to guess the outcome or gather info
[Kit Bash] Reduce Handling by Reaction (min 2), Add AP for to-hit bonus

Action Pool 12
Proficiency 3/30
Technique 4/40
Processing 3/30
Manifesting 3/30
Resistance 3/40
Reactions 1/10

Inventory 2/13:
-Great Maul [1d10+2+TECHx2, melee, 4(3)!, 2H, Reach 2, +1 AP = +1 SQ hit]
-Placebotamol [Heal 3d5 HP]


Talents:
[Quick Wrists]: [Parry] works on projectiles
[Sprinter]: Take Tech free move each turn

Drawback:
[Edible] Tasty looking (+1 Technique)

Credits: 0
>>
>>1362472
THE VETERATOR. HYAAAUGH.
>>
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>>1362897
You might be alright for this mission, but armour very important and you should pick up a suit. The heavy stuff, since you're not using a shield.

I'm thinking of having my character sheet like this for the future?
>>
>>1362953
yes.
>>
>>1362926
The next level is the dreaded Speteranperative.
>>
>>1363047
[HIGH SPEED, LOW DRAG]
Gain a Push stat. Refresh 1 point whenever you hit a target with your Kitbashed weapon.

[OPERATIN']
Have a floating talent slot.
Spend 4 AP to designate which Talent is currently known in that slot.

[DANGER CLOSE]
Call down any Support immediately and at no cost if within 6 squares.

[OLD FRIENDS]
Spawn 2d5 Speteranperatives at any location currently covered by Fog. Max of 1 squad.

[HIT THE ANY-KEY]
Auto-succed on all Processing tasks within Proficiency range.

[COMBAT JURYRIG]
Combine Engineering, First Aid and Piloting into a single Aptitude. Gain all benefits.
>>
>>1363071
Good, finally a balanced class!
Wait... the game is meant to be played with a team?
>>
>>1363071
what is that and how do I get it?
>>
>>1363156
It's a joke.
Evidently you don't.
>>
File: Hotel Satmap_2.jpg (2.46 MB, 3610x7694)
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Here's a shinier sat-map for those with an interest in planning.
>>
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To go with it are some rules updates and clarifications now that there's been a bit of feedback.

The most obvious of which is the following:

No more credits

And the less obvious of which is the slight chance to Specialist functionality and the introduction of a talent slot system. Talent slots increase same as every other stat, +1 if you put a point there after surviving a mission.

Everyone can keep everything they have gained on this map, since it is compatible, but generating new characters is a little easier now and the curve forward a little less jagged.
>>
>>1366191

while not necessary floor numbers would have helped. Do we still have two drop zones?
>>
If no personal credits, then some changes are needed in the armory - which are here:

All guns and weapons are now on a stock-system, same as the vehicles. Company has the gear it has, and you can use it.

Company Credit now pays for the use of Aptitudes in all their various ways, which means the total banked company credit is also an indirect measure of how much on-field support you can call on to accomplish various things.

Company credit is awarded at mission completion, with deductions for breaking any agreed rules of engagement and a bonus for good behaviour. That pays for more support. It also pays for more gear, upgrades, vehicles and training - of which there is a whole list to play around with.
---

Again, if you have any gear, you can keep it - but if you want something else you're now welcome to take *assuming it is there to be used*.

Note also that means a slight change to equipment carrying, which is now ½ action pool ( mostly to prevent everyone grabbing 10 grenades)
>>
File: RuRU_2.png (210 KB, 1489x3994)
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Here's updated rules - included for completion.
>>
>>1366214
Hand me that marker pen over there real quick, Bilk. . .

Sure we do!

6 floors, and two approaches -
Bellepheron from the ROOF
and
Heracles from the GROUND, convering somewhere in the middle.
>>
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Speaking of making a mark, here's the support we've managed to scrounge up and a reading of Sign Alignment!
>>
And with that, that should be all the information needed to prepare. We're go in 24 hours, so best make your plans of approach now.

Any questions, speak up!
>>
>>1366215
>>1366199
So yeah, that's that. Grab as many guns as you like, take note of the new ammo we scrounged up to make it a little easier.

To make it clear again, no one is losing anything here and you can keep all the stuff you already have.

If you have a Talent you're welcome to consider that a talent slot and trade it in for something else, even. Consider it a little trial-by-fire survival bonus.

Just keep in mind that Aptitudes are not Talents, and that Unusual Assets can't "trade away" their innate Talents to pick up standard instruction. Lycanthropes gonna lycanthrope.
--

In /case/ you took a large loan (=drawbacks) and want to rectify that now there's no real reason to have done so, you're welcome to relinquish as many drawbacks as you like. Or keep them! Sometimes character flaws is 90% of character.
>>
>>1366315
So, just to clarify, Do unusual assets just have what comes in the box, and that is all? If they want to have another Talent from the training list then they need to spend a statpoint for a slot.

Or do they start with one slot too?
>>
>>1366339
Depends a miiiiiteee on the asset! Some have one. Some have 2.

Some have 0.

But they're all welcome to spend a statpoint to get the talent slot then or later - but for the most part UA stuff on its own is 2½ Talent right off the bat.
>>
>>1366365
>>1366315
>>1366250
>>1366245
>>1366238
>>1366215
Curse Command's capricious copy-editing, the cad.

Yeah I know you heard that, Command.

Look - I know it says "Talent Slots", right? But they really are talent Picks. You pick one and you stick with it, then pick up another talent later on if you like. Use a Neurojack to learn something extra for a mission you couldn't otherwise do.

You can't decide to be a Pointman one mission and then a Sprinter the next using just 1 talent slot. That don't make no sense, clearly. You learn something, and then you can do it.

Being able to change things around now NOW is just in case you want to make some neural changes in light of new information while we have the time to get it done before reality stabilizes again.
>>
Rolled 7, 7 = 14 (2d10)

>>1362897
>>1366365
>>1366199


"GEH! I ALMOST FORGOT MY BELONGINGS!"

>rolling for care package
>>
>>1366402
Oh hey Veteran, good to see you - I think your former buddies at REDACTEDsent this along before CLASSIFED happened with CLASSIFIED and EXPUNGED

3 clips of weaponized autonomous smart platform rounds //
3 AP [Tags] a target before firing and the WASPs will auto-correct for path-obstacles

C7 Tac-Buckler
[45] Block Reaction
-2 AP, no hand slot required, max 1
>>
>>1366435

"Ah! You have my thanks! My mind isn't what it used to be."

Updated sheet

[Ve]teran Jirou

Action Pool 12(10)
Proficiency 3/30
Technique 4/40
Processing 3/30
Manifesting 3/30
Resistance 3/40
Reactions 1/10

Inventory 4/13:
-Great Maul [1d10+2+TECHx2, RNG 2, 4(3)!, 2H, +1 AP = +1 SQ hit]
-Placebotamol [Heal 3d5 HP]
-C7 Tac-Buckler [ (45) [Block], -2 AP, no hands required, MAX 1]
-3 clips of WASPS [homing bullets, 3 AP to [Tag] and bullets will avoid obstacles to hit target]

Talents:
[Old Tricks] 1 AP vs Prof or Tech to guess the outcome or gather info
[Kit Bash] Reduce Handling by Reaction (min 2), Add AP for to-hit bonus
[Quick Wrists]: [Parry] works on projectiles
[Sprinter]: Take Tech free move each turn

Drawback:
[Edible] Tasty looking (+1 Technique)

Credits: 0
>>
>>1366215
>>1366238
I find that excess items above your carrying capacity giving you a penalty to the stat which determines your carrying capacity is an odd decision. Surely you want to penalize something else so that carrying too much doesn't become a slippery slope of not having enough AP because you took a penalty to AP?

Also, should we update our characters to the new rules?
>>
>>1366567
The limit is innate - nothing can decrease. Taking damage to AP will not decrease maximum carrying capacity either.

It represents struggling to react while carrying extra load, without neccesarily influencing how competent you are at a given task. Another model had -5% to all skills per extra item, but it felt weird that putting down a grenade suddenly makes a breacher more apt at hacking or driving.

This should be clearer.
>>
>>1366609
Can we get the old bastard with a knife back please?
>>
>>1366245
Dropping the post patch loadout now for posterity
>Deploy wherever the contagious zombie isn't
Hyrkos
Operative
In hand:ar-53
Dracoplate


Inventory:7 Slots
Draco
Asperis [100 rounds remaining][1 reg reload, 1hypervelocity reload]
Sticky can[Duct tape in a can? Will wonders never cease?]
Ar-53[30 rounds]x1 reload
Action points:12(14-2)
3/30 Proficiency
3/30 Technique
1/10 processing[Linkclicker]
3/30 Manifesting
3/(6&-2)30 Resistance
2/20 Reaction[Dodge, DODGE!]
Push:3
[Skills]
TacOps
Talents:
[Mean]
>>
Rolled 7 (1d20)

>>1366609
>>1366199
Do unusual assets get the extra talent slot?
Rolling vatgrown for a posible reroll
>>
Joining action group HERCULES. Explosives seem like they'd be more useful for the squad expecting more resistance, and they're too useful not to take.

Out of curiosity, how many Talent Slots do Technopaths get?

Name: Hadrian
[Te]chnopath
Health: 40/40
Stats:
AP13 PROF3 TECH3
PROC4 MANI3 RES3+4(7) REAC1
Maluses: [Wirehead]
Inventory:
Koreniner (1d10. 7->, 4!, BF, FA, 30, 6AP)x1 reloads, HARM Rounds (for Koreniner), Chironan "Riot" (10/^, 6!, SA, 4, 3AP per round)x2 eloads
Sec-Lite (+4 RES, +10HP)
Aptitudes:
[Piloting] Go to 11, Reroute, Run Hot!
Special:
[E-Havoc] // 6 AP. Range Proc * 2. In a Proc*Proc zone, electronic failures are treated as critfailures and grenades might prematurely activate.
>>
>>1366609
I still would like to know how high the Chironan Skimmer can fly up.
>>
>>1366245
>Get ready to deploy.
"Ready when you want or need me. This time i have medical training so now I can heal us when we inevitably get shot! Now where did i put my good knives..Just tell me where you want me and I will be there."


Stats:
Action Pool 12
Proficiency 3 (30),Manifesting 3/30
Technique 3/30, Resistance 3/(7)-(40/40)
Processing 3/3, Reactions 1/10
Convocant 26

> Special actions:
[Drain] - 1 AP drains life, converting it to [Vita]. RNG = Manifest. You can store Vita = your Manifesting.
[Compel] - roll 7% per AP + HP spent + Vita, spent to Compel an Icon to do something.
[Conjure] - Vitae + HP can buy Energy, depending on Icons available.
RNG = Tech * 3, roll vs Manifesting to hit. Throw fireballs for fun! Then get really tired later when you realize you used for your own life-force!
Burn 5 HP for +1 AoE.

Talents:
Dodgy: Move up to tech with a dodge
Commands: (convocant)

Inventory: (6/6)
C-7 service
1d10, SA, Am, 6 points to reload. 12/12 in magazine, 3x.
Sec lite: +4 av, +10 hp
Concuss 1x
Aidkit: Str 1.
Injectikit: Rng: 1, 6/6 uses 4 ap to use.
>>
>>1360351
>>1366215
>Updating sheet
>>1366245
>Bellepheron

AP 12 || Reac 2/20
Prof 3/30 || Proc 3/30
Tech 3/30 || Mani 4/40
Res 3(7&-3f)/ HP 40/(30+10)

Inventory (5/6) (>Equiped/Held)
>-SecLite: +4av, +10hp
>-SecShield: 3dr Front, 1d2+1(1/2tech) force bash (1->, 3!), +70 [Block] Reaction
-C7 Service: 1d10, 7->, 3!, SA, 16/16, 6!rel
-C7 Reload (1)
-Placebotamol (2): 5!, Heal 3d5
-Breaching Charge: 5! set, 1! detonate, ally operation option, Concuss+Wall Break, Crossx35dmg

[JINXED], [Jumpy], [Edible]
"And It Said I Am The Word"
-[Speak] +7%/AP, -2%/words>4(Mani), Must use [Word], +/- Puns&Poems, 1AP/Maintained
-[Sore Throat] Burn 1 HP for +5% [Speak]
[Conditional Linguistics] Burn 1 HP to add “[When] / [Until]” to a sentence, Max 4(Mani)

-Library: *Me/I *Area *Fire/Cold *Protect/Weaken *Accelerate/Move *Stop *Sense *See
>>
Any pilot that wishes to remain off-site should remember to take a suit of [Neurojack] from the armoury. No reason not to, you should be nice and warm inside that armoured van.

I'm with you, Heracles.
> Deploy Lobby
Wire-Man, you're Bellepheron. Icarus, I've got two skimmercams in case you can do anything with those.

This place is so ancient that it doesn't even have an elevator, I don't expect CCTV cameras inside but if they've got them, we'll need to find the central computer and take them over -- get that info from the staff. If there aren't any, we're looking for paper-based records which are going to be in the Reception somewhere. If the staff have any information themselves, great.

Any suspicion of magical-fuckery going on with them or the civillians though, bag them and we can sort it out later-- just don't be too rough with the folks or they'll sue and make sure to pack lethals in case he's summoned some eldritch nightmare for us to deal with. Keep property damage to a minimum, we have until nightfall to bag this bathrobe-loser or things get difficult. Good luck, squads.

Current Deployment:
BELLEPHERON:
>[Br] Backslash
HERACLES:
>[Sp] Elena (Command II)
>[Co] Arkul [suggested]
>[Te] Hadrian
>>
>>1366245
(Command, is it possible to trade in a Talent for an Aptitude? I could try my hand at Abjuration. After all, what could possibly go wrong when i use magic too, eh?)

"Karl reporting in, will be going with the Bellepheron squad. I even did some shopping for the occasion, look at this fancy new chalk!"

>Iconograph Karl
[Iconograph II] Aptitude. Iconography can be upgraded for a statpoint.
1 AP draws 7% of an Icon. You can return to finish an Icon once begun. Once you’ve drawn 100% of the Icon, the effect is triggered. The nature of the Effect depends on the Icon drawn. Icon availability depends on the world and map.
[Rush sketch] Trade HP*2 for more progress when Sketching
>Available Icons
Trdrak- All [Empyreal] and [Fire] within 8 squares is moved to the icon and held. Iconograph can detonate total reserve at any time. 1/2 per Sq.
Seralin - generates a 3x3 bubble around Seralin, all non-melee damage taken in it results 0. Melee attacks in it autohit.
Voidgaze - Can "Walk between two Voidgaze Icons
Animant King - Imbue 1 corpse with Life and command it to complete 1 task. Cannot be superceded.
Reckless Diaestir - Bullets going through a Diaestir connection are "held and can be sent in any direction by the Iconograph (1AP). Creating a Diaesir connection costs 4 AP.
>Talents
Pointman [Dodge+Shoot is now a reaction]
>Stats
Action Pool 12
Proficiency 3 / 30
Technique 3 / 30
Processing 3 / 30
Manifesting 3 / 30
Resistance 3 (7) / 30 (40)
Reactions 1 / 10
>Equipment (6/6)
Sec-lite armor [+4 AV +10 HP]
SH-71 Shotgun [1d5x8] [5 Rng/4 AP] [SA/ 6 ammo / 2AP per reloaded munition] (every pellet stuns 1) (slugs deal 1d10 / 8 Rng)
x2 Shotgun reloads (6 rubber bullets, 6 regular ammo)
CK-TAC Combat knife [1d5+tech] [1 Rng/2 AP] [Quickdraw]
x1 Vodtory [Recover from shock. Heal a wound! FLAMMABLE 5!]
The Good Chalk [+2% to all Sketching]
>>
>>1366245
Deploying at Hercules, I want to be behind my meatsh- comrades so I can cover them with the Chironan.
I swear sometime it feels like this egg influences me...

Command, quick question: can I arch a shot indoors? And are my grenades impact or bouncy? I don't want to blow up the roof on accident.

[Op]erative Brodan
[TacOps] Gain Push stat.
[Brain Eggs] "Its like hatching a thought"

Action Pool 17
Proficiency 3/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3/30
Reactions 1/10
Push 3/3

Inventory 8/8:
>Chironan "Riot": X+Prof, 10->, 6!, SA, 4 (HiEx) ammo, 3ap per shell
CK-TAC: 1d5+Tech, 1->, 2!+10 to hit
1 HiEx reload
1 Incin reloads
2 Smoker Grenades
Shardheart (40 ablative)
Lucky Coin (Tap to absorb 1 hit)

[Talents]:
Nitro-Core
Gratuitous Overkill
Mean
>>
>>1366245
I'll have some rubber rounds and demo charges if'n you don't mind. Roof team seems a little light, so I'm with them.

>Deploy Bellepheron

[Ve]teran
35 credits
[Old Tricks] 1AP vs prof/tech to guess outcomes/get info
[Kitbash+] AR-53 (-reaction(1) handling, +10 to hit, 1AP to clear jam/malfunction, add Traits for +1 Handling each)
[Standards] Legal income only
[Sprinter] tech(3) free move/turn

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 12/13:
AR-53 "Susie": 1d10+3, 10->, 6!, SA,BF,FA, 25/25 (NERF) Ammo, 10AP Reload, [Laser sight](+10 to hit)
3x Ar-53 Reloads
3x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
CL-TAC: 1d5+3, 1->, 2!, [Quickdraw]
Drago Armor: (+6AV, +2DR, -2AP)
Placebotamol: 5!, heal 3d5HP
2xBreaching Charge: Set with 5AP, detonate with 1AP
>>
>>1366245
>Deploy at [Heracles]
>>
>>1368051
Good to have you, Brodan. Ditch the incendiaries though will you? I don't want to set the building on fire, that sounds expensive.

>>1368057
Looks like you might be carrying a bit too much there, Irving.
> Inventory reduced to 1/2 AP, each item over this limit reduces AP by 1.

Current Deployment:
BELLEPHERON:
>[Ve] Irving
>[Br] Backslash
>[Ic] Karl
>Vanguard Squad, 2xMauls [Elena, Suggested]
HERACLES:
>[Op] Brodan
>[Sp] Elena (Command II)
>[Co] Arkul
>[Te] Hadrian
>Vanguard Squad, 2xMauls [Elena, Suggested]
>Assault Squad [Elena, Suggested]

Two vanguard squads to be deployed, one to Heracles and one to Bellepheron. Two in each squad will be carrying mauls (if the proud samurai bastards will deign to drop their swords for a mission anyway) to breach doors for the rest of the team and that's their only job-- they're not trained with the things. Assault squad will be deployed on me with their standard loadout. With any luck, we'll be able to secure a set of master keys and won't need to cave in too may doors.
>>
>>1368074
Ah? Damn, going to have to hit the gym after this one, I'm getting way too flabby.

[Ve]teran
35 credits
[Old Tricks] 1AP vs prof/tech to guess outcomes/get info
[Kitbash+] AR-53 (-reaction(1) handling, +10 to hit, 1AP to clear jam/malfunction, add Traits for +1 Handling each)
[Standards] Legal income only
[Sprinter] tech(3) free move/turn

Action Pool 10
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(9 & -2)/40
Reactions 1/10

Inventory 5/5:
AR-53 "Susie": 1d10+3, 10->, 6!, SA,BF,FA, 25/25 (NERF) Ammo, 10AP Reload, [Laser sight](+10 to hit)
2x Ar-53 Reloads
1x Barely Legal NervTranq Grenades: Rng 9, grenade, 5!, [NervTranq] in 3x3
Drago Armor: (+6AV, +2DR, -2AP)
1xBreaching Charge: Set with 5AP, detonate with 1AP
>>
>>1366245

Still a little sore from the damn rustbucket shooting me. In any case I'll go with the ground team and see what I can find.
do weapons and armor take up equip slots?
How about ammo? Gunslinger builds really hurt now


>Deploy Heracles

[Sc]avenger Bilk (HP40/40)
AP: 14/14
Prof 3/30 Proc 2/20
Tech 4/40 Mani 2/20
Rest 3(7)/40/40 hp
Reac 1/10: DODGE

EQP: 7/7
-Chiron AP [1d5, 7<,3!, BF, FL, 22/25, 6r]
-Chiron AP [1d5, 7<,3!, BF, FL, 22/25, 6r]
-Sec-Lite (+4 RES, +10HP)
-Ammo
-Ammo
-My little doctor kit
-

[Scavenge!] 6 AP
[Pocket Spatial Anomaly] RNG = Manifest * 2
[Enthusiast] BF +1, FL +3
[Five Finger Discount] RNG [TECH]. 1 AP to steal item or interact with inventory
[Tick tock] Items have a short shelf-life
[Gunslinger] 2 guns 2 targets. -10% akimbo penalty

LOCKER:
-Spyglass of Eternal Youth
-Smoker [12r]
>>
>>1366245

>Deploy to Bellepheron

[Op]erative Snake-Eyes (HP40/40)

Prof 3/30 Proc 3/30
Tech 3/30 Mani 3/30
Rest 3/30
Reac 1/10 AP15
Push 3

Talents:
Takedown
Sprinter

Gear: 7/7
Sigilsword 1d10+2+tech, 1,3
Sec-Lite +4av, +10hp
Placebotamol
Smoker
Concuss
Gr12
Holo-projector decoy
>>
>>1366245
>>1366558

>Deploy at Bellepheron

"I want to get into the action now! ....also it's a little hard to not hit civies with a giant hammer."
>>
>>1368176
Have you tried not swinging the hammer at them?
>>
>>1368178
"I do! But you would deny the urge to swing the hammer as if you are a god? No? Then I'll let you do the rescuing while I do the smashing!"
>>
>>1368074
That makes sense, I'll switch to something more practical.
Before we enter though, we should evacuate the citizens.
>>1368178
Please, next you'll tell me I can't shoot everything that moves...

[Op]erative Brodan
[TacOps] Gain Push stat.
[Brain Eggs] "Its like hatching a thought"

Action Pool 17
Proficiency 3/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3/30
Reactions 1/10
Push 3/3

Inventory 8/8:
>Chironan "Riot": X+Prof, 10->, 6!, SA, 4 (HiEx) ammo, 3ap per shell
CK-TAC: 1d5+Tech, 1->, 2!+10 to hit
2 HiEx reloads
2 Smoker Grenades
Shardheart (40 ablative)
Lucky Coin (Tap to absorb 1 hit)

[Talents]:
Nitro-Core
Gratuitous Overkill
Mean
>>
>>1368130
I doubt magazines take space, if so that would be pretty shit.
>>
>>1368313
>A unit has an innate carrying capacity of 1/2 AP, round down
> (for the standard trooper with 12 AP) A weapon and two reloads leaves three slots. Each item above this limit incurs a -1 AP penalty per turn.
>>
>>1368322
>Pulls teh pin on a concuss
>Throws it randomly
"Welp there goes my five credits....well worth it"
>>
>>1368343
"Credits? Those don't exist anymore."
>>
>>1368194
is that extra 3 ap from gratuitous overkill?
>>
>>1368367
He took a ton of drawbacks
>>
>>1368367
Yep, exactly.
>>1368466
Nah, it's really the talent. That said I did use the drawback to haine a new talent.
>>
>>1368361
Beats having to shell out for your own equipment.
>>
>>1366609
Command, I have a question. How should this be read?

[In Arms, United] Spend 1 Reaction to grant ally +20 to hit and your Manifest stat in +DMG to all melee this turn.


Is this:
"[In Arms, United] Spend 1 Reaction to (grant ally +20 to hit) and (your Manifest stat in +DMG to all melee) this turn."
or
"[In Arms, United] Spend 1 Reaction to grant ally (+20 to hit and your Manifest stat in +DMG) to all melee this turn."
>>
>>1368485
I dont think overkill gives you 3AP, I think you have to pay3 AP to get the effect instead
>>
>>1368728
I don't think so, if that was the case it would say "3 AP to" like in the Nitro-Core talent.
Here it says "+3 AP. Wounds will cripple" so it's safe to assume the two effects are separate.
Plus I don't think 3 AP is that much of a bonus anyway.
>>
>>1368745
No other talent gives both you stats and a skill for free
>>
>>1368745
It's pretty clear from the context that you're supposed to spend 3 more AP on attacks to get the effect, getting free AP for no reason would be ridiculous.

>I don't think 3 AP is that much of a bonus anyway.
That's 25% of base AP, it would be a huge bonus considering you'd normally have to spend a stat point to get even 1.
>>
>>1368767
What about Shotdown?

>>1368811
>That's 25% of base AP
When you put it that way, it does seem like a lot, it's true. I guess the best thing to do is to ask Command.
If they're going to explain, I'd also like them to explain Cascading Boom and Professional.
>>
>>1368869
Shotdown lets you pay 3ap in exchange of turning you shotgun into a tasser
>>
>>1368869
Cascading Booms is:

Take -10 to all Launcher use this turn, but any damage vs same target stacks for purposes of resolving AV and DR.

Since the only launcher is SA, it can multi-fire just fine, and with Cascading Booms you launch a series of munition at the same general area at a penalty to hit in order to make them all stack vs tank armor

(So -10 for 1 shot, which is useless, but -15 for 2 ! and -20 for 3! )
--

Any cost in talents is always read as "+this amount of AP above standard handling to use this talent".

Professional adds your PROF-stat as a damage bonus whenever you roll a single attack roll - from 1 melee attack, from 1 shot, from a 3 round burst with +dmg. It's a slight bonus - but for instance on using a sigilsword it turns it from 1d10+2+tech into 1d10+2+tech+prof, with the result that base damage is 9; utterly crippling for any hit that lands. Bonus forfeit when you multi-attack or use multi-roll bursts.

>>1368570
The latter - 1 reaction, ally gets +20 to hit and +3 or +4 or +5 or +6 in damage.
>>
>>1368896

I was just double checking that the +20 to hit is only for Melee. It would be embarrassing to not be giving my allies all the buffs I can.
>>
>>1368891
>turning you shotgun into a tasser
I have no idea what [Force] does.

>>1368896
Got it, it was too good to be true ;_;
Anyway, Cascading Booms seems too situational to be of use so I'll be replacing Gratuitous Overkill with Professional which seems more in line with my strategy, as well as changing my AP on my dossier.
I'll take GO later if I'm not dead by then.
>>
>>1368896
Actually, a Neurojack sounds like a good solution to my problems, especially given that I won't be on the front lines... assuming it can't be hacked.
>>
>>1368962
Almost certainly not. Doc promises us the wireless connection directly to your brainstem is 100% spoof-proof.
>>
>>1368986
is that the same doc that told me that vatgrowns meat is not real meat so vegans can eat it? elena almost killed me when she found I put some of that meat in her soup, man...
command can you give me my vatgrown stats?
>>
>>1368986
>the wireless connection directly to your brainstem is 100% spoof-proof
1)Does the warranty include weird subdermal spider-eggs?
2)Can I use it to fry said egg? (preferably without affecting my brain in the process)

Either way, here's my new updated dossier:
[Op]erative Brodan (40/40 HP)
[TacOps] Gain Push stat.
[Brain Eggs] "Its like hatching a thought"

Action Pool 14
Proficiency 4/40
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3/30
Reactions 1/10
Push 3/3

Inventory 7/7:
>Chironan "Riot": X+Prof, 10->, 6!, SA, 4 (HiEx) ammo, 3ap per shell
CK-TAC: 1d5+Tech, 1->, 2!+10 to hit
2 HiEx reloads
2 Smoker Grenades
>Neurojack (+10 HP, 2 talent slots)

[Talents]:
Nitro-Core
Gratuitous Overkill
Mean
Professional
>>
>>1368044
That will be fine this once.

>>1369021
Look, no real animals are harmed in the growth process and thaumatheurgical telemetry revels marginal soul growth *at* *best*

>>136690
VatGrown.
Tubeborn, petri-dish schooled and injection fed.

Bonus:
* Modified. +3 Statpoints, +1 Reaction.
* Natural Instincts: AP on Reactions is +10 per AP. *
Malus:
*Genetic Chimera
Pick 2 of TECH, PROF, MANI & PROC. They set to 1.

----
7 - Infiltrator - natural weapons (1d10+Tech, 2 AP, always on)

4 AP to [Steath] = Tech + 5% per AP
[Dash!] - 5 HP and any movement this turn is 2x
[Climbing claws] - bypass obstacles on movement for free
>>
>>1368986
[In]heritor Lothar, reporting in! I've grabbed some gear, but can switch to a Maul and some Drago if the team wants another melee focused agent.

I will probably be deploying at Bellepheron.

[In]herator Lothar
40/40 HP

Action Pool 12
Proficiency 3/30
Technique 3/30
Processing 3/30
Manifesting 3/30
Resistance 3(7)/30
Reactions 2/20
Push 1/1

[Standards]

Talents

None

Exaltation
[In Arms, United] Spend 1 Reaction to grant ally +20 to hit and your Manifest stat in +DMG to all melee this turn.

[Exalt] Take 6 Wounds to show your True Form for Manifest turns. Beware of turning allies into pillars of salt / causing civilians to burst into flame / smiting local municipal infrastructure.

Gear | 6/6

Sigilsword: 1d10+5(2+Tech), 1->,3!
Koreniner: 1d10, 7->, 4!, BF or FA, 30 NERF Ammo, 8 AP Reload, Compact
Sec-Lite Armor: +4 AV, +10 HP
1 Koreniner Ammo Reload
Placebotamol: 5!, heal 3d5HP
Vodtory: Recover from shock. Heal a wound, Flammable, 5!
>>
>>1366245
While I don't have a body and thus can't necessarily deploy to either zone, I'd like to request one of the CCAPs be deployed to Bellepheron.

On that note, would it be possible to swap out the CCAP's ammo supply for rubber bullets and foam grenades?

[So]phont Icarus

AP 12

Prof: 3/30 Tech: 3/30
Proc: 5/50 Mani: 3/30
Res: 3/10 React: 1/10

Overtime

Nodespace[Stiletto, Nodeburner, Mass Spam, E-War, Spamfilter]
Support
>>
>>1369081
command just to be sure, can MANI and PROC be used to defend against magical or technological attacks (without investing talents on it) or are they just offensive stats like TECH and PROF?
>>
>>1369125
They are used to defend as well.

As is Tech and Prof.

>>1369104
Certainly. That' s up to the operator.

>>1368945
Knocks people away from the point of impact, dealing damage if their path exceeds an immovable object.

>>1368891
No. Turns it into a minirature launcher.
>>
>>1369145
Should we be updating our characters for the new ruleset before moving on to the next thread? Particularly the unusual assets, since you've indicated some may be getting more or less than one talent slot and so on.
>>
>>1369145
Alright, then in that case I'd like the CCAP deploying to the roof to have those loaded.
>>
>>1369148
Essentially anyone has what they have as of now. New characters created going forward will differ, but as all Assets got 75 credits to buy Talents with the majority also did, and giving more stuff at this stage would simply be granting bonuses in excess of performance.
>>
>>1369145
right do vatgrown get a free talent slot like the other classes?
>>
>>1369160
I've already made an update >>1368034 and since it's just a mite worse than what I had before then I'll be alright with keeping it if you are.

Current Deployment: 10 agents
BELLEPHERON:
>[Op] Snake-Eyes
>[Ve] Irving
>[Ve] Jirou
>[Br] Backslash
>[Ic] Karl
>[In] Lothar
>Vanguard Squad, 2xMauls [Elena, Suggested]
HERACLES:
>[Op] Brodan
>[Sp] Elena (Command II)
>[Sc] Bilk
>[Co] Arkul
>[Te] Hadrian
>Vanguard Squad, 2xMauls [Elena, Suggested]
>Assault Squad [Elena, Suggested]
>>
>>1369164
Does it say you get a free Talent Slot on the large list of stuff you get?

Or will you just have to suffice with your +3 statpoints, +1 reaction, +10% on reaction rolls, 4 ap stealth, natural weapons, Dash + Climb ability?

The answer is the latter, rookie Genetic Chimera.
>>
>>1369176
Excelent job Sergeant!

>>1369122
>>
>>1369177
>>1369176
See Elena I told you, they are just vegan meat popslices, they don't even get a bonus talent like all the other peeps




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