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


GodofGamingRWBY

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Outskirts of Test Site A-26

 

After a bit of time and work, the group taking care of the Alien piece of hardware and responding to XCOM’s call for aid would find the device calmly repeating coordinates for their world, and sure enough, when they directed the ship there, they would arrive at a place vastly resembling the planet Earth, only at nighttime, unfortunately. The entire surrounding area was a heavy forest, with several large pillars of rock scattered around. However, despite the darkness, the group could well enough see the faint red lights of… Something ahead, along with a sleek, black road not too far from where the Weatherlight dropped them off. 

 

The device that was the key that brought them here, assuming they had brought it, had its screen flash with red, before seeming to shut off completely.

 

Nader, Alan, Aquila, Contagion, and Blue Occultist arrive in XCOM!

 


After a bit of wait, Proditor himself had taken the device that had been dropped into the bus, recognizing the alloy used for the material before playing it, listening to the entire recording, which was likely loud enough for the rest of the party to hear. Just as it finished, the bus seemed to finally reach a destination, screeching to a halt as Proditor rose, his mind checking the area around the bus to confirm where they were.

 

After a second of that, his voice suddenly entered in both Harry and Frigus’s mind, “Follow me. I believe there is something we must take care of” he said before heading out of the bus, straightening once he was out and floating out a bit, his head turning to look at his surroundings. Shortly after Harry and Frigus got off the bus, the vehicle would go back to life before moving on to whatever else it needed to go, leaving the three to investigate the area.

 

Specifically, they would find themselves in front of a small gap between two pillars, with a large, sleek, black building shrouded in the dark, with small walls brimming with red energy, buzzing lightly as energy continued to go through them.

 

Soon enough though, Proditor would speak again, his voice still only appearing in their minds, “As I suspected… Both of you, welcome to my own world” he stated, "... Unfortunately, this is likely the best greeting you will get from here."


Proditor, Harry, and Frigus arrive in XCOM!

 


Sister Rachel

 

After a bit of time, Sister Rachel would finally be able to find the location that several shady people she met had referred to. One of the Xenos bases of operations, a key location of theirs where they conducted strange tests. Needless to say, with the heavy patrols in the area, they weren’t keen on losing this location. But, it wasn’t heavy enough so that Sister Rachel couldn’t sneak in close. But, eventually, there seemed to be a break in her stealth approach, as now there were a group of three of the Xenos troops standing in front of one of the only entrances through their clearly electrified walls, keeping an eye out for anything that didn’t belong. Specifically, two grunts, due to their armor, and one of their Captains, with their blood red armor and cape.

 

Sister Rachel is still in XCOM
 

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Nader had attached his Horsekiller and Sorraia to each of the arms as the ship approached its destination, and accordingly when the Weatherlight dropped them off, he was already properly armed and properly dangerous. Dropping into a new world unprepared could be deadly, after all. When the ship left, Nader looked around and then proceeded to provide his personal summation of their situation... quietly of course.

 

”Forest, probably a good place to land, all things considered. Won’t have to deal with everything at once. Still, those lights could be some sort of enemy...” At that moment, Contagion suggested to everyone that they move in the direction of the lights, and Nader stuck out his hand and quickly replied. ”No! Wait a minute, we don’t want to be charging into this blindly if we can help it, it would really serve us well to try and get a peek of what those lights are... but I may well be able to contribute here, fortunately.”

 

Moving a few steps forward to crouch behind a tree and make sure that his profile was as poorly visible as was possible, Nader pulled his Osprey off of his back, and put it up to his head, using the zoom of the gun’s scope to try and get a read on what exactly those lights were from. Given that it was the middle of the night, he knew he wouldn’t get a perfect view, but anything was better than being completely in the figurative dark about the situation.

Edited by Powder Miner
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Frigus followed Harry of Proditor off the bus and down to the ground below.  After giving  cursory glace to the rest of his surroundings Frigus's attention was held by the large black building in the distance.

"You know this place better than we do, but I'm assuming that our first course of action involves getting to that building?"

Frigus addressed Proditor while still examining the building.

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Proditor

 

At Frigus’s question, Proditor took a second to look down at the recorder in his hand, noting the fact that it had flashed red for a second before seeming to shut off. After that second of looking at it, he raised his head again, looking at Frigus, “Yes. That right there is an ADVENT Testing Facility. I recognize the design” he replied, turning to the building itself, “... It seems we were brought here to assist the resurrected XCOM, and an easy way to get their attention would be to attack a secure ADVENT location. So yes, our first course of action WOULD be to get to that building” he replied.

 

 

Nader

 

As Nader looked through his scopes at the lights, he would notice the walls of red energy that they created, along with multiple troops in sleek armor patrolling the grounds in groups of threes, along with some large, humanoid machines stomping around, keeping an eye closer to the building they guarded, along with stationed turrets along the rooftop. He would also notice Aquila begin to approach it, along with one of the patrols noticing the knight…

 

 

Aquila

 

Sure enough, his approach to the lights was not unnoticed, as three soldiers with strange guns noticed, the one in the leading holding his hand up for the man to stop, 

 

“HALT!” he yelled in a slightly distorted voice, letting the two soldiers flanking him to aim their rifles at the knight as he lowered his own hand, “Yuo rea eitnreng a rescittred eraa. Put oyur ahnds ni the air, ro eb eedcuext!” he added, raising his own rifle to point at the knight.

 

 

???

 

“Menace 1-5, we have an update on the mission site. Both transponders we sent out a week ago are back on the map and in your immediate area”

 

“Affirmative Central, we’ll keep an eye out for them.”

 

“... Commander, I believe I’ve found one”

 

“Already? Central, give me video footage of Sandman’s visor”

 

“Already on it Comm… And… Er… What the hell? Is that a-”

 

“Shit… It’s an Ethereal”

 

“Dammit… At least it’s not an Avatar. Menace 1-5, new mission parameters, eliminate the Ethereal. Sandman, you have the all clear to-”

 

“Belay that”

 

“... Commander?

 

“Keep an eye on the Ethereal for now Sandman. It has the transponder, but it is in the company of two other people. We cannot be sure if it’s hostile or friendly”

 

“What? Commander that’s an-”

 

“I know what it is Central.”

 

“Then why-”

 

“Because I’ve decided to, Central.”

 

“...”

 

“... I shall follow your orders, Commander”

 

“Good. Rest of you, continue on with the mission, and stay out of sight until I give you the word.”

 

“Ma'am, we have activity with ADVENT troops. They seem to have found someone. Looks like they’re ready to shoot at a given moment”

 

Sigh… Great. Alright Lazarus, keep an eye on them. If they decide to go at them, you have permission to engage. Phantom, back him up”

 

“Affirmative Commander.”
 

Edited by GodofGamingRWBY
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As Harry exited the bus, he grabbed a small spray can that he'd noticed earlier. It would be incredible if something like that didn't have any good uses. He marched out after Proditor, leading Frigus, and took a moment to survey his surroundings. Black building, slightly buzzing defensive system. And when Proditor mentioned that it was his home world, Harry let out an almost inaudible sigh, and thought in response. "Oh, this sounds like buckets of fun."

 

So they needed to breach the building then? As a gesture of good faith to XCOM, most likely, seeing as Proditor was one of the species that had invaded the place. "I've got explosives if those are necessary. Do you know enough about the design to find weak spots for breaching? Is a stealth entry possible, or did your clearance get revoked."

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Heavily fortified, with several turrets, mysterious future walls, walking tanks (something about this offended Nader on an engineering level; sure, that was cool, but come on), and quite a few patrols of soldiers out there. This is why he’d insisted on scoping the place out — he figured that they could avoid some of the patrols, and at least start the engagement on their own terms if these were hostiles... oh, and there was Aquila walking right out and getting into a conversation with the troops out here. ”Why in the name of Allah...”

 

Nader sighed angrily and adjusted the grip of his marksman rifle, getting it into firing position and aiming in on the head of the person pointing his gun at Aquila. ”Nice, really, good job, you fucking idiot.” His words were spat with venom, but not actually enough volume for Aquila or the troopers to hear him; he didn’t want to give away his personal element of surprise until he took the first shot, no matter how much he wanted to chew the knight out for giving away their position with his usual grandstanding moron antics.

Edited by Powder Miner
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Alan just couldn't believe that the group would be dropped off into another world so quickly after the last one...mostly because he was not really sure what they actually did to help out in Australia as all they did was shoot at some vaguely evil people and nick an admittedly badass skyship because a latino mage sa-he immediately stopped his line of thinking at that point, nothing ever made sense when a poindexter was involved. That and besides it was fucking Australia, you can't exactly just walk up there and fix everything in that hellhole with less than a dozen people can't you.

 

After a few moments had passed Alan finally decided to do something more constructive than moping around the place and placed the 'Distress beacon?' Inside of his suit's many pockets before he quietly ordered his crawlerform drone to scout ahead and see what those bright red lights coming off of the walls were all about.

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Sister Rachel decides to take advantage of the distraction to power up her jump pack, extending its wing-stabilizers with a whisper of metal-on-metal.  With a burst of energy and sound, she leaps high into the air and draws her Inferno Pistols on the way down.  She lands as close to directly on the captain as she can, and fires a pistol into the faces of each grunt, before going to finish the captain off with more pistol shots.  "Foul xenos.  You profane even the languages of mankind," She curses quietly, "I thank you for your distraction, fellow defender of Holy Terra, but the work of the devout is not over yet."  She starts cutting through the door with her Inferno Pistols.

 

...Assuming everything goes as planned.

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Aquila and Rachel

 

“Eyha, cfuker, ew're ADVENT. Ahtw idd oyu isms the raomr? Onw ptu your nhdas, ni the Ugfknci Ria!” the Captain yelled… Right before getting shot in the back of the head by the flying form of Rachel, having not even heard her until it was too late.

 

???

 

“Central, we have-”

 

“We know Prototype. Menace 1-5, you have permission to engage. Make it a good one.”

 

 

XCOM

 

As the ADVENT captain went down, the other two grunts prepared to fire at Aquila… Only for one to suddenly freeze as a grappling hook sunk into their neck, before pulling taut, dragging the ADVENT soldier through the air as his gun fell out of his hand. Eventually though, the body did stop, but only when a gloved hand grabbed him out of the air, tearing the hook out of their neck before swiftly cutting it open with a clawed gauntlet. 

 

Then, the body was thrown to the side, revealing an armored individual, with dark grey plating over his body, fur surrounding his shoulders, a long, blood red cape, and a smooth, circular helmet that revealed glowing red eyes that were clearly part of the armor. With a quick look at the Aquila and Rachel, the figure reached over his back, pulling out what seemed to be a bull pup, before turning and moving for more decent cover as the other ADVENT soldier was shot in the back of the head by Rachel's other Inferno Pistol.

 

At the same time, a loud, nearly deafening sound of a sniper rifle cut through the air, followed by the sound of metal tearing as one of the turrets had a hole punched straight through its armor, followed by the turret quickly deactivating, the gun dropping down as the lights on its sides flickered out. 

 

Not long after that, a woman in dull purple armor, seemingly very light armor at that, sprinted out of the darkness, creating two electric, purple wrist blades on both of her hands as she charged the facility, catching the attention of one of the Mecs stationed around the facility, giving it enough time to raise its own gun before slashing straight through one of its legs, sending it to a knee before following up with a dual slash that cut through the Mec in an X-like pattern, before kicking the remains away.

 

 

Proditor

 

“I did get my clearance provoked, but Angelis never bothered to change her schematics. She’s more focused on the bigger picture than the other details. So, a stealthy approach should be-” Proditor began, only to be stopped when gunshots began to ring out throughout the area, followed by a small sigh from Proditor, “Correction, would be possible. Keep yourself out of sight, if you please. You should be able to access from one of the doors around the facility” Proditor stated before rising into the air, moving towards the top of the stone pillars to get a better vantage point.

 

 

Rachel again

 

After the ADVENT troops went down, Rachel went to work to open the door to the facility… Only to, well, find it surprisingly open up rather easily, even before she started to cut through it. Weird.

 

… There was another group of ADVENT troops in the room though, one in white armor, one with a strange button that crackled with red electricity, and another one of those Captains.

 

 

Initiative

Note: Initiative will be taking "turns" for each faction, going from the Trespasser Team, to XCOM, and finally to ADVENT. Moves are left untouched, however.

Spoiler

Average Dex: 3

 

Trespasser Team

 

Aquila

 

Aquila

 

Frigus

 

Frigus

 

Contagion

 

Contagion

 

Contagion

 

Proditor

 

Harry

 

Sister Rachel

 

Nader

 

Alan

 

Blue Occultist

 

 

XCOM

 

Templar

 

Templar

 

Skirmisher

 

Skirmisher

 

Reaper

 

Reaper

 

???

 

ADVENT

 

ADVENT Captains

 

ADVENT Mecs

 

ADVENT Soldiers

 

ADVENT Priest

 

ADVENT Stun Lancer

 

ADVENT Turret

 

???

 

???

 

Status

Spoiler

Trespasser Team

 

Alan: 26/26, Healthy, Stealthed.

Aquila: 38/38, Healthy, Stealthed, +4 Res

Blue Occultist: 20/20, Healthy, Stealthed.

Contagion: 30/30, Healthy, Stealthed.

Frigus: 26/26 Healthy, Stealthed.

Harry: 42/42, Healthy, Stealthed.

Nader: 26/26, Healthy, Stealthed.

Proditor: 22/22, Healthy, Stealthed.

Sister Rachel: 28/28, Healthy.

 

XCOM

 

Templar: 40/40 Healthy, 2 Focus.

Skirmisher: 56/56 Healthy, HIGH GROUND!

Reaper: 30/30 Healthy, Stealthed.

???: ???/??? Unknown

???: ???/??? Unknown

 

ADVENT

 

2 ADVENT Captains: Healthy, TOUCAN SAFARI! 1 dead.

4 ADVENT Soldiers: Healthy, spooked, 2 dead.

3 ADVENT Mecs: Fully functional

1 ADVENT Turret: Fully functional, 1 destroyed.

1 ADVENT Priest: Healthy

1 ADVENT Stun Lancer: Healthy

4  ??? ???/??? Unknown

 

Theme

Spoiler

 

 

Edited by GodofGamingRWBY
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Spoiler

-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.


Block: Halves all damage taken, but can’t attack at all.
    L2 Counter Strike: Can counter attack, but the damage is halved.

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

 

Groin attack: Knocks the air out of an enemy. Deals 1d6 damage and if the target fails a STR v CON check they're action locked for two turns.
 
 
-Passives
For Honor: When a non-marked enemy attacks Aquila the damage he does with a counter in doubled.
 
 
-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering or counter attacks he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.
 
 
Equipment:
 Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage. Heals for half the damage caused by a counter. Debuffs the victim's dexterity by 4 for 1 round.


 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.


Modern Crusade Armor: A suit of armor made from modern materials, and most importantlyit fits his asthetic. +3 RES, doubled against bullets.

"A Valkyrie? The gods are truely on our side! DEUS VULT!"

Aquila charges (and marks) the Stun Lancer before hitting him with an attack on his groin. He follows it up by attacking their face.

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Someone had engaged, that was obvious. From what Harry heard though, it wasn't obvious whether the possible allies were XCOM, or some unknown assistance. On the assumption that the way Proditor was guiding things was sort of like a three way call, Harry addressed both Frigus and Proditor mentally. "You good with a stealth entrance on our part, Frigus, take advantage of the distraction? might get some good intel, tech, etc. And Proditor, you can warn us if we're too close to danger."

 

Harry will try (so long as Proddy and Frigus are good with it) to find the nearest entrance to the building in the opposite direction from the sounds of conflict, and get it open (Maybe Frigus can help with that). Harry will reactively edit himself out of someone's sight if he sees anyone. Preferably before they see him.

 

Loadout:

Spoiler

HP: (Con*2)+20=42+6=48
Moves: Equal to your Dex, divided by the average Dex of this Encounter.  Minimum 2

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded)

Resistance:  3 (+9)

Strength:  3

Synergy: 1

 

Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 

 

Actions: (6 combat slots)

Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Level 2: This heal now has first strike.

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

Bone Reinforcement: Harry has +3 MHP, this passive doesn't take up a slot.

Level 2: Now +6.

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

Wolftech Kevlar Polymer Synthesis Heavy Ballistic Infantry Combat Armor: Grants +5 RES, but at a -2 STR penalty.

Level 2 (merit): This armor no longer has a penalty.

Level 3 (Trick): This armor now grants 2 less RES, but grants two Slots which can only be used for specially designed items (Plates, primarily)

  • 1xDeath Wyvern Plate (+3 RES)
  • 1xDeath Wyvern Plate (+3 RES)

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

Now you see me. . . (trick, level 1): Allows the user to edit themselves out of a target's senses. Requires line of site, and only works on one target at a time. Harry now has the ability to work with Psionics. 

 

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Spoiler

Sister Rachel brings Feel No Pain (Grants a single stack of the status condition ‘Guts’.  Whenever somebody with ‘Guts’ would be downed, they are instead reduced to 1 HP and lose a stack of ‘Guts’.  Counts as a healing action.), Chirugeon's Treatment (Removes 1 status ailment or debuff), Triage (gives an extra action that can only be used to heal), Inferno Pistols (deals 2d6 + int fire damage, target must sacrifice a resistance boosting item or suffer a -[essence] resistance debuff if hit), and Incinerator Flamer (deals 2d10 + strength fire and holy damage divided evenly among 2 targets, ignoring cover.).  Also, whenever she deals fire damage, she inflicts a stacking burn that lasts 3 turns and deals 50% of the damage that inflicted it each round.

 

 

"For Holy Terra!  Deus Vult!" Sister Rachel shouts, rapidly holstering her pistols and drawing a set of syringes from her medicae.  A few expertly placed needles later, Aquila gains a stack of Guts.  Ejecting the empties, she swings her Incinerator Flamer into position and unleashes a wave of holy fire upon the Advent priest and the surviving captain.  "None have conquered the Cradle of Mankind in all of history, and today shall be no different!  You will be purged in the purifying fire!"

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Frigus nodded and made to follow Harry.  With a faint shimmer(instead of the normal flash of light) he summoned his Keyblade and used it to open the nearest door should it have been locked.

He didn't have many skills for stealth operations, but he did his best to keep low, quiet, and stay out of sight.

 

Frigus follows Harry's lead and uses "Lockbreaker" to open any locked doors barring their entry.

 

Spoiler

Actives:

Cure: Restorative energy that mends bones and seals wounds.  

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

-Level 2(trick): +1 target.

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

 

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

Deal [Key dmg]+[Int](in place of Dex) cold damage to three targets, reduce their Init by [Int]/3, cooldown=2.

-Level 2: +1 target.

 

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

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

 

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

 

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

 

Equipment:
 

Name: Keyblade

Damage: 0d6+[Dex]

Type: Active

Special Qualities:

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

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

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

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

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

 

Name: Time Spiral

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

Special Qualities:

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

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

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

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

Level 2: +1 Dice, Bound.

Level 3: + 1 Dice.

 

Edited by StormLord
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Through his scope, Nader watched in rather a large amount of shock as all of a sudden, not only did several incredibly strangely armed and armored people jump out of nowhere and start taking out the apparent hostiles, but some OTHER woman ran in screaming, shot Aquila full of syringes, and then set a bunch of the ostensible aliens on fire. He groaned loudly, and then he put his Osprey back onto his back. 

 

”Well, so much for not drawing the attention of literally the entire base... fuckin’...” Muttering, Nader stepped out from behind the tree,  red and blue armor glinting dimly in the moonlight, and then he raised his right arm, bracing in position, straps taut, and Sorraia raised. And then, a three-second BRRRRT rang out, around fourty expended cartridges flew out of the side of his gun, and light flashed as that many 7.62mm bullets were sent flying at ADVENT’s forces.

 

Nader fires his M3 Sorraia at the two ADVENT Soldiers and remaining Captain, dealing 2d6+5+3 damage to each of them! He also activates his No Silencers Perk here, taunting... as many of his 3 targets as the GM lets him get away with, for an action!

 

Spoiler

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

Level 3 (Australia Clear): +3 RES

 

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

Level 3 (Merit): +1d6 damage

Level 4 (Merit): +1d6 damage

Level 5 (Merit): +1d6 damage)

 

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

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

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

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

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

 

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

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

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

 

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

 

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

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

 

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

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

 

Edited by Powder Miner
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Loadout



HP: 26
Moves: 4
 
Stats:
 
Essence:3
Constitution: 3
Dexterity: 4
Intelligence: 8 (10 after perk)
Resistance: 1 ( 6 after H.E.S.G. has buffed him)
Strength: 2
Synergy: 1
 
Perks:
Cerebral Booster: Extensive modifications to Alan's brain has caused him to be able to recall past events in vivid detail and quickly adapt to new situations. And to think that all it cost him was yet another part of his soul. Alan's intelligence is treated as having 25% more intelligence than he actually does.
Superiority: All new actions and tricks start at level 2 due to the extensive modifications to his brain's structure that has allowed him to form new memories and learn new skills even faster than he used to.

 

Actions:

Distrupt: Alan orders his Drone to attack several key areas of a single target by calmly typing something in the general direction of his target, causing them to have their Dexterity or the stat that is used the most in their actions to be reduced by Alan's Intelligence for one round. Once per round.

 

Combat Hacking: Alan uses his years of experience and the fact that his cyberdeck is technically a quantum computer to attempt to hack into any electronic device. Make an opposed Intelligence check to disable a single target's action that depends on something that falls under the previous requirements for one round. One round cooldown.

 

(Passive)

Drone Mastery: Alan is better than most at directing drones to do his bidding. Deal with it.
Level 1: One drone can be commanded to perform a single action as a free action that is considered as being part of Alan's move once per round
Level 2: One drone can be commanded to perform two actions as a free action that is considered as being part of Alan's move once per round  

 

Gear: 

Highly Experimental Shield Generator "H.E.S.G." (Somebody really needs to work on that acronym): +3 to Resistance due to Alan gradually starting to understand how to refine the damned thing/Learning how to use what he already has better)
Level 2: This item is now bound and it also provides and additional +2 to Resistance due to Alan's tendency to tinker with things whenever it is appropriate to do so finally paying off.

 

Drones:

Wiped Doombot:  This humanoid robot has been wiped of incriminating evidence, and had most of its advanced weapons and defenses removed for your own safety.  It is now capable of receiving verbal commands alongside the ability to receive commands directly from Alan's cyberdeck and the ability to be directly controlled by the man's mind through his control rig. It also has the strength of five fit men, and could be upgraded with additional hardware and programming.  These robots have been enchanted to make it impossible to remove their cloaks or change their faces. It appears to be lightly damaged.
The DOOMBOT has the following stats:
Merit: 0
HP: 45/45

Moves: 0/Average dex (Minimum of 1 one move per battle)
Essence: 0
Strength: 15

Dexterity: 0
Intelligence: 0

Resistance: 0+2

Synergy: 0
Maximum amount of moves per round: 1

The DOOMBOT has the following modifications:
Control Rig compatibility: Alan has managed to modify the DOOMBOT's operating system in a way that would allow him to send it commands through his cyberdeck. And he can now assume direct control over its systems using his control rig.
Programmed Firearms proficiency: The DOOMBOT now knows enough about firearms in general to wield and reload pretty much any type of firearm with a passable amount of skill.

Self Preservation Sense V0.5: The DOOMBOT now knows that it should use cover semi intelligently in the event of a firefight as it is in fact not bulletproof.
The DOOMBOT has the following equipment:
Crappy armor plating: Unfortunately while it is not literally crappy (thank God for that), it is still pretty damn useless for protecting it from an actual attack. +2 RES when equipped.

 

Very Heavy Minigun (Level 2): A minigun looted from the defeated Talon troopers, claimed by Alan, and then upgraded by Nader, firing obscenely large 45mm rounds at 800 rpn. Thanks to the addition of a gas motor, it no longer needs time to spin up before fire, but happens to be in the neighborhood of fifty pounds now. 4d6 + strength damage, occupies 3 slots.

Alan slowly and carefully walked towards the direction of the gunfire with his DOOMBOT walking slightly ahead of him as part of an attempt to have its imposing frame serve as an unfortunately valuable distraction, and he made damn sure that said distraction would be as loud as possible by ordering it to shoot at any targets that fire a weapon or swings a weapon at either Alan or itself. 

Alan attempts to remain relatively hidden and orders his DOOMBOT to fire its minigun at the first target that fulfills the specified conditions until they stop firing at Alan or the DOOMBOT.

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Contagion uses Burst Fire on one of the ADVENT Mechs.

 

Use AK-47 to fire at the weakest Mech.

 

Cast Toxin Cloud on all enemies.

 

 

Spoiler

Actions: (6 action slots)

-Actives

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

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

 

Hideaway- Contagion hides in his own gas, granting the status Shroud, preventing enemies form targeting him until he attacks. 

-(Level 1) Gives a 10% dodge chance. Can be cast on allies. Cooldown: 3 turns.

 

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

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

 

-Passives

 

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

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

 

-Trumps

 

May the Gas Rise (AOE)- Contagion outputs enough gas to cover a couple blocks in radius, causing the toxins to eat at the enemies' skin.

-(Level 1) Deals 2d6 + INT damage to all enemies, and applying the Toxified ([DEX/4]d4 poison damage for 3d2 turns) status. Once per encounter.

 

Equipment:

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

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

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

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

 

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Blue rushes towards the Advent Priest, attacking them with Shock and Awe!

 

He uses both weapons, and the moment before he strikes, time freezes, and a horrific burst of energy is infused into his attack!

 

(Deal 3d6 + (Synergy(9) x 2) Magic+Electric Damage, +16 Damage from Spot Charge)

 

"Die Screaming!"  Blue shouts, rushing towards the opponent with abject bloodlust in his nonextant eyes.

 

Spoiler

Actives

 

(Active) Spot Charge: The user stops time for a split second, charging a massive attack in that time. (Level 1) The user adds +10 damage to an attack of theirs as a free action. 5 turn Cooldown.

(Level 2) +6 Additional damage when used.

 

(Active) Occult Hydrokinesis: The user is able to control roughly 200 Pounds of Water using their Psychic Aura, This includes objects aligned with water through magical means, and things which are very nearly water.

-

(Level 1): The user may make a Syn Check against any Water based Entity, if successful, the user gains control of it for an indeterminate period. Limit 1 Object

-

(Trick Level 2): The user may now control moisture in a substance (such as Air or Soil), if it exists, this will always result in half the normal amount of water.

-

(Trick Level 3): The user may now control the water inherently found in gasses, forming it wholesale from oxygen and trace molocules, this only results in 1/10 the normal amount of controlled water.

-

(Trick Level 4): The user may now control water at an extreme range, or with extreme force. Deal 1d6+Syn damage to targets outside of Encounter range, or deal 3d6+Syn Damage to a target within the encounter, an object must be under control to do this.

 

Orbit: The user can orbit incoming damage, sliding around it with ease
(Level 1): The user may Begin Orbiting, this buff disappears when the user is not attacked for one full turn, While Orbiting, the user makes a RES Check against incoming attacks, sliding around them if successful.
(Level 2): While Orbiting, the user is capable of flight, using attacks to slingshot themselves about, and Aura for Course Correction and hovering.  3 Turn Cooldown once Orbiting Ends.

 

Passives

 

(Passive) Slide Clash: The user clashes with an enemy weapon, sliding along it and mitigating it's force.
(Level 1) While Equipped, Enemy attacks lose damage if the user attacks them during the same turn, based on a (RES v Attacking Stat) Check. If the user succeeds, half the enemy's damage is lost.

 

Gear

 

Shock and Awe: (Level 6, Bound, Gear): A Pair of tiny swords, made up of a Crystal blade wrapped in holy white wire, and a slender steel needle crackling with lightning.
(Level 1) Deals 1d6+Synergy Electric Damage to a target, or 1d6+Synergy Magic Damage to a target.
(Level 2) The user can strike with both weapons, Deal 2d6 + (Synergy x 2) Electric + Magic Damage to a target. 1 Turn cooldown.
(Level 3) Dual Strike Damage increased to 3d6 + (Synergy x 2).
(Level 4) Basic Attack Damage increased to 2d6+Synergy Electric or Magic Damage.
(Level 5) (Gear Level) This item can output raw magical energy, but cannot be used as a weapon while doing so.
(Level 6) (Gear Level) This item can output raw electrical energy, but cannot be used as a weapon while doing so.

 

Smiley Shield: A smiley face button, with a blue bead threaded through it's pin.  A psychic grip makes it float around the user.

(Gear Level 1) +3 RES as the object flies around the user, blocking small attacks.

(Gear Level 2) +6 RES against Magical Attacks, when a Magical Attack is blocked as a result of this, Small objects are blown off of the attacker, such as coins, zipper tabs, and buttons.

 

-Maluses:

 

(Level 3) Waterlogged: The user's body is rusted from being in water for so long.

Level 1: The user is stunned when afflicted with a water attack, due to encroaching madness.

Level 2: The user has -1 RES, due to rust.

Level 3: The user has -1 Dex, due to rust.

 

Whipped Dream (level 3, Malus): Blue smells delicious to all manner of critters. He could also make a Slurpuff evolve. He isn't sure what a Slurpuff is, but he knows he could make one evolve now.

 

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Theme

Spoiler

 

 

------------------------------------------------------------------------------- Trespasser Team -------------------------------------------------------------------------------

 

“I shall” Proditor replied as he himself got to his own position, his helmet opening up as his mind expanded, taking in the entire battefield, noting the positions of XCOM’s troops, along with some… Other people. He was more interested in where ADVENT was deploying their own troops. Eventually, he found one of his targets, a Mec beginning to spring towards the battlefield, with some more ADVENT troops behind it. The air in front of Proditor seemed to shift for a second, before a lance of psionic energy flew at the Mec, piercing through its hull, dealing 21 damage to the machine and causing it  to stumble, before it and the two soldiers following it turned to the side to see who the fuck shot them. As expected, this made Proditor very, VERY visible.

 

Which was precisely what he wanted in this situation.


Aquila manages to take advantage of the situation, running up to the Stun Lancer as he shows off his crackling electric stun lance and knees him in the groin (16 vs 10), causing the Stun Lancer to jump a bit before dropping the lance, holding that area with his hands as pain filled his entire being, along with 6 damage. He’s not really save from the follow up strike though, as Aquila’s flail manages to hit his head and crack his helmet with another 16 damage.

 

(91) Harry and Frigus continue to move through the carnage as ADVENT moves to the battlefield, staying behind something when another group of troops run by. Eventually, they manage to get to another door of the facility, thankfully without anyone spotting them, and like it did with Rachel, the door easily opened for Harry and Frigus, revealing another room in the Facility, completely void of life with several blinking computers and large black pods.

 

Rachel injects Aquila with some drugs, then moves on to burn the Priest and Captain, burning them for 13 initial damage and then making them catch on fire, damaging for another 6 each turn!

Nader initiates suppressive fire, firing his Sorraia at some ADVENT troops as they began to reach the area, dealing 14 damage to each. Not killing any, but at least gaining their attention.

Alan advances with his DOOMBOT ready to fire. Kind of like a situational overwatch.

 

(33) (83) As another ADVENT Mec turns the corner, it is met with a full volley from Contagion’s rifle, the bullets tearing through it as it takes three sources of 31 damage, becoming a grand total of 93 damage as the Mec goes down. He then shoots another Mec in the face with his rifle, dealing 23 damage but failing to bring it down as the other wounded one is on the other side of the building. Lastly, he uses his “may the gas rise” to damage every enemy for 10 damage as gas flows over them.

 

(13 vs 11) (Natural 20 vs 18) Both ADVENT Captains are poisoned!

(Natural 1 vs 12) (13 vs 16) (22 vs 10) (Natural 20 vs 13) Two ADVENT soldiers are poisoned!

(14 vs 23) ADVENT Stun Lancer is not poisoned.

(15 vs 20) ADVENT Priest is not poisoned.

ADVENT Mecs are robots and cannot be poisoned.

??? are immune to poison.

 

Blue moves in to show his Priest his religion, zipping forward with his tiny blades, slashing at him for 48 damage. Needless to say, the electricity coming from the blades is enough to send the Priest down, spazzing as something sounding like “BUTTS” escapes his mouth.

 

------------------------------------------------------------------------------- XCOM -------------------------------------------------------------------------------

 

“Lazarus, take out that remaining turret. Rest of you, masks on”

Lazarus gains +10 to his next Shock Cable attack this turn!


With a quick nod, Lazarus, the Skirmisher, stands from his cover, raising his clawed gauntlet and firing out its grappling hook, watching as it punched into the turret. Then, with a quick press of a button, an electric shock flew through the grappling hook, hitting the turret for a mighty 32 damage before Lazarus pulled the hook out, letting it rewind to his gauntlet before firing at it again with his bull pup, hitting for 11 damage and causing the turret to explode with the damage, the gun slumping down.


As Nader finished spraying the ADVENT troops, another loud BANG emitted from the air, followed by the Captain flying back from another 18 damage as a sniper round punched straight through his chest. Before the echoing of the shot died though, a device flew through the air, latching onto the shoulder plate of one of the ADVENT soldiers, blinking with a small red light.

 

The Templar, once her Mec was killed, turned around, letting one of the blades die as she pulled out a pistol, letting out one shot at the Soldier that had been tagged with the device, hitting it… And causing a large explosion from the soldier that killed both of them for 24 damage. Then, she holstered the gun, running to cover as ADVENT began to move in, pulling out a small gasmask with glowing, purple highlights, putting it on to protect her from the toxic gas.

 

As the rest of the operatives gets to work, the other two move stealthily through the forest towards their objective, keeping out of sight.

 

"Menace 1-5, ADVENT Interceptors are on the way, we have a limited window to keep Firebrand in the area. Complete the mission objective and get you and those people to safety ASAP."

 

------------------------------------------------------------------------------- The Chosen -------------------------------------------------------------------------------

 

Suddenly, partway through the carnage, a large pillar of bright purple energy appears on the very roof of the facility, quickly dying away to reveal a single… Woman, in a loose term, crouching with both hands on a sword, which was currently planted into the roof’s metal,

 

“It has been a while, Commander” they stated, beginning to stand up and pull their blade from the ground, their voice resounding through the entire base for all to hear, “I hope you don’t disappoint me like last time” they added, before seeming to… Disintegrate into the air, rather quickly.

 

“Heads up everyone, we’ve got a Chosen on the field. We’ve taken them down before and we can do it again, just keep your eyes sharp on this one and get the mission completed”

 

 

------------------------------------------------------------------------------- ADVENT -------------------------------------------------------------------------------

As the others died around him, the ADVENT Captain did the best thing he could possibly do.  Run to good cover and fire at the guy ready to kill everyone with his rifle... Only to find every single bullet scraping off his armor to nearly no effect. He then takes 4 damage from the poison.

 

The ADVENT Stun Lancer, unfortunately, expires despite only taking 2 damage from the poison. How cruel.

 

The ADVENT Mec itself runs forward, before bracing itself and aiming it’s grenade launcher at Nader and Alan, letting out three grenades at the two (and DOOMBOT), dealing 17 damage to each. Or at least, it would’ve, if the DOOMBOT didn’t shoot the fuck out of it with 31 damage to its name, showing it the better machine. The other tries to fire at Proditor (Natural 20 vs 16), only to find the Ethereal merely waving his hand to cause the bullets fired at him to stop in mid air, before dropping to the floor.

 

The other two ADVENT Soldiers, despite the toxic cloud, turn to face who ever shot them… Only to freeze upon seeing the all too familiar figure of the Traitor, the infamous Ethereal who deserted ADVENT for reasons unknown. They knew who he was, and knew his track record.

 

And because of that track record, they knew that they needed to get the fuck out of there, which they did, practically running away screaming and finding cover to hunker down in, leaving the Mec to face the Traitor on their lonesome.

 

Suddenly, Lazarus would hear the sounds of multiple clawed feet tapping the ground rapidly behind him, turning around and instantly slashing out with his clawed gauntlet, the superheated blade easily burning through a Chryssalid’s talons as it tried to get at him. Despite the creature’s sudden roars of pain, Lazarus didn’t stop, slinging his rifle over his back, grabbing the Chryssalid by the throat before slamming it down onto the rock her was using as cover, dazing the creature before impaling it’s head with his claw, with a total of 41 damage, after crit. Sure enough, the creature spazzed for a few seconds, before slumping down, dead, and judging by the new roars that echoed through the forest, that wasn’t the only one.

 

More ADVENT troops begin to run into the field, hearing the commotion and preparing to assist with the rest of the troops. 4 more ADVENT Soldiers, 2 Captains, and 2 Stun Lancers appear as reinforcements.

 


The “your fucked” chance: 1
… Shit.


As the ADVENT troops move to the area, another Alien seems to just wander in. A red, humanoid alien with rocket wings, holding a long staff with a green tip. It quickly notices the battle, and the people fighting, and roars at all of them, activating it’s wings to fly up above them, spinning its staff as it does so.

 

“Dammit, of COURSE that Archon's here. Alright men, we have a Chosen AND a Ruler around. Try to be careful around him, we don’t need to lose anyone today. If you can, get him to retreat, he’s already wounded from our last encounter and probably doesn’t want to stick around long for that to happen again.”

 

The Archon King has arrived.
 

Initiative

Spoiler

Average Dex: 3

 

Trespasser Team

 

Aquila

 

Aquila

 

Frigus

 

Frigus

 

Contagion

 

Contagion

 

Contagion

 

Proditor

 

Harry

 

Sister Rachel

 

Nader

 

Alan

 

Blue Occultist

 

 

XCOM

 

Templar

 

Templar

 

Skirmisher

 

Skirmisher

 

Reaper

 

Reaper

 

???

 

 

The Chosen

 

The Assassin

 

The Assassin

 

The Assassin

 

ADVENT

 

ADVENT Captains

 

ADVENT Mecs

 

ADVENT Soldiers

 

ADVENT Priest

 

ADVENT Stun Lancer

 

ADVENT Turret

 

Chryssalid

 

Chryssalid

 

 

Alien Ruler

 

The Archon King

 

Status

Spoiler

Trespasser Team

 

Alan: 26/26, Healthy

DOOMBOT: 45/45: Healthy.

Aquila: 38/38, Healthy, +4 Res, Guts

Blue Occultist: 20/20, Healthy

Contagion: 30/30, Healthy

Frigus: 26/26 Healthy, Stealthed.

Harry: 48/48, Healthy, Stealthed.

Nader: 26/26, Healthy

Proditor: 22/22, Healthy

Sister Rachel: 28/28, Healthy.

 

XCOM

 

Templar: 40/40 Healthy, 2 Focus.

Skirmisher: 56/56 Healthy, HIGH GROUND!

Reaper: 30/30 Healthy, Stealthed.

???: ???/??? Unknown

???: ???/??? Unknown

 

The Chosen

 

The Assassin: Healthy, Vanished.

 

ADVENT

 

3 ADVENT Captains: 2 Healthy, 1 nearly dead and poisoned.

4 ADVENT Soldiers: 4 Healthy, 2 panicking, 2 dead.

1 ADVENT Mec: Death's Door, two dead.

2 Destroyed ADVENT Turrets

1 Dead ADVENT Priest

2 ADVENT Stun Lancers: Healthy, one dead.

3 Chryssalids: 1 dead, 3 healthy and stealthy.

 

 

Alien Ruler

 

Archon King: Lightly battered.

 

Note: Mission Objective is to specifically hold off until XCOM can complete their mission. Which is to set some charges onto the Facility. Since ADVENT will be sending units in non stop, XCOM will be providing an escape route that will close up in 7 turns.

 

Also, the Alien Ruler will automatically respond to any hostile action made towards it, which is not limited to the person attacking it. Choose your attacks against it wisely.

Edited by GodofGamingRWBY
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Aquila looks around. Seeing no more enemies he runs outside. He steps towards the Archon but something stops him. He suddenly points at one of the healthy captains.

"You should have run."

Aquila marks Healthy captain two as he strids menacingly towards them then he attacks them twice.

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Blue attacks the Archon King with Shock and Awe, dealing 2d6+Synergy Electric Damage!

 

His lightning needle flashes out as he leaps towards the ruler, a Gnat with weapons to threaten gods.  If the King were to attack, his strike would meet Blue's blade as his clash was invoked.

 

  Hide contents

Actives

 

(Active) Spot Charge: The user stops time for a split second, charging a massive attack in that time. (Level 1) The user adds +10 damage to an attack of theirs as a free action. 5 turn Cooldown.

(Level 2) +6 Additional damage when used.

4 Turns of Cooldown Remain

 

(Active) Occult Hydrokinesis: The user is able to control roughly 200 Pounds of Water using their Psychic Aura, This includes objects aligned with water through magical means, and things which are very nearly water.

-

(Level 1): The user may make a Syn Check against any Water based Entity, if successful, the user gains control of it for an indeterminate period. Limit 1 Object

-

(Trick Level 2): The user may now control moisture in a substance (such as Air or Soil), if it exists, this will always result in half the normal amount of water.

-

(Trick Level 3): The user may now control the water inherently found in gasses, forming it wholesale from oxygen and trace molocules, this only results in 1/10 the normal amount of controlled water.

-

(Trick Level 4): The user may now control water at an extreme range, or with extreme force. Deal 1d6+Syn damage to targets outside of Encounter range, or deal 3d6+Syn Damage to a target within the encounter, an object must be under control to do this.

 

Orbit: The user can orbit incoming damage, sliding around it with ease
(Level 1): The user may Begin Orbiting, this buff disappears when the user is not attacked for one full turn, While Orbiting, the user makes a RES Check against incoming attacks, sliding around them if successful.
(Level 2): While Orbiting, the user is capable of flight, using attacks to slingshot themselves about, and Aura for Course Correction and hovering.  3 Turn Cooldown once Orbiting Ends.

 

Passives

 

(Passive) Slide Clash: The user clashes with an enemy weapon, sliding along it and mitigating it's force.
(Level 1) While Equipped, Enemy attacks lose damage if the user attacks them during the same turn, based on a (RES v Attacking Stat) Check. If the user succeeds, half the enemy's damage is lost.

 

Gear

 

Shock and Awe: (Level 6, Bound, Gear): A Pair of tiny swords, made up of a Crystal blade wrapped in holy white wire, and a slender steel needle crackling with lightning.
(Level 1) Deals 1d6+Synergy Electric Damage to a target, or 1d6+Synergy Magic Damage to a target.
(Level 2) The user can strike with both weapons, Deal 2d6 + (Synergy x 2) Electric + Magic Damage to a target. 1 Turn cooldown.
(Level 3) Dual Strike Damage increased to 3d6 + (Synergy x 2).
(Level 4) Basic Attack Damage increased to 2d6+Synergy Electric or Magic Damage.
(Level 5) (Gear Level) This item can output raw magical energy, but cannot be used as a weapon while doing so.
(Level 6) (Gear Level) This item can output raw electrical energy, but cannot be used as a weapon while doing so.

 

Smiley Shield: A smiley face button, with a blue bead threaded through it's pin.  A psychic grip makes it float around the user.

(Gear Level 1) +3 RES as the object flies around the user, blocking small attacks.

(Gear Level 2) +6 RES against Magical Attacks, when a Magical Attack is blocked as a result of this, Small objects are blown off of the attacker, such as coins, zipper tabs, and buttons.

 

-Maluses:

 

(Level 3) Waterlogged: The user's body is rusted from being in water for so long.

Level 1: The user is stunned when afflicted with a water attack, due to encroaching madness.

Level 2: The user has -1 RES, due to rust.

Level 3: The user has -1 Dex, due to rust.

 

Whipped Dream (level 3, Malus): Blue smells delicious to all manner of critters. He could also make a Slurpuff evolve. He isn't sure what a Slurpuff is, but he knows he could make one evolve now.

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------------------------------------------------------------------------------- Ruler Reaction -------------------------------------------------------------------------------

 

Blue strikes at the Archon King, slashing at the Ruler for 11 damage. Instantly, the Archon King roars at the tiny speck attacking it (22 vs unnatural 20), only to find the speck managing to block most of the damage, but Blue still takes 9 damage.

 

Status

Spoiler

Trespasser Team

 

Alan: 26/26, Healthy

DOOMBOT: 45/45: Healthy.

Aquila: 38/38, Healthy, +4 Res, Guts

Blue Occultist: 11/20, Whacked

Contagion: 30/30, Healthy

Frigus: 26/26 Healthy, Stealthed.

Harry: 48/48, Healthy, Stealthed.

Nader: 26/26, Healthy

Proditor: 22/22, Healthy

Sister Rachel: 28/28, Healthy.

 

XCOM

 

Templar: 40/40 Healthy, 2 Focus.

Skirmisher: 56/56 Healthy, HIGH GROUND!

Reaper: 30/30 Healthy, Stealthed.

???: ???/??? Unknown

???: ???/??? Unknown

 

The Chosen

 

The Assassin: Healthy, Vanished.

 

ADVENT

 

3 ADVENT Captains: 2 Healthy, 1 nearly dead and poisoned.

4 ADVENT Soldiers: 4 Healthy, 2 panicking, 2 dead.

1 ADVENT Mec: Death's Door, two dead.

2 Destroyed ADVENT Turrets

1 Dead ADVENT Priest

2 ADVENT Stun Lancers: Healthy, one dead.

3 Chryssalids: 1 dead, 3 healthy and stealthy.

 

 

Alien Ruler

 

Archon King: Lightly battered, slightly angry.

 

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