Jump to content

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


GodofGamingRWBY

Recommended Posts

Frigus brought his glider around and took a slightly slower pass, once he reached the right angle he gestured downwards and shouted "Freeze!" Sending a plume of ice magic down on the Advent troops below.

Frigus uses Blizzard(Blast) on the collective four Advent Troopers in tiles B5 and C5, this deals 3d8+9 cold damage to each and reduces their Init by 3(kinda irrelevant here).

He, Harry, and the Runner lose their 10% dodge chance.

 

 

Spoiler

MHP: 34

 

Essence: 4

Constitution: 3

Dexterity: 6

Intelligence: 9

Resistance: 3

Strength: 0

Synergy: 0

 

Actions:

 

-Actives

 Cure: Restorative energy that mends bones and seals wounds.  

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

-Level 2(trick): +1 target.

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

 

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

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

-Level 2: +1 target.

 

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

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

 

Keyblade Glide (Trick): Frigus can use his Keyblade to fly with up to one other passenger, in and out of combat. He cannot attack with his keyblade while flying on it, but while flying both Frigus and his passenger have a 10% dodge chance.

 

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): 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.

 

HP Boost: A common skill among Keyblade wielders, used to boost one’s physical durability.

Increase MHP by 8

 

 

Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

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

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

 

 

Time Spiral:

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.

 

Link to comment
Share on other sites

  • Replies 386
  • Created
  • Last Reply

Top Posters In This Topic

"Thanks Tin Man!"

Aquila doesn't waste time, charging the two mutons and Using Groin attack on one before using his combo to attack the other.

 

Moves

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

Combo (Trick): Once per two rounds, Aquila can make a free attack with his flail.
 
 
-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.

   L2: Heals for half the damage caused by a counter.
 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.

 

Link to comment
Share on other sites

Alan, deciding that disabling a whole tank was good enough for now, decided to instead flip the hunter a bird and attempt to repair the Sectopod's damaged main guns with his tangentially related 'Jury Rigging' trick instead of doing anything more useful.

He also orders Runner 1 to hide behind Harry because there was really nothing else it could do without proper fire support.
 

Loadout



(Perk backed) Assuming Direct Control!:  Alan makes a 1d20+Int v 1d20+Int check against a mechanical and hackable enemy, allowing him to try and assume direct control over up to two enemies per world on a permanent basis. Although the action can also be used to disable a mechanical and hackable enemy without controlling it which prevents it from using its moves to do anything other than making an opposed 1d20+Int v Alan's initial roll check that takes an entire move to perform. This action has no cooldown.
Level 2: Alan can now choose to not keep a Drone he is controlling on a permanent basis at the end of the encounter where he took control over it.

(Trick) Jury Rigging: Alan is able to quickly use his almost excessive amounts of intelligence and hands on mechanical engineering to maintain and repair a mechanical ally's systems with pretty much anything he has at his disposal. Allows Alan to repair mechanical units to heal [Intelligence] health.
Level 2: The amount healed is now Intelligence x 1.5

Passives/Equipment:
Rigger Command Console: A wrist mounted electronic device Alan built from the various electronic parts he could obtain from the Avenger's engineering bay. While it does in fact look cool it is a bit too heavy to be fully comfortable. Level 1: Grants Alan two additional action slots that he can only use to equip drones.
Level 2: Grants Alan a total of three action slots that he can only use to equip drones.
Level 3: Grants Alan a total of four action slots that he can only use to equip drones.

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  
Level 3: Alan can now choose to order two different drones to perform one action each as a free action that is considered as being part of Alan's move once per round.

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)
Merit 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.
Level 3: Res boost increased by +2. Also gains the [Drone/Autogear] tag

 

Heavily Modified Sony CTY-360: Alan's cyberdeck is based off of a heavily modified Sony CTY-360 chassis that had gotten all of its original parts gingerly taken out of it at some point. The fact that some if not most of the modifications present inside of this machine is known for its power and steadfast reliability is presumably enough to offset the fact that simply having one of these on your person could get you sent away for life or summarily executed. When attempting to perform an action that has the "Hacking" tag applied to it, the user has the option to use the cyberdeck as his computer of choice. Boosting Alan's Intelligence by 10% for the action's effect while he is using the cyberdeck. This effect can only be activated once per round, and it takes a free action to activate
Level 2: Int boost for hacking abilities increased to 20%

 

Drones



(2 action slots)
Alan's Sectopod:
An intact Sectopod that Alan somehow managed to hack, the lucky bastard.
Alan’s Sectopod Perks:
Heavy Armor: In order for the Sectopod to take damage, enemies must deal more damage than its Res.
Machine Core: As a machine full machine, the Sectopod does not have a Con stat. Instead, it has 70 hp that can be upgraded with the right material.
Flaw: ADVENT Programming: Despite being under Alan’s control, the Sectopod’s natural programming makes it extremely resistant to his commands in combat. The Sectopod can only act every other turn, and can only have a maximum of one move for those turns.

HP: 70 Essence: 8 Strength: 15 Dexterity: 7 Intelligence: 8 Resistance: 10 Synergy: 14

Actions:
Heavy Magnetic Gun: The Sectopod’s main turret, capable of shredding most heavy tank armor.
Deals 3d6+Syn damage to two enemies.
Electric Field: A strong, electrical pulse that emanates from the Sectopod’s legs. Automatically activates when an enemy gets into melee range against it, and deals 2d6+Syn damage, free action, two round cooldown.
Trump: Wrath Cannon: Deals (6d6+Syn)*2 Damage against up to three enemies, but requires a full turn to charge. The charge is not interfered ADVENT Programming. Once per encounter.

Link to comment
Share on other sites

Proditor

 

With new wounds in his torso, Proditor floated back, moving behind cover as the war continued to rage around him. He couldn’t stay out in the open, which limited potential options. It seemed like ADVENT still had him on top priority, which was to be expected.

 

However, there was one thing he could do. A risky move, and one that would certainly draw the attention of Angelis if it succeeded, but one that could prove extremely beneficial.

With that, Proditor focused his mind, expanding it outwards, ignoring the sensation of projectiles flying through his field of “vision”, directing it outwards to the railgun. He had learned how to track the sounds of rifles in his time, and if he was correct, his target should be…

 

Ah, there he was.

 

“Tal’Vasor Hithrag. It has been some time.”

 

With his voice, his target’s trigger finger halted. He had his next shot lined up, without them even knowing, but the contact had been enough to divert his attention,

 

“Well well well…” the Hunter replied, lowering his rifle ever slightly. Even through the mental connection, Proditor could still clearly make out the growly undertone in the Hunter’s voice, ever present, “And here I thought you wouldn’t even talk to me after you ditched ADVENT. None of the intel I gathered made me expect to see you here. How’s the life of an exile treating you, Mentor?”

 

At his question, Proditor couldn’t help but physically sigh, “Unkindly, but I have refound my path” he replied, continuing before the Hunter could even reply, “You should know by now that you’re fighting for the wrong side. Angelis is simply using you for her own agenda. If she promised the planet to you in exchange for the Commander’s capture, she is lying. Earth is too valuable of a resource for her to simply give away, even if she’d still control it indirectly.”

 

“I know, and I don’t care” was all the Hunter had to reply, “I don’t like Angelis one bit, but I don’t care about ‘winning’ Earth. I LIVE for this Hunt. The Commander is the most interesting prey. You of all people should’ve realized that” he stated, before raising his rifle again. The last time he saw Proditor, it was in front of the Avenger, right before they got shot. If the Hunter was right, then his old Mentor should be right… About…

 

There.

 

“That is why I must tell you: I know of better targets for you to kill.”

 

Just as the Hunter was about the pull the trigger, he paused, “Better prey huh? Elaborate” he ordered, not moving an inch from his position, keeping his rifle trained on Proditor’s position.

 


-- Trespasser Group --

 

Harry moves to B5, and prepares to heal Frigus or Ao. Runner 1 follows behind him.

 

Nader opens fire with the M3 Sorraia (80) (75) (78), his bullets managing to hit the Chryssalid, Berserker, and two of the ADVENT troops for 16 damage. None of which died, but were heavily wounded nontheless, and are now taunted towards Nader.

 

Rachel proves her medical expertise and cures Nader of his Chryssalid Poisoning. Which is very good.

 

Frigus unleashes a blizzard upon ADVENT’s troops, taking out all of them with a hefty 25 damage. 

 

With the Berserker now distracted by the Tin Man, Aquila charges at the two Mutons, who roar in defiance before getting kicked in the groin (26 versus Nat 20), managing to power through Aquila’s impressive strength, all while the crusader whacked the other one in the face with his flail, cracking it’s mask and dealing 15 damage.

 

Alan, with the tank under his control, switches his attention to the Sectopod, flipping off the Chosen while the tank begrudgingly lowered itself down to Alan could get to the turret. (15 versus 12) surprisingly, while the Hunter got a direct hit, it was mostly a small amount of damage, mostly from disrupting the power supply being brought to the turret via wires. An impressive shot, but one that was easily fixable by Alan. Sectopod can now fire again.

 

 

-- ADVENT --


(12 versus 18) Unfortunately, while Alan was distracted, the tank he had shut down powered on again, rumbling as its lights turned on again. Then, with a sudden lurch, it moved forward, ramming into an unsuspecting Harry (27 versus 18), sending the poor medic flying, Runner 1 barely avoiding him, for 27 damage.

 

The Chryssalid steps up again, frustrated with Nader’s volley of bullets, slashing once more at him and dealing 9 more damage (7 versus 24), thankfully not poisoning Nader again. The Berseker, upon being shot, roared loudly at Nader, then began charging him, moving to D5 in her mad dash.

 

With Aquila now in range, the Mutons roar at him, the one that got kicked raising its rifle and firing at him, while the other slashed at him with his bladed gun. (21 versus 22) The superheated plasma disperses upon hitting Aquila's shield, though he can still feel the effects of the force, taking 10 damage, (14 versus 14) while the blade hit its mark, hitting him for 8 more damage. However, with the slash, Aquila countered by hitting it again with his flail, dealing 14 damage and healing for 7 HP.

 

Looking at the offense XCOM was putting up, the ADVENT Priest shouted something to its escort, then turned around and ran as the two soldiers took cover.

 

Two of the ADVENT Troopers in B4 fire at Frigus (23) (80), one missing hit target entirely, while the other manages to hit him for 9 damage.

 

(85) With their increased offense, ADVENT was clearly managing to push forward. The two Stun Lancers had finally slain the XCOM troops holding them back. The rest manage to land hits on most of XCOMs troops, beginning to pave the way towards a future push.

 

 

-- The Chosen --

 

The Hunter halts his turn, listening to Proditor.

 

The Assassin remains hidden.


-- XCOM --

 

The reactivation of the Tank was met with Ao sighing to herself, before she ran out of cover, running towards the Tank and jumping on top of it, activating one of her blades again before shoving it into the top hatch, cutting it open before jumping into the tank. Considering one of his healing targets just ran inside a tank, Harry decided to focus on his own wounds, healing himself for 19 damage, with his regen healing the rest of his health.

 

Lazarus remains on his perch, aiming down at the Chryssalid and opening fire on it again, taking out 20 HP from the poor bug.

 

(43) The rest of XCOM keeps to their defense, landing a few more hits on ADVENT, but mostly trying to reduce their own casualties.

 

-- ??? --


Just then, a massive, soulless howl echoed through the dusty battleground, and for a brief second, both ADVENT and XCOM halted in their firefight, glancing in its direction. Then, the Commander’s voice cut through the silence on XCOM’s side, giving out new orders, “All operatives, stick together. Give the Runner covering fire, but stay near the Avenger for emergencies.”

 

In her shroud, the Assassin growled. The husks of man seemed to have heard the commotion. She had known there was a large hive nearby, but to think that they would’ve left their territory…

Whatever. She had her mission. The creatures were simply a welcome diversion.

 

As the fighting resumed, Proditor paused his conversation with the Hunter to send a message to the rest of the party, his voice as calm and to the point as always, but carrying a bit of annoyance with it,

 

“I would suggest being careful. The Lost have arrived.”

 

Battleground has gained three new rows. The Lost have entered the battle!

Database has exited the Avenger!

Map has been updated

 

 

Avenger HP: 78%
Turns until cannon is charged: 1
ADVENT Tanks remaining: 3

 

XCOM Forces: 90%

 

Status

Spoiler

Status:

 

Nader (D5): 6/32, Guts (x2)

 

Aquila (E5): 18/38 Taking on two Mutons in Close Combat. Revenge (27/38)

 

Harry (B6): 48/48 Healthy

 

Runner 1 (B6): 10/10 Armed and Ready (Can move twice per turn)

 

Proditor (C6): 11/22 Heavily Wounded

 

Sister Rachel (D5) 28/28 Healthy

 

Cool (B6): 25/34 Healthy

 

Alan (C6): 26/26 Healthy

 

Sectopod (C6): 70/70

 

XCOM

 

Ao Toshinori (B5) 40/40 Healthy, 1 Focus

 

Lazarus (D5) 55/60 Scratched

 

ADVENT

 

Cannon (B1): 100%

 

3 Chryssalids (D5): One exploded, one executed, one heavily wounded.

 

2 Mutons (E5) Both wounded.

 

Berserker (D5) Slightly wounded PISSED AS HELL, Marked, "taunted".

 

2 ADVENT Stun Lancers (A5) Wounded

 

ADVENT Priest (C3) Healthy, ran away.

 

2 ADVENT Troopers (C4): Healthy

 

Tank (D3): 50/50

 

Tank (A3): 50/50

 

Tank (B5): 40/50, loud sounds coming from within.

 

 

The Chosen

 

The Hunter (C1): Healthy, intruiged

 

The Assassin (???): Healthy, playing Metal Gear

 

 

The Lost

 

All Lost: Healthy as fuck.

Link to comment
Share on other sites

A horrible strange howl rang out over the battlefield, drawing a disbelieving "What the FUCK is it now?!" This was immediately followed by a startled noise when he received the message from the turncoat psychic space alien colonialist directly into his head, and a "WHY?" of dismay. Unfortunately for Nader, though, he couldn't spent time on that because he could see a very large and *very* angry hurtling his direction. One hand pulled the PAW off of his back, while the other slammed to his radio headset.

<"Nader here -- big fucking angry red alien coming my way; can these things be suppressed? Need answer FAST!">

Link to comment
Share on other sites

XCOM

 

Nader's question would quickly be answered by the Commander, who was clearly becoming overwhelmed by how much she had to keep track of,

<"Yes, if you have a way to disorient it, aim for its eyes and retreat. Berserkers have a tendency to lash out at anything in its vicinity when angered, so it should be enough to send it after ADVENT, if you're lucky.">

 

Link to comment
Share on other sites

Aquila continues attack the Muton he cracked. 

 

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

Combo (Trick): Once per two rounds, Aquila can make a free attack with his flail.
 
 
-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.

   L2: Heals for half the damage caused by a counter.
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantly it fits his aesthetic. +3 RES, doubled against bullets.

Link to comment
Share on other sites

Frigus winced as several bullets tore through his armor like paper, he really needed to improve his armor, but well there were plenty of other things he needed to do as well.  Pushing past that he could see the large red thing Nader was asking about in the coms, it was actively charging both him and Rachel.

He spoke up over the coms, specifically reaching Nader and Rachel.

"After Nader confuses it I'm going to try and pull big ugly out of there and hopefully give him some friends to beat on for a while."

With that Frigus paused a second or two before reaching out towards a point somewhere between the Berserker and the two nearby Troops, with a shout of the word "Force!" a spiral of purple, pink, and blue energy flew out and coalesced into a tiny event horizon at the chosen point.

 

Frigus delays his turn until after Nader then uses Gravity(Draw) on the Advent Troopers in C4 and the Berserker in D5, drawing them all to D4.  For two rounds damage dealt to any of the targets is also dealt to the others.

 

Spoiler

MHP: 34

 

Essence: 4

Constitution: 3

Dexterity: 6

Intelligence: 9

Resistance: 3

Strength: 0

Synergy: 0

 

Actions:

 

-Actives

 Cure: Restorative energy that mends bones and seals wounds.  

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

-Level 2(trick): +1 target.

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

 

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

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

-Level 2: +1 target.

 

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

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

 

Keyblade Glide (Trick): Frigus can use his Keyblade to fly with up to one other passenger, in and out of combat. He cannot attack with his keyblade while flying on it, but while flying both Frigus and his passenger have a 10% dodge chance.

 

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): 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.

 

HP Boost: A common skill among Keyblade wielders, used to boost one’s physical durability.

Increase MHP by 8

 

 

Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

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

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

 

 

Time Spiral:

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.

 

Link to comment
Share on other sites

Harry laughed softly as he stood up, with barely a wheeze. "Gonna have to hit harder than that." He'd never had that happen before, so it was exhilirating to learn that he could shrug off a speeding tank to the chest.

 

"I'll keep you up for a bit while you do that, Frigus. But after you do your thing, we'll need to move. Eliminating the threat from the cannon before these 'lost' creatures get to us is a priority." For the time being, Harry remained where he was, still trying to keep generally between the enemy and the drone. He kept on alert to patch up the icicle man.

 

If Frigus is damaged, heal him. Also use the turn gained from Speedy Prognosis to heal Frigus or Harry himself for 2d4+13 if one of them is damaged. Frigus is priority.  Also continue to attempt to bodily shield Runner 1 drone from view and incoming fire.

Spoiler

HP: (Con*2)+20=42+6=48

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded with D'Arnets)

Resistance:  3 (+9)->12

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.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

 

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.

  

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

Link to comment
Share on other sites

Alan uses Assuming Direct Control against the tank in A3 to try and disable it with an opposed 1d20+Int v 1d20+Int check, with his Heavily Modified Sony CTY-360 granting him a +20% to his Intelligence for the purposes of that check.

 

He commands the Sectopod to prepare a Wrathcannon, essentially trying to get the two ADVENT troops and the Berserker that Frigus was going to try and move to D4 next round
He also orders Runner 1 to hide behind Harry because there was only so much he could expect it to do without proper fire support.
 

Loadout

 

(Perk backed) Assuming Direct Control!:  Alan makes a 1d20+Int v 1d20+Int check against a mechanical and hackable enemy, allowing him to try and assume direct control over up to two enemies per world on a permanent basis. Although the action can also be used to disable a mechanical and hackable enemy without controlling it which prevents it from using its moves to do anything other than making an opposed 1d20+Int v Alan's initial roll check that takes an entire move to perform. This action has no cooldown.
Level 2: Alan can now choose to not keep a Drone he is controlling on a permanent basis at the end of the encounter where he took control over it.

(Trick) Jury Rigging: Alan is able to quickly use his almost excessive amounts of intelligence and hands on mechanical engineering to maintain and repair a mechanical ally's systems with pretty much anything he has at his disposal. Allows Alan to repair mechanical units to heal [Intelligence] health.
Level 2: The amount healed is now Intelligence x 1.5

Passives/Equipment:
Rigger Command Console: A wrist mounted electronic device Alan built from the various electronic parts he could obtain from the Avenger's engineering bay. While it does in fact look cool it is a bit too heavy to be fully comfortable. Level 1: Grants Alan two additional action slots that he can only use to equip drones.
Level 2: Grants Alan a total of three action slots that he can only use to equip drones.
Level 3: Grants Alan a total of four action slots that he can only use to equip drones.

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  
Level 3: Alan can now choose to order two different drones to perform one action each as a free action that is considered as being part of Alan's move once per round.

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)
Merit 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.
Level 3: Res boost increased by +2. Also gains the [Drone/Autogear] tag

Heavily Modified Sony CTY-360: Alan's cyberdeck is based off of a heavily modified Sony CTY-360 chassis that had gotten all of its original parts gingerly taken out of it at some point. The fact that some if not most of the modifications present inside of this machine is known for its power and steadfast reliability is presumably enough to offset the fact that simply having one of these on your person could get you sent away for life or summarily executed. When attempting to perform an action that has the "Hacking" tag applied to it, the user has the option to use the cyberdeck as his computer of choice. Boosting Alan's Intelligence by 10% for the action's effect while he is using the cyberdeck. This effect can only be activated once per round, and it takes a free action to activate
Level 2: Int boost for hacking abilities increased to 20%

 

Drones

 

(2 action slots)
Alan's Sectopod:
An intact Sectopod that Alan somehow managed to hack, the lucky bastard.
Alan’s Sectopod Perks:
Heavy Armor: In order for the Sectopod to take damage, enemies must deal more damage than its Res.
Machine Core: As a machine full machine, the Sectopod does not have a Con stat. Instead, it has 70 hp that can be upgraded with the right material.
Flaw: ADVENT Programming: Despite being under Alan’s control, the Sectopod’s natural programming makes it extremely resistant to his commands in combat. The Sectopod can only act every other turn, and can only have a maximum of one move for those turns.

HP: 70 Essence: 8 Strength: 15 Dexterity: 7 Intelligence: 8 Resistance: 10 Synergy: 14

Actions:
Heavy Magnetic Gun: The Sectopod’s main turret, capable of shredding most heavy tank armor.
Deals 3d6+Syn damage to two enemies.
Electric Field: A strong, electrical pulse that emanates from the Sectopod’s legs. Automatically activates when an enemy gets into melee range against it, and deals 2d6+Syn damage, free action, two round cooldown.
Trump: Wrath Cannon: Deals (6d6+Syn)*2 Damage against up to three enemies, but requires a full turn to charge. The charge is not interfered ADVENT Programming. Once per encounter.

Link to comment
Share on other sites

<”ALRIGHT, WELL, YOU BETTER FUCKING PULL THROUGH ON THIS, FRIGUS,”> Nader shouted into the radio. But even as Nader shouted, he was moving into action. It was a leap of trust, really, and if Frigus didn’t in fact draw the Berserker away (or at least try) after Nader shot it into a frenzy while it was ACTIVELY APPROACHING HIM, HOLY SHIT, then well... if by a miracle Nader survived, he swore he’d beat him to death with his own two hands. He WAS making that leap of faith, though, and Nader pointed the PAW in the direction of the Berserker and pulled the trigger. The recoil of this would knock it far off target, of course, but hitting the Berserker wasn’t the point — he wanted to rill the air around it with so many bullets that it ceased to be capable of rational thought and would aimply get overwhelmed with reflexive anger instead.

 

Nader uses the stun action on the PAW, “attempting” to stun the Muton Berserker.

Active Cooldown: M3 Sorraia (1 turn remaining)

PAW (3 turns remaining)

 

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 (1d8+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(1d8+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 1d8+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(1d8+DEX) per attack.

Level 5 (Merit): Damage reupgraded to 1d8+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.

 

UF-XW-US Gut Punch (Level 3): This "underbarrel" shotgun is actually just a flat-out normal sized pump-action shotgun built by Nader, which has a rig with metal loops that can be cinched over another gun. It is at its best when fired at an approaching enemy, or when time is taken to line the spread up.

The UF-XW-US “Gut Punch” deals 3d6+Dex damage, but an action can be used to pump the gun, which lasts until Nader is attacked/the gun is fired. If Nader is attacked in melee, the “Gut Punch” will automatically fire and deal 5d6+Dex damage, which is applied before the opponent’s attack lands.

(Level 2 (Merit): Damage upgraded to 2d6+DEX, 4d6+DEX w/ pump

Level 3 (Merit): Damage upgraded to 3d6+DEX, 5d6+DEX w/ pump)

 

Akimbo: Nader carries an awful lot of guns around with him, and though it's usually entirely impractical to go firing two guns at once, sometimes Nader can find an opening with which to fire two of them off, or to fire one off as he does something else. It's a tiring affair, though, with the size of the guns he often uses.

Nader gets an extra move this turn. 3 turn cooldown.

 

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.

 

Link to comment
Share on other sites

  • 3 weeks later...

Rachel moves 1 square over, to where Aquila is, and uses Feel No Pain on him through her Triage passive, giving him two stacks of Guts.

 

Spoiler

Emergency Revival (level 1):  Sister Rachel deploys her medicae rig to revive a downed ally.  That downed ally returns to the encounter with 1 HP.  This action does not remove wounds, and thus will not work on somebody who has surpassed their wound threshold.  Counts as a healing action.

 

Feel No Pain (level 2):  Sister Rachel uses combat drugs and acupuncture in conjunction with her medicae rig to temporarily shut down target ally’s ability to feel pain.  Grants a two stacks of the status condition ‘Guts’ to the target.  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.  Can self-target.

 

Incinerator Flamer (level 1):  Sister Rachel deploys her blessed, Astartes-issue flamethrower to deal devastating damage to anything it’s pointed in the general direction of.  Deals 2d10 + [strength] holy and fire damage divided evenly among two enemies, ignoring cover.  This powerful and rare weapon was gifted to her as an apology by a Grey Knights Captain after two rookie Knights earned a Darwin Award trying to anoint themselves with the blood of a Sister of Battle to improve their magic resistance.  Grey Knights are immune to warp sorcery and corruption due to their warded armor and geneseed derived directly from the God-Emperor himself.

 

Chirurgeon’s Treatment (level 1, trick):  Sister Rachel has extensive experience in treating all manner of poisons, curses, and other horrifying ailments with her medicae rig and prayers to the God-Emperor.  Cures one debuff or status ailment of her choice afflicting target ally.

 

Dual Seraphim-Pattern Inferno Pistols (level 3)  Sister Rachel deploys her sidearms, a pair of powerful melta pistols, to burn through enemy armor.  Deals 1d8 + [intelligence] fire damage, strikes the chosen target twice, and each hit forces the victim to make a resistance save against the damage dealt +2 (Or +4 for ADVENT targets).  Should they fail, they must choose to either sacrifice an equipped, resistance-boosting item permanantly or suffer a –[essence] debuff to their resistance until combat ends.  This debuff stacks with itself.  This action counts as both a melee attack and a ranged attack.

 

Triage (level 3, trick):  Sister Rachel’s extensive medical training grants her an extra action each round, which must be spent on a healing action.  1 round cool down.

 

 

Fortress of the Mind (Level 3, Passive):  Sister Rachel gets +5 to checks that Deny the Witch applies to.

 

Seraphim-Pattern Jump Pack (level 1, trick):  Sister Rachel can use her jump pack to fly, with all that entails.  This model is designed specifically for the Sisters of Battle, with bladed, wing-like stabilizers to make them appear as the God-Emperor’s avenging angels descending from the heavens.

 

Link to comment
Share on other sites

  • 1 month later...

-- Trespasser Group --

 

Proditor continues to speak to the Hunter.

 

(Nat 20! vs 12) With no trouble, Alan manages to hack into another one of ADVENT’s tanks, shutting it down with the crew still inside. The Sectopod, on the other hand, opens its main cannon, dozens of red lines popping out of it as it began to lock onto its targets. Runner 1 continues to hide behind Harry.

 

Aquila hits the same Muton with his flail (14)... Only to watch as it ducked underneath his swing, unharmed.

 

Just as the Berserker began to get in reach of Nader, the paranoid gunsman began opening fire on it, causing it to lift a hand to protect its face. While one would initially think that would mean Nader’s attempt had failed, the sounds of rapid fire so close to its ears did the job, signaled by the Berserker stopping midcharge to roar loudly at Nader again, before redoubling its efforts to get to him, practically sprinting on all fours in order to get to him. However, just as it got into range of Nader, swinging one of its giant arms at its head…

 

And then Frigus’s magic came in, a sudden gravitational pull yanking the Berserker away, its claw barely missing Nader’s head as it flew to the side, tumbling across the ground until it dragged itself to a stop, once again roaring loudly, except now at no specific target except the two Soldiers next to it…

 

Rachel moves to back Aquilla up, then gives him some drugs to make him extra unkillable.

 

Harry is a pal and heals Frigus for 18 HP, far more than he needed to!


-- ADVENT --

 

In a fit of rage, the Berserker swings its arms in an animalistic fury… Specifically towards the two bodies closest to it, the ADVENT Troopers, both of which had only managed to stand before seeing arms the size of tree trunks being swung towards them.

 

“Rae oyu kcnufgi sroiuse grith won?” was all that one of the ADVENT soldiers could say, visibly saggings its shoulders before the Berserker’s arm smashed into the both of them, sending them flying despite the gravitational pull, bodies shattered as the Berserker roared in animalistic fury with 28 damage to each!

 

Loud noises emanate from the tank that Ao jumped into.

 

After dodging Aquilla’s swing, the Muton rises back up, slashing at Aquila’s shield, the force of his slash pushing Aquila back several feet, taking 12 damage… Only to find Aquila coming right back him, his Revenge procing and lashing out towards its face (45), hitting it for a hefty 26 damage. With a large CRACK, the Muton falls to the ground, dead, while the other opens fire at Aquila, another blast of plasma washing over the crusader for 4 damage. 

 

The two ADVENT Stun Lancers in A5 move to B5.

 

The ADVENT Shieldbearer holds up his hand, then slams it into the ground, creating a shockwave that ends with orange barriers appearing around his two guards, all while both of them took cover and opened fire… Upon the advancing Lost. All three of them take down a normal Lost each.

 

The Chryssalid, having been unharmed in this few seconds of combat, slashes at Nader once more, determined to finish its armored prey off, dealing 11 damage. However, Nader remains standing thanks to the power of DRUGS, remaining at 1 HP.

 

The lone Andromedon marches forward to B4.

 

A faint line of purple energy appears behind the enemy lines, connecting itself to the Andromedon!

 

(33) ADVENT finds itself at a new standstill with XCOM’s troops, unable to land any good shots on them.

 

-- The Chosen --

 

The Hunter continues to hold his turn

Where the fuck is Assassin?

 

-- ??? --

 

A pillar of purple energy erupts in C4, before quickly dissipating, but leaving 3 ADVENT Mecs in its wake.

 

-- XCOM --


At long last, the noises inside the ADVENT Tank stops… Right before Ao jumped out, blood covering parts her gauntlets, the tank lying still now.

 

Lazarus finishes off the Chryssalid with another burst of his rifle, dealing 14 damage.

 

Database sends out her GREMLIN to Nader, sending out a burst of medical spray that patches Nader up for 15 HP.

 

The Commander focuses her attention on her troops at large, granting the next "XCOM Result roll" an extra +10!

 

(81) The turrets XCOM had placed before whip around to face the Lost as they approach, oppening fire and eliminating three of the Runners before they even get close. The rest of XCOM finds ground to move forward, and gains a reinforcement of three more Operatives.

 

-- Lost --

 

The Lost continue to sprint towards the sounds of battle, their soulless howling beginning to rise above the sounds of gunfire as more and more followed, like an endless sea.

 

 

Suddenly, a loud boom resonates through the entire battlefield, nearly knocking over most of the combatants as the cannon finally fires, the force managing to push the Avenger several meters back before stopping.

 

Avenger HP: 62%

Turns until cannon is charged: 4
ADVENT Tanks remaining: 1

 

Status

Spoiler

Status:

 

Nader (D5): 16/32, Guts (x1)

 

Aquila (E5): 38/38 Taking on a Muton in Close Combat. Revenge! Guts (x2)

 

Harry (B6): 48/48 Healthy

 

Runner 1 (B6): 10/10 Armed and Ready (Can move twice per turn)

 

Proditor (C6): 11/22 Heavily Wounded

 

Sister Rachel (D5) 28/28 Healthy

 

Frigus (B6): 34/34 Healthy

 

Alan (C6): 26/26 Healthy

 

Sectopod (C6): 70/70, initiating fire protocols.

 

Alan's second Tank (A3): 50/50

 

XCOM

 

Ao Toshinori (B5) 40/40 Healthy, 3 Focus

 

Lazarus (D5) 55/60 Scratched

 

Database (C6): 45/45, Healthy

 

ADVENT

 

Cannon (B1): 100%

 

3 Chryssalids (D5): One exploded, one executed, one heavily wounded.

 

2 Mutons (E5) Both wounded.

 

Berserker (D4) Slightly wounded, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH, Marked

 

2 ADVENT Stun Lancers (A5) Wounded

 

ADVENT Priest (C3) Healthy, AAAAAAAAAAAAH

 

2 ADVENT Troopers (D4): Fucking dead

 

3 ADVENT Mecs (C4): Healthy and robotic

 

Andromedon (B4): Healthy, binded

 

Tank (D3): 50/50

 

Tank (B5): 40/50, purged?

 

 

The Chosen

 

The Hunter (C1): Healthy, intrigued

 

The Assassin (???): Healthy, playing Metal Gear

 

 

The Lost

 

Lost: Healthy

 

Lost Brutes: Healthy

 

Lost Runner: Several dead, sprinting a marathon.

 

Link to comment
Share on other sites

The Muton remaining should feel rightly scared as it can almost feel the entirety of Aquila's attention focus on it. With a mad chuckle the conqueror starts walking towards it, accelerating into a sprint before he reaches it and swings his flail into the muton's body. He doesn't stop there though, because he follows it up by quickly tearing his flail back and slamming it down at the alien's head.

 

Mark the remaining Muton, then attack it, proccing combo and attacking it again.

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

Combo (Trick): Once per two rounds, Aquila can make a free attack with his flail.
 
 
-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.

   L2: Heals for half the damage caused by a counter.
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantly it fits his aesthetic. +3 RES, doubled against bullets.

 

Link to comment
Share on other sites

  • 2 weeks later...

Harry shoots at some of the stun lancers in B5, since for some reason, Frigus isn't in the same square as him any more? Might have missed something. Anyway, 3d6+INT damage, Int% chance to do double damage with advent plasma rifle. Continue bodily shielding runner. Heal Ao or self if necessary with Speedy Prognosis turn for 1d4+13

 

Spoiler

HP: (Con*2)+20=42+6=48

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded with D'Arnets)

Resistance:  3 (+9)->12

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.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

 

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.

  

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

Link to comment
Share on other sites

  • 2 weeks later...

"Well, apparently that fucking worked! Whatever the hell those howling things are, it sounds like there's a lot of them, so I'm going to help protect the reactor!" Nader began making a beeline back to the Avenger, as fast as he could in his armor... which wasn't necessarily very fast. The Rabid Tiger Armor, for all of its protective qualities, was a beastly piece of gear, weighing a solid 110 lbs (slash fifty kilograms, Nader reminded himself), and though he was moving it was a process that took some serious effort and was quite literally clunky. Still, as he made his way to the Avenger, he managed to find the focus to load and cock his underbarrel shotgun, preparing to blow away the first of these fucking things to attack him.

Nader moves to D6 and prepares the Gut Punch, as his Akimbo passive triggers again!

If Nader is attacked in melee, the “Gut Punch” will automatically fire and deal 5d6+Dex damage, which is applied before the opponent’s attack lands.

 

Active Cooldowns:

M3 Sorraia (0 turns)
PAW (2 turns)

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 (1d8+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(1d8+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 1d8+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(1d8+DEX) per attack.

Level 5 (Merit): Damage reupgraded to 1d8+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.

 

UF-XW-US Gut Punch (Level 3): This "underbarrel" shotgun is actually just a flat-out normal sized pump-action shotgun built by Nader, which has a rig with metal loops that can be cinched over another gun. It is at its best when fired at an approaching enemy, or when time is taken to line the spread up.

The UF-XW-US “Gut Punch” deals 3d6+Dex damage, but an action can be used to pump the gun, which lasts until Nader is attacked/the gun is fired. If Nader is attacked in melee, the “Gut Punch” will automatically fire and deal 5d6+Dex damage, which is applied before the opponent’s attack lands.

(Level 2 (Merit): Damage upgraded to 2d6+DEX, 4d6+DEX w/ pump

Level 3 (Merit): Damage upgraded to 3d6+DEX, 5d6+DEX w/ pump)

 

Akimbo: Nader carries an awful lot of guns around with him, and though it's usually entirely impractical to go firing two guns at once, sometimes Nader can find an opening with which to fire two of them off, or to fire one off as he does something else. It's a tiring affair, though, with the size of the guns he often uses.

Nader gets an extra move this turn. 3 turn cooldown.

 

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.

 

Link to comment
Share on other sites

Frigus breathed a sigh of relief that the spell had worked so Nader and Rachel had a chance to get away.

"Alright, I'm going to meet up with Harry and try to punch through to the cannon."

With that he punched it, rushing over and stopping only a brief second or two to pull Harry and the Runner onto his glider.

 

Frigus uses his Keyblade Glider to move one space forward, pickup Harry and the Runner, and finish his turn on space B4.

He and Harry each gain 10% dodge chance for one round.

 

Spoiler

MHP: 34

 

Essence: 4

Constitution: 3

Dexterity: 6

Intelligence: 9

Resistance: 3

Strength: 0

Synergy: 0

 

Actions:

 

-Actives

 Cure: Restorative energy that mends bones and seals wounds.  

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

-Level 2(trick): +1 target.

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

 

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

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

-Level 2: +1 target.

 

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

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

 

Keyblade Glide (Trick): Frigus can use his Keyblade to fly with up to one other passenger, in and out of combat. He cannot attack with his keyblade while flying on it, but while flying both Frigus and his passenger have a 10% dodge chance.

 

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): 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.

 

HP Boost: A common skill among Keyblade wielders, used to boost one’s physical durability.

Increase MHP by 8

 

 

Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

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

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

 

 

Time Spiral:

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.

 

Link to comment
Share on other sites

Sister Rachel takes a moment to survey the battlefield, and notices much to her dismay that the only person who seems in need of immediate medical attention is Proditor.  By an absolute mile.  Grumbling to herself, she uses her jump pack to travel to the square occupied by the alien psyker.  If anybody else needs help soon, she'll be in the right place to see them, and if not...  Well, it'd be a shame to let the xenos scum die before they'd gotten full use out of him.

Link to comment
Share on other sites

  • 2 weeks later...

Alan's fingers were a blur of movement for one glorious moment, before with a single press of the enter button he found himself glancing up to the sight of his plan finally coming together.

 

Alan uses Assuming Direct Control against the tank in D3 to try and disable it with an opposed 1d20+Int v 1d20+Int check, with his Heavily Modified Sony CTY-360 granting him a +20% to his Intelligence for the purposes of that check.

 

He commands the Sectopod to fire it's Wrathcannon, at B4 to clear the way for Frigus by hitting the Andromedon and two Advent Soldiers for (6d6+Synergy [16])*2 damage.


Since Runner 1 can't actually reach the cannon to explode this round, Alan will simply allow Frigus to move it without commanding it.

 

He will then tell his brand new tank to ram one of the three Advent soldiers with Roll Over for 6d4+Strength (15) damage, dealing 20% of it to itself.
 

Loadout



(Perk backed) Assuming Direct Control!:  Alan makes a 1d20+Int v 1d20+Int check against a mechanical and hackable enemy, allowing him to try and assume direct control over up to two enemies per world on a permanent basis. Although the action can also be used to disable a mechanical and hackable enemy without controlling it which prevents it from using its moves to do anything other than making an opposed 1d20+Int v Alan's initial roll check that takes an entire move to perform. This action has no cooldown.
Level 2: Alan can now choose to not keep a Drone he is controlling on a permanent basis at the end of the encounter where he took control over it.

(Trick) Jury Rigging: Alan is able to quickly use his almost excessive amounts of intelligence and hands on mechanical engineering to maintain and repair a mechanical ally's systems with pretty much anything he has at his disposal. Allows Alan to repair mechanical units to heal [Intelligence] health.
Level 2: The amount healed is now Intelligence x 1.5

Passives/Equipment:
Rigger Command Console: A wrist mounted electronic device Alan built from the various electronic parts he could obtain from the Avenger's engineering bay. While it does in fact look cool it is a bit too heavy to be fully comfortable. Level 1: Grants Alan two additional action slots that he can only use to equip drones.
Level 2: Grants Alan a total of three action slots that he can only use to equip drones.
Level 3: Grants Alan a total of four action slots that he can only use to equip drones.

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  
Level 3: Alan can now choose to order two different drones to perform one action each as a free action that is considered as being part of Alan's move once per round.

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)
Merit 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.
Level 3: Res boost increased by +2. Also gains the [Drone/Autogear] tag

Heavily Modified Sony CTY-360: Alan's cyberdeck is based off of a heavily modified Sony CTY-360 chassis that had gotten all of its original parts gingerly taken out of it at some point. The fact that some if not most of the modifications present inside of this machine is known for its power and steadfast reliability is presumably enough to offset the fact that simply having one of these on your person could get you sent away for life or summarily executed. When attempting to perform an action that has the "Hacking" tag applied to it, the user has the option to use the cyberdeck as his computer of choice. Boosting Alan's Intelligence by 10% for the action's effect while he is using the cyberdeck. This effect can only be activated once per round, and it takes a free action to activate
Level 2: Int boost for hacking abilities increased to 20%

 

Drones

(2 action slots)
Alan's Sectopod:
An intact Sectopod that Alan somehow managed to hack, the lucky bastard.
Alan’s Sectopod Perks:
Heavy Armor: In order for the Sectopod to take damage, enemies must deal more damage than its Res.
Machine Core: As a machine full machine, the Sectopod does not have a Con stat. Instead, it has 70 hp that can be upgraded with the right material.
Flaw: ADVENT Programming: Despite being under Alan’s control, the Sectopod’s natural programming makes it extremely resistant to his commands in combat. The Sectopod can only act every other turn, and can only have a maximum of one move for those turns.

HP: 70 Essence: 8 Strength: 15 Dexterity: 7 Intelligence: 8 Resistance: 10 Synergy: 14

Actions:
Heavy Magnetic Gun: The Sectopod’s main turret, capable of shredding most heavy tank armor.
Deals 3d6+Syn damage to two enemies.
Electric Field: A strong, electrical pulse that emanates from the Sectopod’s legs. Automatically activates when an enemy gets into melee range against it, and deals 2d6+Syn damage, free action, two round cooldown.
Trump: Wrath Cannon: Deals (6d6+Syn)*2 Damage against up to three enemies, but requires a full turn to charge. The charge is not interfered ADVENT Programming. Once per encounter

 

ADVENT Tank (Two Action Slots)
HP: 50

Essence: 5
Strength: 15
Dexterity: 5
Intelligence: 2
Resistance: 6
Synergy: 3

Perks:

Machine Core: As a full machine, this tank does not have a Con stat. Instead, it has 50 hp that can be upgraded with the right material.

Tank: This tank allows for up to two people to stay within it. Anyone inside the tank will only take a quarter damage from outside sources, but are unable to attack.


Actions:

Heavy Magnetic Gun: The Tank’s main turret, capable of shredding most heavy tank armor. Unlike the Sectopod’s turret, this one is modified to focus on a single target.
Deals 4d6+Syn damage to a single target.

Roll Over: The tank attempts to run over or ram a nearby enemy. Deal 6d4+STR damage to a nearby enemy, dealing 20% of that damage to itself. Double the recoil damage if the enemy has higher RES than the tank. (In situations where there are movement spaces, must be in the same space. Cannot hit flying targets.) 3 turn cooldown.

[/color]

Link to comment
Share on other sites

  • 2 weeks later...

- Trespasser Group --

 

 

Aquila begins the smack the remaining Muton down, Marking it for death and whacking it twice for 24 and 25 damage. Needless to say, the two blows easily finish off the wounded Muton, causing it to fall along with its brother. Tragic.

 

(1!) Harry opens fire at one of the Stun Lancers... Nailing them in the head for 44 damage! (47) Despite watching one of their own get slaughtered though, the remaining Stun Lancer keeps his wits together and doesn't panic. He had a job to do, after all.

 

Nader moves to D6, preparing the Gut Punch to... Punch a gut. Really hard.

 

Alan sends out his orders to his machine army, then begins hacking into the next tank. (23 vs 21) This time it was slightly harder to accomplish, but with a bit of work, Alan manages to shut down the remaining ADVENT Tank, leaving the Railgun the only threat to the Avenger.

 

With a shudder, the new tank under Alan's command backs up a bit, then rams into one of the ADVENT Soldiers, flattening them with 25 damage. However, it also takes 5 damage to itself, mostly due to the soldier's armor leaving a dent on the hull.

 

With new orders, the Sectopod's cannon swivels around to face the Andromedon, multiple targeting ridicules marking both the new ADVENT Mech and two soldiers. Then, with an ear shattering blast that could rival the Railgun's, the Wrath Cannon was fired, a hyper magnetized round being launched at its targets for a massive 88 damage, utterly vaporizing the two ADVENT troopers and nearly doing the same to the Andromedon, though only managing to shatter the cockpit and send the mech to the ground. Soon after, the Wrath Cannon was closed, and the Sectopod straightened itself and prepared for further combat.

 

Frigus prepares his Keyblade Glider, yoinking both Harry and Runner 1 and moving all of them into the now nearly slaughtered enemy lines.

 

Rachel moves to help out the "friendly" Ayy, all the way down in C6

 

 

 

-- ADVENT --

 

Frigus and Harry both notice a now dead ADVENT Priest, with two soldiers standing around his body, unsure of what to do.

 

The new ADVENT Mecs immediately advance onto the Avenger, running into C5 and taking cover.

 

The remaining ADVENT Stun Lancer charges Ao, swinging his weapon at her in hopes of at least removing one of XCOM's most lethal Operatives from the fight. However, instead, the Templar merely blocked his overhead swing, then used her other Psi-Blade to sever his weapon arm, and then following it up by swiftly decapitating the Stun Lancer.

 

The ADVENT Shielderbearer and his three troops open fire on the advancing Lost Hordes, managing to kill all three Lost in F3.

 

The two ADVENT Soldiers that survived the Wrath Cannon open fire on both Frigus and Harry (98) (2), missing Harry but managing to land a blow on Frigus, dealing 8 damage to the Keyblade Warrior... Which is quickly patched up thanks to Harry existing, healing him right back to full! However, the Andromedon, despite its pilot now hanging out of the cockpit, begins jerking back up to its feet, dropping its Plasma Rifle as it turned to the Keyblade Warrior and Combat Medic.

 

The Berserker roars in outrage as its disoriented and rage filled body turns to its next victim... The poor tank that Alan had disabled, with no way to defend itself from the angry brute charging it and slamming its fists into its hull, dealing 25 damage to the unlucky machine.

 

The two ADVENT Soldiers that watched their partner get ran over open fire at the Tank in A3, dealing 4 damage in total.

 

ADVENT Movements! A new Sectopod advances, moving to A3. Two Sectoids moves to C3. A Viper moves do D3.

 

-- The Chosen --

 

The Hunter continues to have a pleasant talk with Proditor.

 

The Assassin continues to be sneaky.

 

 

-- XCOM --

Lazarus lifts his grappling hook, then fires it at one of the ADVENT Mecs, before sending a charge of electricity through it that quickly fries the Mec's inner circuits with 32 damage, causing it to collapse to the ground.

 

Ao pulls back one of her Psi-Blades, charging her collected Focus through it, then lifting it to the sky, directing her Psionic Energy to the remaining two ADVENT Mecs. Quickly afterwards, a small storm appears above the two robots, each getting blasted by purple bolts for 24 damage each. Neither die, but both are extremely wounded.

 

Database moves D6 to support Nader!

 

The Commander sends the three reinforcements to back Nader up as well! The two XCOM Operatives in C5 finish off one of the ADVENT Mecs.

 

With her orders sent out, the Commander let out a sigh. ADVENT was throwing everything at them, and now the Lost were pressuring them as well. It wouldn't be long until they were forced back to the Avenger, and if they were, they were as good as dead. Thankfully, Runner 1 was approaching the detonation zone, and if they could get them there in time, then the Avenger would have time to escape. The one problem was getting out once they were clear.

 

Of course, the other problem she was facing was the unseen one. Specifically, the Assassin.

 

"Bradford, status on motion detectors?" the Commander asked, watching as Bradford turned to her and shook his head,

 

"Nothing yet. The Assassin hasn't snuck through the main entrance way while we were distracted. Neither has our halls been disturbed without footage of our men going through" he responded, "I'll keep an eye on it. Focus on the battle Commander" he stated, getting a nod from the Commander, before both of them focused on their own feeds.

 

-- Lost --

 

The Lost continue charging, and while more howls can be heard in the distance, they sound as though they will take a bit to arrive.

 

 

 

Avenger HP: 62%

Turns until cannon is charged: 3
ADVENT Tanks remaining: 0

Map

 

Status

Spoiler

Status:

 

Nader (D5): 16/32, Guts (x1), Gut Punch prep'd.

 

Aquila (E5): 38/38 VICTORY! WE HAVE VICTORY! Revenge! Guts (x2)

 

Harry (B4): 48/48 Healthy, blocking Runner 1, 10% dodge.

 

Runner 1 (B4): 10/10 Armed and Ready (Can move twice per turn), 10% Dodge, body blocked

 

Proditor (C6): 11/22 Heavily Wounded, using diplomacy

 

Sister Rachel (C6) 28/28 Healthy

 

Frigus (B4😞 34/34 Healthy, 10% Dodge

 

Alan (C6): 26/26 Healthy, Hacker Man

 

Sectopod (C6): 70/70, Ready for more murder

 

Alan's second Tank (A3): 41/50

 

XCOM

 

Ao Toshinori (B5) 40/40 Healthy

 

Lazarus (D5) 55/60 Scratched

 

Database (C6): 45/45, Healthy

 

ADVENT

 

Cannon (B1): 100%

 

Berserker (D4) Slightly wounded, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH

 

 

2 ADVENT Soldiers (C3): Confused

 

2 Sectoids (C3): 

 

1 ADVENT Mec (C4): Battered

 

Viper (D3): Healthy, Snek

 

Andromedon (B4): Automated

 

Disabled Tank (D3): 25/50

 

Tank (B5): 40/50, crew slaughtered

 

 

 

The Chosen

 

The Hunter (C1): Healthy, intrigued

 

The Assassin (???): Healthy, playing Metal Gear

 

 

The Lost

 

Lost: Several dead

 

Lost Brutes: Healthy

 

Lost Runner: Several dead, sprinting a marathon.

 

Link to comment
Share on other sites

"Do or die moment here, my frigid friend. Get the drone up a bit more, and we'll have Alan get it into range, and then detonate. Just gotta pray to your choice of god that the Hunter doesn't shoot it down at the last second."

 

"Hey Alan, let's get this over with now if we can." Harry called over the comms.

 

Harry presses the detonate button when the Drone is in range. Heal self with Speedy Prognosis for 1d4+13 HP.

 

Spoiler

HP: (Con*2)+20=42+6=48

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded with D'Arnets)

Resistance:  3 (+9)->12

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.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

 

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.

  

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

Link to comment
Share on other sites

Aquila doesn't waste time, moving in to smash some more skulls in his revenge fueled rampage.

 

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

Combo (Trick): Once per two rounds, Aquila can make a free attack with his flail.
 
 
-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.

   L2: Heals for half the damage caused by a counter.
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantly it fits his aesthetic. +3 RES, doubled against bullets.

 

Link to comment
Share on other sites

Nader flexed his right arm, and noted that his shoulder was feeling up to firing the Sorraia again -- just as he had hoped and predicted, considering the HORDE OF GHOULS CURRENTLY CHARGING HIM. "DON'T GET IN FRONT OF ME," the Forenian engineer shouted, moving his right hand to grab the lever attached to the armoring on the plate around his wrist, connected by a mechanism to his machine gun's trigger, "I AM GOING TO BE PUTTING OUT A LOT OF LEAD!" And with that warning he extended his right arm in the direction of the Lost, and pulled the lever, the rapid-fire sound of bullets being loose tearing through the air as he swept his arm across the incoming wave of undead, grasping his shoulder with his other hand for a moment before bringing his right arm back up to see if he could blast incoming Lost with his shotgun.

 

Nader fires the M3 Sorraia at 3 of the Lost Runners on his square, dealing 1d8+DEX (5)+STR (6) damage to each of them!

Gut Punch is cocked.

Active Cooldowns:

PAW (1 turn)

Akimbo (2 turns)

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 (1d8+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(1d8+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 1d8+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(1d8+DEX) per attack.

Level 5 (Merit): Damage reupgraded to 1d8+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.

 

UF-XW-US Gut Punch (Level 3): This "underbarrel" shotgun is actually just a flat-out normal sized pump-action shotgun built by Nader, which has a rig with metal loops that can be cinched over another gun. It is at its best when fired at an approaching enemy, or when time is taken to line the spread up.

The UF-XW-US “Gut Punch” deals 3d6+Dex damage, but an action can be used to pump the gun, which lasts until Nader is attacked/the gun is fired. If Nader is attacked in melee, the “Gut Punch” will automatically fire and deal 5d6+Dex damage, which is applied before the opponent’s attack lands.

(Level 2 (Merit): Damage upgraded to 2d6+DEX, 4d6+DEX w/ pump

Level 3 (Merit): Damage upgraded to 3d6+DEX, 5d6+DEX w/ pump)

 

Akimbo: Nader carries an awful lot of guns around with him, and though it's usually entirely impractical to go firing two guns at once, sometimes Nader can find an opening with which to fire two of them off, or to fire one off as he does something else. It's a tiring affair, though, with the size of the guns he often uses.

Nader gets an extra move this turn. 3 turn cooldown.

 

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.

Link to comment
Share on other sites

Sister Rachel considers Proditor's neck, and then swaps out her standard needles for the Astartes-sized needles anyway.  Xenos and psykers are always way tougher than they look.  These things are meant to breach power armor's undersheath and Space Marine skin.  They'll almost certainly work on the skinny xeno.

 

"Hold still.  This will hurt," She informs him coldly, before injecting him with Astartes-grade painkillers.  Using the foot long, armor piercing needles.  It takes her three tries to find a blood vessel.  "If you wish to sell your life for humanity, then sell it dearly!"  Sister Rachel uses Feel No Pain on Proditor as a free action.  Then she readies her Inferno Pistols to blast whichever enemies are first to enter this square.  "The God-Emperor may accept a xenos who dies in defense of humanity, but not if he drops from a scratch!  Get on your feet!  For Holy Terra!"

Link to comment
Share on other sites

  • 2 weeks later...

Alan uses Assuming Direct Control against the Sectopod in A3 to try and disable it with an opposed 1d20+Int v 1d20+Int check, with his Heavily Modified Sony CTY-360 granting him a +20% to his Intelligence for the purposes of that check. Maybe with some sort of bonus from having hacked one before

 

The moment Frigus moves Runner 1 to B2, Alan will order it to move over to B1 and Detonate if possible, hopefully wrecking the rail cannon with it's AC4 charge.

 

He will then tell his brand new tank to fire it's heavy magnetic gun at the Gatekeeper at B2 to soften it up, dealing 4d6+Syn damage to it if it hits.
 

Loadout

 

(Perk backed) Assuming Direct Control!:  Alan makes a 1d20+Int v 1d20+Int check against a mechanical and hackable enemy, allowing him to try and assume direct control over up to two enemies per world on a permanent basis. Although the action can also be used to disable a mechanical and hackable enemy without controlling it which prevents it from using its moves to do anything other than making an opposed 1d20+Int v Alan's initial roll check that takes an entire move to perform. This action has no cooldown.
Level 2: Alan can now choose to not keep a Drone he is controlling on a permanent basis at the end of the encounter where he took control over it.

(Trick) Jury Rigging: Alan is able to quickly use his almost excessive amounts of intelligence and hands on mechanical engineering to maintain and repair a mechanical ally's systems with pretty much anything he has at his disposal. Allows Alan to repair mechanical units to heal [Intelligence] health.
Level 2: The amount healed is now Intelligence x 1.5

Passives/Equipment:
Rigger Command Console: A wrist mounted electronic device Alan built from the various electronic parts he could obtain from the Avenger's engineering bay. While it does in fact look cool it is a bit too heavy to be fully comfortable. Level 1: Grants Alan two additional action slots that he can only use to equip drones.
Level 2: Grants Alan a total of three action slots that he can only use to equip drones.
Level 3: Grants Alan a total of four action slots that he can only use to equip drones.

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  
Level 3: Alan can now choose to order two different drones to perform one action each as a free action that is considered as being part of Alan's move once per round.

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)
Merit 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.
Level 3: Res boost increased by +2. Also gains the [Drone/Autogear] tag

Heavily Modified Sony CTY-360: Alan's cyberdeck is based off of a heavily modified Sony CTY-360 chassis that had gotten all of its original parts gingerly taken out of it at some point. The fact that some if not most of the modifications present inside of this machine is known for its power and steadfast reliability is presumably enough to offset the fact that simply having one of these on your person could get you sent away for life or summarily executed. When attempting to perform an action that has the "Hacking" tag applied to it, the user has the option to use the cyberdeck as his computer of choice. Boosting Alan's Intelligence by 10% for the action's effect while he is using the cyberdeck. This effect can only be activated once per round, and it takes a free action to activate
Level 2: Int boost for hacking abilities increased to 20%

 

Drones

 

(2 action slots)
Alan's Sectopod:
An intact Sectopod that Alan somehow managed to hack, the lucky bastard.
Alan’s Sectopod Perks:
Heavy Armor: In order for the Sectopod to take damage, enemies must deal more damage than its Res.
Machine Core: As a machine full machine, the Sectopod does not have a Con stat. Instead, it has 70 hp that can be upgraded with the right material.
Flaw: ADVENT Programming: Despite being under Alan’s control, the Sectopod’s natural programming makes it extremely resistant to his commands in combat. The Sectopod can only act every other turn, and can only have a maximum of one move for those turns.

HP: 70 Essence: 8 Strength: 15 Dexterity: 7 Intelligence: 8 Resistance: 10 Synergy: 14

Actions:
Heavy Magnetic Gun: The Sectopod’s main turret, capable of shredding most heavy tank armor.
Deals 3d6+Syn damage to two enemies.
Electric Field: A strong, electrical pulse that emanates from the Sectopod’s legs. Automatically activates when an enemy gets into melee range against it, and deals 2d6+Syn damage, free action, two round cooldown.
Trump: Wrath Cannon: Deals (6d6+Syn)*2 Damage against up to three enemies, but requires a full turn to charge. The charge is not interfered ADVENT Programming. Once per encounter

 

ADVENT Tank (Two Action Slots)
HP: 48/50

Essence: 5
Strength: 15
Dexterity: 5
Intelligence: 2
Resistance: 6
Synergy: 3

Perks:

Machine Core: As a full machine, this tank does not have a Con stat. Instead, it has 50 hp that can be upgraded with the right material.

Tank: This tank allows for up to two people to stay within it. Anyone inside the tank will only take a quarter damage from outside sources, but are unable to attack.


Actions:

Heavy Magnetic Gun: The Tank’s main turret, capable of shredding most heavy tank armor. Unlike the Sectopod’s turret, this one is modified to focus on a single target.
Deals 4d6+Syn damage to a single target.

Roll Over: The tank attempts to run over or ram a nearby enemy. Deal 6d4+STR damage to a nearby enemy, dealing 20% of that damage to itself. Double the recoil damage if the enemy has higher RES than the tank. (In situations where there are movement spaces, must be in the same space. Cannot hit flying targets.) 3 turn cooldown.

[/color]

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...