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


GodofGamingRWBY

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Nader’s expression behind his mask turned into a thoroughly displeased frown as the enemy sent in a bevy of reinforcements... but at least he could take some solace in the fact that the groups present had successfully reduced much of the enemy forces to alien meat and scrap by the force of their combined firepower.

 

Now, of course, it was time to contribute more himself. Nader whirled in the direction of the red flying thing that had just exchanged fire with his tiny blue companion, and he raised his left arm to point his thirty-pound, six-foot-total Horsekiller at the monstrosity. ”How ‘bout you try this on for size, huh?” His left arm straightened out with the telltale click of his gun rail, he gripped the pull-lever on the underside of his wrist, and... BOOM! A .60 caliber round was sent zipping off towards it.

 

Nader fires his Horsekiller at the Archon King, dealing 6d6+3+STR (5)+DEX (3) damage! The attack has a 10% chance to miss, but with the No Silencers Here perk it taunts the King’s action!

 

(Active Cooldown: M3 Sorraia, 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 (2d6+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(2d6+DEX) damage, 2 turn cooldown)

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

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

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

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

 

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

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

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

 

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

 

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

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

 

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

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

 

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

 

(12) Nader's shot flies true, punching into the Archon King and nearly sending it out of the air with a mighty... 19 damage. The Archon King immediately gets back up, and with a mighty roar, throws its hands down, sending three rockets into the sky that begin to target Nader, Lazarus, and Sister Rachel.

 

Rockets will fly down on the Ruler's next action, and can be moved out of it by spending your move.

 

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

 

"Lazarus, MOVE!"

Lazarus spends his move to get out of the Archon King's rockets.

 

Status

Spoiler

Trespasser Team

 

Alan: 26/26, Healthy

DOOMBOT: 45/45: Healthy.

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

Blue Occultist: 11/20, Whacked

Contagion: 30/30, Healthy

Frigus: 26/26 Healthy, Stealthed.

Harry: 48/48, Healthy, Stealthed.

Nader: 26/26, Healthy

Proditor: 22/22, Healthy

Sister Rachel: 28/28, Healthy.

 

XCOM

 

Templar: 40/40 Healthy, 2 Focus.

Skirmisher: 56/56 Healthy, HIGH GROUND!

Reaper: 30/30 Healthy, Stealthed.

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

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

 

The Chosen

 

The Assassin: Healthy, Vanished.

 

ADVENT

 

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

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

1 ADVENT Mec: Death's Door, two dead.

2 Destroyed ADVENT Turrets

1 Dead ADVENT Priest

2 ADVENT Stun Lancers: Healthy, one dead.

3 Chryssalids: 1 dead, 3 healthy and stealthy.

 

 

Alien Ruler

 

Archon King: Lightly battered, slightly angry.

 

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Contagion casts May The Gas Rise ((instantly poisoning that damn Ruler, yay)).

 

Use AK on the Alien Ruler x2

 

Spoiler

Actions: (6 action slots)

-Actives

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

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

 

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

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

 

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

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

 

-Passives

 

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

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

 

-Trumps

 

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

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

 

Equipment:

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

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

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

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

 

Edited by Projeck
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Alan points a laser range finder at the Archon king for a few seconds while furiously typing in something in his cyberdeck to cause his other drone to open fire on the flying beast to Distrupt (Distrupt: Alan orders his Drone to attack several key areas of a single target by calmly typing something in the general direction of his target, causing them to have their Dexterity or the stat that is used the most in their actions to be reduced by Alan's Intelligence for one round. Once per round.) the stat it uses the most for its actions, he also orders his DOOMBOT to open fire on the fucking thing with it's minigun soon afterwards.

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Computers, and black pods. Possibly housing some lifeforms, those that needed to be grown, or needed stasis to survive. Unless they were some advanced and unfathomable design of power generation or perhaps detectors or something, Harry thought it most likely that they housed, or had housed, some type of ADVENT troops. Proditor had mentioned geneticly engineered weapons being used by his race.

 

Three doors leading out of the room, so Harry positioned himself with his back to a wall, to keep an eye on them. "Frigus, unless you can read any of this, let's push further in. These are some form of growth pod, probably, and we don't want to be in the room if they've got something mature in them. We push through, see if we can find an armory, or any form of data storage that might have intel."

 

"I'd check what's behind these doors, and I've got a thing that could do it, but apparently it's a bit dangerous. You got anything useful for scouting here?" Here he switched over to the psionic communication with Proditor. "Could you guide us to the armory, if this place's got one?"

 

Harry will switch out his Jump Start trump with a "Gernade". Open the door, check if there's anything there. If so, toss the grenade.

Spoiler

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

 

Essence: 1

Constitution: 11

Dexterity: 1

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

Resistance:  3 (+9)

Strength:  3

Synergy: 1

 

Perks:

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

Advanced Biotechnology: Harry regains 10% MHP per turn.

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

 

Flaw:

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

 

 

Actions: (6 combat slots)

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

Level 2: This heal now has first strike.

 

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

 

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

Level 2: Now +6.

 

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

 

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

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

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

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

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

 

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

 

1 "Gernade": Deal 1d20 damage, split between all unprotected or undefending beings in an encounter.

 

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

 

Proditor himself heard Harry’s voice, his attention shifting to Harry despite the Mec preparing to fire at him, “Hm… Door to your front, move through the hallway, then take a right, and turn to the first door you find to the left. That should be where the Armory is, since I doubt Angelis has updated the layout of these facilities” Proditor replied, lifting a hand as the Mec aimed once again at the Ethereal, blue psionic energy swirling around his hand.

 

And, with a clench of his hand (using his Psionic Lance damage, which was 24), the Mec suddenly condensed into a ball of metal, joints creaking terribly as they were bent in ways they weren’t meant to. Then, almost as an afterthought, Proditor let it drop to the floor.

 

Then, he looked up, seeing the rockets flying through the air. After a second of thinking, he sighed, then began to rise up in the air. Archons, wonderful.

 

I'm an idiot, so here's Proddy's moveset.

Spoiler

Proditor Loadout

7/7 Slots

 

 

Relevant perks for myself


Extreme Will: Ethereals are steadfast creatures… For the most part. Proditor stands among them as one of the strongest minds of their race. All mental affecting ailments are forced into a check Proditor’s Essence vs their Essence, and must succeed against him, to actually effect him.

 

Pyrophobic (Flaw): Proditor has a special fear of fire, seeing it as a tool that can destroy anything it sets its sights on, no matter what technology is used against it. When hit with a fire attack, Proditor has a 75% chance to be stunned on his next turn.

 

 

Actions:

 

Psionic Control: Ethereals can take over the minds of weaker opponents, using them for their own use. Targets one enemy and forces a check that uses Proditor’s Intelligence vs the target’s Essence. If Proditor wins, the enemy falls under his control for 4 turns, but has to sacrifice his actions to control the target. If he fails, nothing happens. 6 turn cooldown.
Psionic Control Level 2: Mind Controlled unit now acts separately to Proditor.
Psionic Control Level 3: Duration increased to 5 turns.

 

Psi Lance: A bolt of pure psionic energy that Proditor fires from his mind at a single target, dealing 2d6+Syn damage.
Psi Lance Level 2: Damage increased to 3d6+SYN
Psi Lance Level 3: Damage increased to 3d6+SYN*1.25

 

 

Passive:

 

Growing Knowledge: Proditor has learned a great many things from previous wars, making him a quick learner on the battlefield. After every round, Proditor gains +2 Int, up to a maximum of +6.

 

(Trick)Psychic Barrier: The user triggers a RES check against incoming projectiles, until the user takes damage.

 

 

Trump

 

Rift: Proditor unleashes his full Psionic might, creating a large rift in the air that promptly explodes. Up to four enemies can be targeted by this ability, and when they do, they must make a check against Proditors INT*1.5 vs their Essence. If they do not succeed, They gain a 50% miss chance for 1 turn due to nausea. Enemies targeted by this take 3d8+INT damage each, Bypassing many physical defences. Once per encounter.

 

Ethereal Body: Ethereals, while their biology is very different from regular humans, have the ability to 'transcend' their physical form, becoming practically spiritual. For 1 turn after this trump is used, Proditor becomes completely untargetable. Once per plot.
Level 2: Duration increased to 2 turns

 

 

Equipment

 

Psionic Amplifier: Proditor has installed a small device into his helm, amplifying his already immense Psionic powers. Enhances Psionic Lance’s damage by 20% of his Syn (2)
 

 

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


Contagion uses “May the Gas Rise”, dealing 21 damage to every fucking enemy in the damn encounter because why not and poisons them for 5 turns and taking 4 damage each, automatically killing EVERY FUCKING REGULAR ADVENT SOLDIER on the field along with one of the hurt Captains and hurting the rest bad. ADVENT will remember this. Unfortunately, the Chryssalids are still toxic enough to ignore it, and the Assassin has a trusty gas mask on hand.

 

Instantly though, the Archon King turns his sights onto the man who just poisoned him, roaring in rage as the rockets fell from the sky, dealing 25 damage to both Rachel and Nader, missing Lazarus as he moved out of the way. The Archon King then lifts his staff, aiming it at Contagion and firing a single beam at him, hitting him in the chest for 19 damage. The Archon King then takes 4 damage from poison.

 

Then, Contagion puts two rounds into the Archon King, dealing 33 damage in total. However, the Archon King merely lifts it’s hands, then roars in the air again, the flames coming of it’s torso and wings turning blue in intensity. Then, it looks back at Contagion, with a glare that would freeze the most hardened warriors (21 vs 18) (19)... Except Contagion, who, instead of being scared shitless, instead manages to hold his wits together, and make himself better for it, gaining +1 Essence!  The Archon king also takes 8 more damage from the poison.


Alan has his drone pester the Archon King, further angering the thing as his DOOMBOT opens fire, dealing 25 to it. However, in a fit of rage, the Archon King suddenly flies forward at high speeds, flying through Alan’s DOOMBOT barrage and grabbing the robot by the throat, dragging it along the ground for a bit before flying into the air, lifting the robot to roar in its face before flying down, still going much faster than one would expect from it, using both of it’s reactions to swiftly slam it into the ground and dealing 39 damage to it, pinning it to the ground as it angrily glared at the robot’s face. It also takes 8 more damage.

 

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


(5) When Harry and Frigus moved forward, they would find a hallway with… Three strange creatures, standing in the middle of the hallway, preparing to run through the rest of the facility. They did, however, notice the door opening, turning to roar at it as Harry, understandably, quickly shut the door, but only after throwing his grenade. After a few seconds, both Harry and Frigus heard a loud explosion from the other side of the door, damaging each of the creatures for 3 damage each, which was helpful.

 

There went stealth.

 

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

 

"Poison commander? How shameful, I had more respect for you."

 

"Unfortunately, they're not part of my men... That poison seems to be extremely effective..."

 

"Commander, you remember-"

 

"Yes, I remember the Viper Rounds and Grenades"

 

Status

Spoiler

Trespasser Team

 

Alan: 26/26, Healthy

DOOMBOT: 6/45: Damaged

Aquila: 38/38, Healthy, +4 Res, Guts

Blue Occultist: 11/20, Whacked

Contagion: 11/30, Lanced

Frigus: 26/26 Healthy,

Harry: 48/48, Healthy,

Nader: 1/26, Critical Condition.

Proditor: 22/22, Healthy

Sister Rachel: 3/28, Critical Condition.

 

XCOM

 

Templar: 40/40 Healthy, 4 Focus.

Skirmisher: 56/56 Healthy, HIGH GROUND!

Reaper: 30/30 Healthy, Stealthed.

???: ???/??? Unknown

???: ???/??? Unknown

 

The Chosen

 

The Assassin: Healthy, Vanished.

 

ADVENT

 

2 ADVENT Captains: 2 Poisoned, 2 dead.

8 Dead ADVENT Soldiers:

3 ADVENT Mecs: Scrap Metal.

2 Destroyed ADVENT Turrets

1 Dead ADVENT Priest

2 ADVENT Stun Lancers: Poisoned, 1 dead.

3 Chryssalids: 1 dead, 3 lightly damaged and really angry.

 

 

Alien Ruler

 

Archon King: Battered, pissed to hell and back, disrupted!

 

Edited by GodofGamingRWBY
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Blue uses Orbit when his turn comes around again, flying into the air and around incoming attacks!

 

"I won't be swatted around like a bug!"

 

  Hide contents

Actives

 

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

(Level 2) +6 Additional damage when used.

3 Turns of Cooldown Remain

 

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

-

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

-

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

-

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

-

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

 

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

 

Passives

 

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

 

Gear

 

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

 

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

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

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

 

-Maluses:

 

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

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

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

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

 

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

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Spoiler

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

 

 

Almost dead from enemy artillery, only still on her feed by the grace of the God-Emperor and the holy ceramite, surrounded by walking wounded?  Sister Rachel had never felt more at-home.  She pulls more syringes out of her medicae and inserts them into ports in her armor, giving herself a stack of Guts, and advances towards sound of combat outside, a well-practiced hymnal on her lips.

 

"Mine eyes have seen the glory of the coming of our Lord;

He is opening the arsenal where the great relics are stored;

In bolter, flamer, plasma gun, and roar of the chainsword;

Imperial Truth is marching on!"

 

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Spoiler

Computers, and black pods. Possibly housing some lifeforms, those that needed to be grown, or needed stasis to survive. Unless they were some advanced and unfathomable design of power generation or perhaps detectors or something, Harry thought it most likely that they housed, or had housed, some type of ADVENT troops. Proditor had mentioned geneticly engineered weapons being used by his race.

 

Three doors leading out of the room, so Harry positioned himself with his back to a wall, to keep an eye on them. "Frigus, unless you can read any of this, let's push further in. These are some form of growth pod, probably, and we don't want to be in the room if they've got something mature in them. We push through, see if we can find an armory, or any form of data storage that might have intel."

 

"I'd check what's behind these doors, and I've got a thing that could do it, but apparently it's a bit dangerous. You got anything useful for scouting here?" Here he switched over to the psionic communication with Proditor. "Could you guide us to the armory, if this place's got one?"

 

Harry will switch out his Jump Start trump with a "Gernade". That's all for now. More may be edited in depending on Frigus' response. (This is a retcon, so anything regarding grenades in Goggy's next updoot will either not happen, or hasn't happened yet. Want to give Stormlord some time to respond).

 

As they entered the first room Frigus look curiously a the black pods, though he had the sense not to actually touch them.  He glanced over the computer systems as he walked past, clearly in a different language.

"I haven't got much for a stealth mission, not really my thing."

He waited a second for Harry to think.  Then followed him over to one of the doors that led deeper into the complex.  Harry opened the door to find three large creatures and instinctively went to close it.  Frigus on the other hand stuck his Keyblade inbetween the door and the door-frame, sent a shower of ice magic down the hallway, removed his Keyblade, kicked the door closed, and locked it magically.

"Got a plan B?  or should I open this back up and kill whatever those are?"

Frigus was already working to prepare a barrier over the door as he spoke.

 

Frigus casts "Blizzard" down the hallway, dealing 3d8+7 damage to the three Chryssalids and possibly a fourth target, it also would reduce their Init by 2.

Then he locks the door with his Keyblade.

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

 

Aquila marks the not-healthy-anymore captain, then whacks him in the face for 15 damage, and follows up by hitting the other for 21 damage. Both, unsurprisingly due to already dying from the poison, die from the two hits.

 

Frigus blizzards the Chryssalids, dealing 14, 15 and 20 damage (Separately) to each of them before the door shuts and is locked by his keyblade.

 

Spoiler

"Battle Hymn of the Imperium (level 1, trick):  Belting out a hymn in the middle of combat might not be subtle or quiet, but its morale value is undeniable.  Once activated, this trick remains in effect until Sister Rachel chooses to end it.  It can be ended as a free action.  When Sister Rachel uses this action, all friendly humans in earshot recieve 1d6 + essence temporary HP until she stops singing.  However, all enemies in earshot now have a very loud indication of Sister Rachel's location. Usable once per encounter."

Rachel uses her new action “Battle Hymn” to give everyone in the battle 10 extra HP… Allies, at least.

 

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

 

Lazarus, after dodging the rocket, seeing how it obliterated his cover, sighed, then stood, beginning to walk towards the Facility, with a single line coming out of him, “They continue to move predictably.”

 

Lazarus activates Battlelord for the remainder of this turn!

 

The Templar herself suddenly stands up, turning off her other gauntlet, looking at the Archon King for a second, before pointing a hand at one of the ADVENT corpses, clenching her hand after a second and throwing it up. In response, the ADVENT Soldier she had chosen suddenly lifted up into the air, before falling back to the ground and leaving a purple mass of energy that roughly seemed to resemble the Templar, with both blades activated. Then, she begins to walk forward, bringing a hand to her ear, “Firebrand, get down here, we have some Resistance Fighters we need to extract” she said, having her Phantom Templar hold its action for something to threaten Sister Rachel while she herself prepares her action for Aquila.

 

As Nader likely recoiled from the Archon Ruler’s rockets, a slightly distorted, russian accented voice called out from his side, “It’s not a good idea to aggravate one of the Rulers, especially with a gun like that” the voice said, belonging to a man in a long, tattered cloak, slim black armor, and a gask mask with glowing green eyes, holding a rather large sniper rifle that was likely the source of the loud gunshots that weren’t from Nader, “Thankfully, it seems to want to retreat anyways. I’d suggest you move up to rejoin your comrades… No one lives going off alone” he said, before turning to the side, walking behind a tree and practically vanishing from sight as he was swallowed up by the dark again.

 

As the group recovered from the Archon King’s attacks, a small, flying, white drone flies in from the forest, stopping amongst everyone wounded and letting out a burst of healing chemicals, healing everyone who was wounded to full HP! Unfortunately, that bot has run out of healing juice.


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

 

“How interesting, Toshinori… Normally you’d be trying to hunt me down, but here you are trying to keep some others defended. A change of heart?” the Assassin taunts, her voice echoing through the forest, followed by a raspy laugh.

 

“Perhaps. How about you show your damn face and I can show you” the Templar immediately responds, activating both of her gauntlets.

 

“Haha… Very well” the Assassin replied… And just like that, she seemed to just reform behind the Templar, pulling out a blade. Instantly, the Templar turns around, only for the Assassin to quickly slash her across the face with her blade, dealing 33 damage and leaving a rather visible line across one of the Templar’s eyes. (21) Just as the Tempar managed to recover again to swing at the Assassin, the Chosen was gone, vanished from the naked eye once again.

 

For all but one second as she appeared, dashing towards Aquila, slashing at the Crusader for another 31 damage as her blade practically ignored his armor. (100) Unfortunately, she was unable to vanish before Aquila’s flail hit her in the face for 8 damage. Despite the blow to the face she took, she couldn’t help but sneer at the Crusader, “I was almost impressed, until you hit like the rest of your kind. Was that really the best-” she began, only to get cut off when a familiar grappling hook pierced her neck.

 


------------------------------------------------------------------------------- Lazarus Reaction -------------------------------------------------------------------------------

“Lazarus, you know what to do”
Lazarus gains +10 on all damaging actions for his reactions, thanks to the Commander’s “Expert Command” trump!

 

“Affirmative Commander” was Lazarus’s only response as he leveled his hook at the Chosen, firing it at her neck, watching it pierce correctly where he wanted. However, instead of pulling the Assassin towards him… He pulled himself towards her, flying through the air, feet first, and eventually kicked her straight in the face, slamming her body into the side of the wall (and causing a decent dent in it as he deals 29 damage to the Assassin. Then, he jumps off her, pulling his claw out and slashing at her again for another 29 damage.

 

 

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

 

With a wound now in her neck and two lines across her face, it was a wonder that the Assassin was still fighting as she slashed at the Skirmisher… Only to find him quickly duck under the slash, then do an uppercut with his clawed gauntlet… His claws sinking into the bottom of her head with a final 25 damage. After a second, Lazarus retracted his blade, stepping back as the Assassin fell down and forward, her weaponry and body quickly dissipating into another purple pillar of energy.

 

The Assassin has been killed! Go Skirmishers!

 

 

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

 

The two remaining Stun Lancers, after seeing most of their allies get slaughtered, decide to turn tail and begin running, ditching their post with panicked yelling. Due to Contagion’s poison, they probably wouldn’t get far.

 

The Chryssalids, despite the ice in their face, charge forward, only being stopped when they slammed on the door, angrily roaring at it and clawing at the door due to it being suddenly locked. After a few seconds though, the sound of glass shattering could be heard from the other side of the door.

 

Seems they found another way around.

 


------------------------------------------------------------------------------- Alien Ruler -------------------------------------------------------------------------------

 

Suddenly, the Archon King let go of DOOMBOT, roaring in rage as a purple rift appeared above its head. Then, without much time wasting, it suddenly flew up, vanishing into the portal as it quickly shut on it.

 

The Archon King has fled the field!
 

 

Soooo... Encounter is kind of ended. ADVENT reinforcements are coming, but they will take some time as they need to be dropped in from a transport now. The only reason this entire thing is still up is for Harry and Frigus if they want to continue fighting.

Merit will be figured out soon.

 

Status

Spoiler

Trespasser Team

 

Alan: 26/26, Healthy 10/10 Extra Health

DOOMBOT: 6/45: Damaged

Aquila: 17/38, Healthy, +4 Res, Guts

Blue Occultist: 11/20, Whacked 10/10 Extra Health

Contagion: 30/30, Heathy 10/10 Extra Health

Frigus: 26/26 Healthy, 10/10 Extra Health

Harry: 48/48, Healthy, 10/10 Extra Health

Nader: 26/26, Healthy 10/10 Extra Health

Proditor: 22/22, Healthy 10/10 Extra Health

Sister Rachel: 28/28, Healthy 10/10 Extra Health

 

XCOM

 

Toshinori: 17/40 Scared, 0 Focus

Templar's Phantom: 40/40 HP, 3 turns remaining.

Lazarus: 56/56 Healthy, HIGH GROUND! 10/10 Extra Health

Reaper: 30/30 Healthy, Stealthed. 10/10 Extra Health

???: ???/??? Unknown 10/10 Extra Health

???: ???/??? Unknown 10/10 Extra Health

 

The Chosen

 

The Assassin: Freaking dead. Again.

 

ADVENT

 

A pile of ADVENT bodies.

2 ADVENT Stun Lancers: Running away screaming.

3 Chryssalids: 1 dead, 3 pretty hurt and really angry.

 

 

Alien Ruler

 

Archon King: Ran away.

 

Edited by GodofGamingRWBY
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Aquila looks around the battlefield, his face not visible for obvious reasons. However, someone that knew him would conclude that he was really, really pissed off. That tends to happen when someone asks if that's the best he can do and then immediately die. It's more insulting than if they lived really, because at least then he could show them that it was in fact not the best he could do. Growling with barely contained rage he turns to the templar.

"I'm going to assume you guys are with that X-com thing?"

Please be enemies, please be enemies, please be enemies...

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Alan quickly rushed to aid his fallen DOOMBOT...if by aid you mean 'ordering it to start shooting at the first Advent Stun Lancer it can aim and fire its minigun at' that is.

 

Alan himself does nothing but dick around and make sure that his DOOMBOT is still fully operational this round, although he orders his DOOMBOT to keep firing at the first fleeing Advent Stun lancer as part of its diagnostics tests.

 

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"No plan B, at least, not an easy one." Harry murmured. He still had the can of C4-A, but he had no real way of detonating it, if his assumption that it acted like normal C-4 was correct. "Same thing as before. We pop the door, you do what you can as quick as you can, I patch you up however I can when I can, and when we're done, we try to move through to the armory, then get out of here. If the chryssalids make it through the door, we might also want to just bypass them, lock them in this room? Eh, just an option. Let's go." Harry took a moment to grab some epinephrine precursors from a small pouch in his backpack, to include in his kit.

 

Harry switches in his Survival of the Fittest passive. He then delays a heal until after the first two Chryssalids have moved (or had a chance to do so), and heals Frigus for 1d4+13 HP, and gives a 20% boost to a stat of his choice.

Spoiler

 

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

 

Essence: 1

Constitution: 11

Dexterity: 1

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

Resistance:  3 (+9)

Strength:  3

Synergy: 1

 

Perks:

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

Advanced Biotechnology: Harry regains 10% MHP per turn.

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

 

Flaw:

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

 

 

Actions: (6 combat slots)

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

Level 2: This heal now has first strike.

 

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

 

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

Level 2: Now +6.

 

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

 

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

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

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

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

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

 

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

 

Survival of the fittest: For 1 round after Harry uses an action on a target, that target gains a 20% boost to a stat of their choice. Does not proc on multiheals.

 

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Sister Rachel starts going around, offering to treat the wounds of the group.  Humans first of course, but after a little internal debate she also offers to help Proditor.  There isn't a lot she can do for the robot or the living twist tie, though.  They didn't cover those in the Schola Medica.

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"Alright."

Frigus prepared himself, then timed his opening of the door so that one of the Chryssalids pounding on it would come flying through, then he tore into it and the next one he could get his hands on.

 

Frigus makes a Basic Keyblade attack against the first Chryssalid dealing 3d8+6 damage, this triggers Combo+ letting him immediately follow up with a Combo Keyblade attack for 3d8+6 damage.

Then Frigus makes a Basic Keyblade attack against the second Chryssalid dealing 3d8+6 damage, this triggers his other Combo+ letting him immediately follow up with a Combo Keyblade attack for 3d8+6 damage.

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Harry and Frigus

 

Frigus opens the door, seeing two of the three Chryssalids still there, ready to hit that door again before the Keyblade Warrior moved forward, slashing four times at them, dealing 19, 17, 20, and 18 damage to the Chryssalids. There was no contest, as the Keyblade was able to kill the two Chryssalids without much trouble. However, the was still the third…

Alan

 

The DOOMBOT aims his machine gun, but unfortunately, the walls and boxes scattered around the Facility (and trees) manage to hide the Stun Lancers as they flee. They’re still dead though.

 


Chryssalids

 

As Frigus and Harry look around for the last Chryssalid, one of the doors to Harry’s side opens up. The Doctor really only has time to turn around and look before the last Chryssalid is upon him, clawing at him with it’s large, spiked feet, taking 6 and 9 damage from the Chryssalid as it’s talons pierce through his Death Wyvern plating. (16 vs 19) (9 vs 13) Unfortunately for it, it’s poison is unable to take effect.  Understandably, Harry decides to heal himself instead of Frigus, restoring 17 HP.

 

 

Main Team

 

At Aquila's question, Lazarus turns to him, pulling out his rifle, letting it rest at his side instead of aiming it at anyone in particular, "Yes, we are. We didn't expect any other Resistance operatives in this area. Especially not some that charge ADVENT forces with nothing but a shield, armor, and a flail" he stated.

 

"Times are rough Lazarus, I wouldn't be surprised if there are people who can't even get their hands on a decent gun" the Templar immediately responds, graciously accepting Rachel's medical assistance, “Besides, it’s not like he was really in much danger until the Chosen came around.”

 

After a bit of thinking, Lazarus nodded, “Fair enough” he said before looking back to where the rest of Aquila’s team was, “It’s a good thing Firebrand is on route. Once we get our charges set we’ll leave. You’re free to come along with us, XCOM could use-”

 

“It has been too long since I’ve seen XCOM in action. A rather pleasant sight, unlike last time”

 

Suddenly, Lazarus swung his rifle up, aiming it at the floating figure of Proditor as he slowly descended to their level, almost ignoring the fact that he likely had (and did have) several guns trained on him, “I understand the hostility, but we are not enemies. Once, maybe, no not now” he added, the bottom of his cloak finally touching the ground, “Not when we have a common enemy.”

 

 

Firebrand will be forced to leave in 5 turns, and will arrive next turn for Evac.
 

 

Status

Spoiler

Trespasser Team

 

Alan: 26/26, Healthy 10/10 Extra Health

DOOMBOT: 6/45: Damaged

Aquila: 17/38, Healthy, +4 Res, Guts

Blue Occultist: 11/20, Whacked 

Contagion: 30/30, Heathy 10/10 Extra Health

Frigus: 26/26 Healthy, 10/10 Extra Health

Harry: 48/48, Healthy, 

Nader: 26/26, Healthy 10/10 Extra Health

Proditor: 22/22, Healthy

Sister Rachel: 28/28, Healthy 10/10 Extra Health

 

XCOM

 

Toshinori: 17/40 Scarred, 0 Focus

Templar's Phantom: 40/40 HP, 3 turns remaining.

Lazarus: 56/56 Healthy

Reaper: 30/30 Healthy, Stealthed. 10/10 Extra Health

???: ???/??? Unknown 10/10 Extra Health

???: ???/??? Unknown 10/10 Extra Health

 

The Chosen

 

The Assassin: Freaking dead. Again.

 

ADVENT

 

A pile of ADVENT bodies.

2 ADVENT Stun Lancers: Running away screaming.

1 Chryssalid: 3 dead, 1 pretty hurt and really angry.

 

 

Alien Ruler

 

Archon King: Ran away.

 

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Frigus whipped around to the creature, raised up his Keyblade, and came down upon it like a ton of bricks.  Striking it until it was no longer a viable threat.

 

Frigus makes Basic Keyblade attacks and Combo Keyblade attacks for 3d8+6 until the Chrysasalid is dead or he has attacked four times.

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"Thanks, man. I'd ask what the hell that key thing is, but that can. . .actually, yeah, now's probably fine. So, what sort of magic stuff does it do? Some kind of conceptual locking or something?" Harry asked this as Frigus brought his weapon down on the creatuer repeatedly. Harry was putting the final bandage on his own slight wounds, and picked himself up from where he'd knelt down to do it. He packed away the booster he'd pulled out--it hadn't been necessary for himself, and Frigus obviously didn't need it--and instead grabbed his knife. He waited a moment to determine whether the strange spider-ish thing would rise, but assuming it didn't, he would head deeper into the facility, following Proditor's instructions to the armory.

 

Harry will switch out the passive he equipped last turn for his knife (this is just in case other enemies pop up and combat continues).

Spoiler

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

 

Essence: 1

Constitution: 11

Dexterity: 1

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

Resistance:  3 (+9)

Strength:  3

Synergy: 1

 

Perks:

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

Advanced Biotechnology: Harry regains 10% MHP per turn.

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

 

Flaw:

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

 

 

Actions: (6 combat slots)

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

Level 2: This heal now has first strike.

 

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

 

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

Level 2: Now +6.

 

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

 

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

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

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

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

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

 

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

 

Survival of the fittest: For 1 round after Harry uses an action on a target, that target gains a 20% boost to a stat of their choice. Does not proc on multiheals.

 

Carbide Survival Tool: Basically a Bowie knife with a decent number of other small tools stored in the handle. Deals 2d6+STR damage, with an INT*2% chance to crit for double damage.

 

 

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"Given the performance of the majority of their troops I'd say they're the ones with a disadvantage in terms of equipment..."

Aquila says, sounding a little pouty about his equipment being talked down on.

"Oh yeah, we were looking for you guys anyways. We got your message and came as quick as we could."

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It had been a dizzying series of events that had marked the end of Nader’s part of events, something that wasn’t helped by Nader’s particular set of issues. First of all, the Moskurg man had been practically directly impacted by a rocket, and his armor had done practically nothing to stop the world of hurt that had ensued. The explosion had passed cleanly past his plates, pushing a couple of them apart from each other, and shrapnel had embedded into his shoulder and chest, paired with a rather horrific burn; Nader had been barely on his feet and briefly swaying into flashes of unconsciousness, and in a world of agony. Allah... he hadn’t been as invincible as he’d thought...

 

And then he barely registered someone practically appearing beside him and speaking, reacting by stumbling a couple of steps towards the side in shock and some level of fright. He only caught a couple of the phrases the man had said, and in his only-slightly-conscious state, he certainly didn’t have the ability to respond to them.

 

Then, of course, he was pumped with more than one cocktail of chemicals from more than one source, which he was not particularly happy about; the next few seconds were spent flailing about and grousing about ”Putting shit in my body— what the hell— what are they doing—“ until he noticed that his grievous wounds were completely healed, with bloody shrapnel now even on the ground after being pushed out of his wound. After an enervated shudder, and a couple more unintelligible phrases of somewhat irate muttering, Nader made his way back over to everyone else, juryrigging a temporary fix to his armor (with a large hole now torn in the fabric backing) by taking a plate’s secondary attachment hook and sticking it on another.

 

When Nader made it back to the rest of the team, with his armor blood-spattered, soot-marked, and somewhat precarious in places, but overall still very much covering his body, the very first thing he did was respond to the cloaked man with the Russian accent (just speaking generally in the direction of the other team, to one of the phrases he remembered actually hearing, his continuing irateness audible: ”What did you mean, ‘especially with a gun like that’—“

 

The very second thing he did was watch yet another damned alien’s descent, and, perhaps predictably, freak out. ”Aw fuck, more of them this quickly?!” Then he whirled in the direction of the new alien, and even as said alien was in the middle of talking about common enemies he pulled his Osprey off of his back, and then the PAW, and then he pointed them directly at the alien. Then he followed those up by pointing his arms (left arm straightened, right arm bent with wrist aimed at the alien) at the robed being as well, the Horsekiller and Sorraia then completing the ensemble of four more guns now threatening the alien.

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After the two Stun Lancers had successfully managed to run away from the fight, dirty cowards that they were, Alan had set to work on repairing his DOOMBOT's heavily damaged, frame, armor, and internal systems the way only a man who spent his youth training under the tutelage of an old woman who obsessively watched the old "Macgyver" TV series could, and while the DOOMBOT certainly looked worse for the wear when Alan had finished tinkering with it, it wasn't one good hit away from turning into a pile of loosely organized scrap, and that was...something.

 

Alan would walk back to where the rest of the group was standing soon afterwards, and he was just about to suggest that they commence the good old Runner strategy of smashing into the facility, performing the mission, and getting away with anything valuable that wasn't nailed down or tagged when an unfamiliar looking alien floated down and was instantly greeted by an imposing array of guns being unceremoniously pointed at them as they spoke, and to this Alan simply decided to shrug before he said "And what is this common enemy that you speak of anyway?".

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Contagion stands from his crouched position, and straps his AK to his back again. He quickly approached Nader as he saw the man point his guns. "Woah woah woah, hold on bud. Let's just listen to the... for lack of better terms, alien for a moment." Contagion stepped out in front of the giant suit of armor, getting at least sorta in the way.

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Nader’s immediate reaction to Contagion’s deciding to move in front of him was dynamic, with the armored paranoid taking a large step to the right, moving his left arm to try to block Contagion off from getting in front of him again with the Horsekiller’s barrel and keeping his right arm trained on the new alien, albeit now less accurately, lessening the being’s individual danger from Nader specifically. Oh, and he also verbally blew up on Contagion: ”Did you just step in front of my fucking guns?! My four guns, two of which are essentially heavy weaponry?! Did you just WILLINGLY PUT YOURSELF DIRECTLY INTO MY CROSSFIRE?! ARE YOU EVEN MORE OUT OF YOUR MIND THAN I AM?! Why the hell would you —“

 

The strangely-accented man stopped his rant suddenly, given that he couldn’t afford to lose the situation completely, but the shake of his head and the tone of his voice afterwards communicated clearly his continued displeasure. ”...Allah. If you see, Mr. Chemical Weapons, I haven’t pulled the trigger. I can listen well enough with my guns pointed at this thing, and considering our new compatriots, it can talk well enough with all these guns pointed at it. But I wil NOT be unprepared.”

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"You have to realize that I have willingly put myself in the crossfire of many an ally, and have put my life on the line for over forty years. I just don't want anything rash to happen, when it doesn't need to. It's kinda my job, back on my home-world."

Contagion lowered his hands. He was just trying to lower the potential danger at this point.

"Besides, the big gun is probably enough at this point, so can we get a compromise? I get that you're just being cautious because we don't know them. However, I did see them fighting against the same enemies we were."

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