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


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Aquila visibly perks up as he drops the weapons. A big glowing armored thing?  Right in an enclosed space like this? Ooh yes. Aquila starts running parallel to the thingy, looking to see if there's anywhere where the lights stop showing up and thus means that he's in cover from it for now. From his hiding place (hopefully) he yells over to Lazarus.

"If I'm not able to relay this to the commander, tell her I said thanks for letting me do this!"

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"What's a sectopod?" Rachel sends to the group over her vox-caster, the hardy Imperium technology cutting through the jamming easily at close range. "Do you need backup?  I've secured the perimeter with tripwires and an explosive, so it should be safe for me to come support you.  I have an anti-armor weapon."  Usually, screaming in that tone of voice was reserved for genestealers or traitor Astartes in close quarters.  Hopefully, these 'sectopods' wouldn't be quite so formidable.

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Harry kicked at the pile that the spectre had fallen into, then released the effort he was putting into maintaining the psionic block. He stepped back over to Contagion, and offered a hand. "You alright?" It was then that he heard the slightly garbled transmissions from the comms. "Reaper, come on over, I'll patch you and Contagion up real quick, we're probably gonna be needed with the others."

 

Harry will patch them up.

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Alan decided to take a handful of alien alloys with him before he heard a loud crashing sound in the distance, and he decided to ignore the entire concept of common sense for a moment as he headed towards its direction and asked "What the hell is a Sectopod and is it as mechanical as an ADVENT MEC?" into his comms systems.

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Frigus takes a half step back from the walking tank thing before lifting up his Keyblade and casting Cure.

 

Frigus uses Cure on himself and the ally with the lowest HP, restoring 1d4+9 HP each.

 

 

Spoiler

Stats:

 

Essence: 4

Constitution: 3

Dexterity: 6

Intelligence: 9

Resistance: 3

Strength: 0

Synergy: 0

 

-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.

 

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.

 

Blitz(Trick): A series of simple jumping attacks.

Make two Keyblade attacks at 65% damage, if two hit then make another Keyblade attack at 150% damage, all attacks have a 10% miss chance.

 

-Passives

 

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

 

-Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

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

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

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

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

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

 

Name: Time Spiral

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

Special Qualities:

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

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

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

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

Level 2: +1 Dice, Bound.

Level 3: + 1 Dice.

 

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Nader saw that his instincts were even more right than he had feared, as the source of the sound of metal on metal turned out not to be a space alien of a similar kind to those they had fought so far, but instead revealed itself to be a giant walking tank thing! Nader's reaction, accordingly, was far more of a natural one than Aquila's.

"OHHHHH FUCK!"

The words echoed off of the walls of the hangar, and were promptly punctuated by the detonations of smokeless powder, conveying his state perhaps better than even the panicked edge of his shout could, even if they likely set the others' ears ringing a bit.

 

And it was detonations, plural: Nader's immediate choice of action had been to, almost without thinking, rip the Mark 3 Osprey and the Personal Assault Weapon from his back, jam their butts against indentations near the armpits of his armor, and to yank down the triggers with terrified, reflexive strength. The sharp crack of the Osprey and the rapid, high-pitched patter of the Personal Assault Weapon rang out through the hangar, as his smaller weapons were sent firing at the Sectopod, but it was not long before they were followed up: Nader desperately twisted his wrists to get his thumbs on the handles of the firing mechanisms on his armor, and with a yank, his right arm was sent shaking as the thirty-round thundering of the M3 Sorraia filled the hangar... and then the godlike BOOM of the Horsekiller 1935R, which not only sent a .60 cal bullet whipping at the tank, but also provided the final piece of momentum that sent Nader falling onto his ass with a clatter.

 

Nader uses Barrage, his once per world Trump, firing ALL of his guns at the Sectopod! This means he does:

6d6+3+DEX (3)+STR (6) damage from his Horsekiller, with a 10% chance to miss!
2d6+DEX (3)+STR (6) damage from the M3 Sorraia, 3 times!
4d6+DEX (3) damage from the Mk. 3 Osprey, and if the Sectopod wants to dodge the Osprey it must perform a DEX check vs the damage rolled!

2d4+DEX (3) damage (lol) from the Personal Assault Weapon!

 

Active Cooldowns: M3 Sorraia (3 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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Rachel & Alan (with Harry and Contagion)

 

Not long after either of them asked their question, the Reaper of the party spoke up, “A Sectopod is one of ADVENT’s mechanical units, and their worst. Anti-Armor weaponry will be appreciated” he explained as he entered the room Harry and Contagion were in, the coat on his shoulder being scorched black, “I will go there once I am patched up” he added to the coms, before heading to where Harry was.

 

Harry and Sandman are back at full health!

 

 

Sectopod Encounter!

Battle Song:

Spoiler

 

The Sectopod itself, now having spotted its enemies, begins its advance, its two large feet smashing against the metal flooring as more red lights appear on top of it… Before spinning rapidly. Suddenly, a hail of magnetically propelled, alloyed bullets flies at the party, dealing 20 damage to Lazarus and 15 to Aquila. Once the hailfire of bullets ends, the gun retracts back into the Sectopod’s frame as it continues forward…

 

Frigus initiates emergency healing, healing himself and Aquila for 13 hp each!

 

(14 vs 7) Aquila dashes to cover, hiding himself from the Sectopod… Surprisingly.


Lazarus raises his rifle, firing rapidly at the Sectopod as he makes his way to cover, his rifle dealing 17 damage… And barely causing the Sectopod to flinch as it continues moving.

 

Nader, on the other hand, stays right where he is, unleashing absolute hell on the Sectopod, dealing 15, 18, and 14 damage with his M3 Sorraia, 17 with his Osprey, 5 damage with his PAW, and finally, his Horsekiller gets a wonderful 23 damage on the Sectopod!

 

The mechanized tank itself, when met with Nader’s onslaught of bullets, once again, barely even reacted to his Sorraia, Osprey, or PAW, merely letting the bullets clang against its armor as it advanced. However, when the Horsekiller was fired, the Sectopod was actually stopped, its body being forced to the side as the bullet collided, causing it to take a step back as well from the hit.

 

… Unfortunately, judging by the fact that its lights merely glowed once more as it turned back to the party, it was going to take a bit more than that to take it down.
 

Alan arrives! And is probably in awe of the mechanized death robot coming his way. Or something.

 

Soon to be changed initiative

Spoiler

Current Average Dex: 5

 

Sectopod

 

Frigus

 

Aquila

 

Lazarus

 

Alan

 

Nader

 

Where's the Commander?

Spoiler

Aquila: 30/38: Playing Metal Gear against a Metal Gear +4 Res
 
Nader: 22/26: OOOH FUUUUCK
 
Frigus: 26/26: Healthy once more!

 

Alan: 26/26: Healthy
 

Lazarus: 40/60: Regretting that Promotion

 

Sectopod: Ow

 

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Aquila leans against his piece of cover... huh, this thing goes up quite a bit... Feeling around he notes a metal bar attached to the wall. Further exploring he notes that it seems to be a ladder. Hm...

Aquila starts up the ladder he's found. And also marks the Sectopod.

 

Spoiler

-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.
Block: Halves all damage taken, but can’t attack at all.
    L2 Counter Strike: Can counter attack, but the damage is halved.

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

Groin attack: Knocks the air out of an enemy. Deals 1d6 damage and if the target fails a STR v CON check they're action locked for two turns.
 
 
-Passives
For Honor: When a non-marked enemy attacks Aquila the damage he does with a counter in doubled.
 
 
-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering or counter attacks he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.

   Current Charge: 14/38
 
 
Equipment:
 Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage. Heals for half the damage caused by a counter. Debuffs the victim's dexterity by 4 for 1 round.
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantly it fits his asthetic. +3 RES, doubled against bullets.

 

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Frigus charges forward striking twice at the tank with the intention to leave several long gouges in the thing's armor.

Frigus makes a Basic Keyblade Attack dealing 3d8+9 damage to the Sectopod,  Combo+ triggers allowing him to follow up with a Combo Keyblade Attack for another 3d8+9 damage.
 

Spoiler

Stats:

 

Essence: 4

Constitution: 3

Dexterity: 6

Intelligence: 9

Resistance: 3

Strength: 0

Synergy: 0

 

-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.

 

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.

 

Blitz(Trick): A series of simple jumping attacks.

Make two Keyblade attacks at 65% damage, if two hit then make another Keyblade attack at 150% damage, all attacks have a 10% miss chance.

 

-Passives

 

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

 

-Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

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

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

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

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

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

 

Name: Time Spiral

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

Special Qualities:

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

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

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

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

Level 2: +1 Dice, Bound.

Level 3: + 1 Dice.

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"Alright, let's get going then. Sounds like we'll be needed, hopefully not for autopsies."

 

Head over to the battle with Contagion and Reaper. Don't enter the area immediately, try to find a location to either flank, or at least have decent cover when entering combat.

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HP: 26
Moves: 4
 
Stats:
 
Essence:3
Constitution: 3
Dexterity: 4
Intelligence: 8 (10 after perk)
Resistance: 1 ( 6 after H.E.S.G. has buffed him)
Strength: 2
Synergy: 1
 
Perks:
Cerebral Booster: Extensive modifications to Alan's brain has caused him to be able to recall past events in vivid detail and quickly adapt to new situations. And to think that all it cost him was yet another part of his soul. Alan's intelligence is treated as having 25% more intelligence than he actually does.
Superiority: All new actions and tricks start at level 2 due to the extensive modifications to his brain's structure that has allowed him to form new memories and learn new skills even faster than he used to.
 Maldrone v500.29: Grants Alan the perk backed active "Assume Direct Control".


Actions:
-Actives
Distrupt: Alan orders his Drones 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.
Level 2: The amount reduced is now Int+1d4

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

 

(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.

 

Transcendent Coding (level 2, trick, trump):  Even the first fumbling steps on the path to enlightenment are significant steps indeed.  Heals every ally for 2d8 + [int] HP, and makes Alan completely invulnerable to all damage and negative status for 1 round by hacking damage to not register on targets.  Usable once per plot.

 

Equipment:
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.
 

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
 

 

Alan decided that it would be best much more preferable to admire the giant killing machine from cover or whenever it is UNDER HIS DIRECT CONTROL, and he promptly yelled out the words "I'VE GOT THIS!" with the excessive amounts of smug arrogance that you can only have when you truly believe that there is no way that this can go horribly wrong.

Alan takes cover before he uses Combat Hacking to try and disable the Sectopod's magnetic weaponry, his Intelligence is treated as being 10% higher than it actually is as he is using his Sony CTY.

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Seeing that only his Horsekiller had had any appreciable effect on the armored thing, Nader swore up another loud blue streak, and then forced himself back to his feet, going from on his rear to on one knee with a surge of motion, and then returning to a standing position with another. On his feet, then, Nader chose to repeat the only thing that had seemed to work for him: hitting the tank with a really goddamn big bullet.

 

"Fuckin' space alien tank, fuck you, you aren't shit compared to Forenian engineering!" Nader was distinctly aware that this bit of vitriol was completely untrue, but nonetheless it was helping him stay in the mood for violence, and he promptly appeased that mood by straightening his left arm again, swinging it towards the Sectopod, and then pulling at the handle that fired the Horsekiller, the .60 caliber rifle reporting with another one of its distinctive BOOMs.

 

Nader fires his Horsekiller at the Sectopod again, for 6d6+3+DEX (3)+STR (6) damage, with a 10% chance to miss!

Active Cooldowns: 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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Sister Rachel draws her dual inferno pistols and charges the Sectopod.  As she passes Nader, she uses Feel No Pain through her Triage passive, deftly avoiding his reflexive attempt to shoot her for drugging him with the reflexes of an experienced Guard field medic, and continues her dash forward.  "These men shall not fall this day, Xenos scum!"  She screams at the walking tank, "You defile Holy Terra with your mere presence!  Die, and go to whatever alien hell awaits you!"  Then she jams the barrels of both melta pistols against the Sectopod's side and pulls the triggers, targeting it with both shots from her Inferno Pistols.

Spoiler

Sister Rachel brings:
 

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.

 

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 2):  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.  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.

 

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.

 

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

 

Twitch’s Survival Guide for Idiots (level 1):  Sister Rachel gains a 10% bonus to intelligence on checks related to military procedure, and an additional 10% if the check relates to explosives, securing a perimeter, desperate repurposing of available assets, creative interpretation of orders, or setting things on fire.  This handy pamphlet was a gift from a rather paranoid member of the retinue of Inquisitor Greg Sargant, who Sister Rachel served with rooting out a genestealer cult.

 

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Harry, Contagion, and the Reaper

 

Once he was patched up, the Reaper stood, quickly reloading his rifle with more ammunition, “Follow me. There is a side entrance to that room I noticed before I found that patrol” he stated, turning and quickly running off, thought making himself visible enough for the rest of the group to follow him.

 

Soon enough, the Reaper led the three to another door, and when opened, led to an area behind the battlefield… Right in the Sectopod’s blind spot.

 

This is still happening!
 

Spoiler

 

 

Once more, the heavy stomping of the Sectopod began again as it continued forward as its main body began to rise, mechanical shifting emanating from the tank as its legs were straightened out to let the main body rest well over six meters off the ground. Then, once more, a turret extended from the top of the Sectopod’s body, the aiming down at the ground before opening fire on both Frigus and Nader, dealing 16 damage to Frigus, and 14 damage to Nader.

 

While Frigus wasn’t able to get his slashes against the Sectopod’s main body, he was able to strike twice at the machine’s legs, dealing 23 & 27 (50) damage to it! Too bad it’s still standing.

Aquila marks the Sectopod! And he’s now about “eye” level with the Sectopod’s main body, to its side and on a rather clear walkway with railing on the sides.

 

Lazarus pops out of cover again, opening fire on the Sectopod and dealing 11 damage. Most of the bullets merely bounce off it's still intact armor.

 

Alan begins to use his hacking, taking his pervious knowledge he extracted from ADVENT’s Mecs… Only to find his tool’s lights suddenly flashing red as the Sectopod pauses, then somehow manages to straighten more, turning straight for Alan. The Sectopod gains a +2 to Synergy and Dex as Murder.exe is activated!

 

(68) Just as the Sectopod begins focusing on Alan, another gigantic bang fills the ship as another round of the Horsekiller is fired at the alien tank, dealing 33 damage… And managing to punch an entire hole through the tank, exposing a bit of inner workings before it turned back towards the group.

 

While Rachel unfortunately couldn’t jam her pistols onto the Sectopod’s main body, she managed to get close enough to rapidly fire at it with both of them, burning the Sectopod’s armor with 16 damage! (25) Unfortunately, while the pistols began to melt the armor of the Xeno tank, it still held strong.

 

With one of the hostiles registered as near, the Sectopod lowered itself towards the ground for a second, multiple panels shifting open on its legs. Then, a large burst of electricity exploded from its legs, creating a wave that blew Rachel away, dealing 27 damage as she’s thrown back.

 

Then, it stomped both of its legs into the ground, panels shifting on its lower front as a swirling red light began to activate inside of it… Aimed right at the ground.

 

“Oh shit…” Lazarus immediately muttered, before jumping away from his cover, “PULL BACK! NOW!” he yelled before turning and booking it.

 

Initiative

Spoiler

Sectopod

 

Contagion

 

Frigus

 

Aquila

 

Lazarus

 

Sandman

 

Alan

 

Contagion

 

Nader

 

Harry

 

Sister Rachel

 

Sectopod

 

Uh oh status

Spoiler

Alan: 26/26: Unsurprisingly, doesn’t got this.

 

Aquila: 30/38: IT’S OVER SECTOPOD, I HAVE THE HIGH GROUND  +4 Res
 
Nader: 8/26: FUUCKIN’ OOOOW- Oh wait there’s no pain.
 
Frigus: 10/26: Not so healthy anymore!


Harry: 42/42: It’s show time!

 

Contagion: 30/30: It’s show time!

 

Sister Rachel: 1/28: By the Emperor!

 

Lazarus: 40/60: Bookin’ it

 

Sandman: 30/30: Observing Lazarus’s fuckups.

 

Sectopod: I’MMA FIRIN’ MY LASER!

... Also Murder.exe has been activated.
 


 

Edited by GodofGamingRWBY
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Did he say to get away from it? That sounds like I should get on it!

Aquila rushes to get on the sectopod and, if possible, bash it in that new glowy thing with his flail. If he can't reach that glowy thing he goes for the "eyes".

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((Alan's current theme!))

Alan immediately signalled his apparent catastrophic failure by shouting out, "I DON'T GOT THIS!" as he frantically tried to do a full take over of the Sectopod's systems while he ran towards an even bigger and thicker piece of cover.

 

 

Alan attempts to run towards an objectively better piece of cover and use the following action on the Sectopod at the same time. 

(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.

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"Seems I'm needed." Activating his mental block on the enemy, who knew whether it would work, Harr dashed out to start draggin Rachel back to cover. So long as he makes it, he'll start working on her wounds, reconnecting tissue in punctured organs, preventing blood loss, all the works.

 

Use Now You See Me. . . to go in and grab Rachel and bring her back. Then use Slap a Bandaid on to heal for 1d4+13 (with priority)

 

Spoiler

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

Stats:

21 total, cap 8

 

Essence: 1

Constitution: 11

Dexterity: 1

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

Resistance:  3 (+9)

Strength:  3

Synergy: 1

 

 

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: 7 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.

 

Plasma Rifle (What were the stats on this thing again)

 

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

 

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Frigus raises his Keyblade again and shouts "Heal" summoning small green leaves and golden particles over himself and Nader as he dove for cover.

 

 

Frigus uses Cure on himself and Nader restoring 1d4+9 HP to each of them, then he jumps for cover.

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Nader didn't need telling twice -- though he couldn't feel the pain of having been hit with a penetrating shot by the alien vehicle (the result of Rachel getting him right between the shoulderplates with a syringe? He'd twitched in her direction at the time, but he'd also had a tank to shoot), he could feel that there was blood running down his stomach, and the amount that he could feel was... not promising. Nader didn't know that he could take another shot, and frankly he didn't particularly want to find out.

 

It was time to back off. Nader immediately began to haul ass as quickly as he could towards cover, whirling to have his back to the cover as he dropped down behind it -- he wanted to drop down flush to the wall at first, and his guns wouldn't let him fit. Only then did he begin to turn around, though not yet peeking over the edge -- he didn't want whatever was getting prepared to take his head off. What he did do, though, was stick his PAW over the cover and wildly spray the entire damned magazine out in the vague direction of the Sectopod in the hopes of suppressing it.

Nader goes for cover, and then uses the PAW’s stun on the Sectopod!

Active Cooldowns: M3 Sorraia (1 Turn)

Personal Assault Weapon (3 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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Contagion takes cover, and pulls out a canister of a brown thick liquid, he had a plan for this damn giant robot. He first focused his gas, to help out his allies out on the field, then proceeded with his plan.

 

1.) Cast Hideaway on Nader and Frigus (cannot be targeted until they attack, grants 10% base dodge chance while in the cloud, extra 5% from Mad Scientist)

 

2.) Burst Fire the mofo (3d6 + (10) + 4 weapon damage on each successful attack)

 

3.) Fire with the AK (3d6 + (10) + 4 damage)  ((if it applies this turn.))

 

(Active Passives: +4 DEX for 3 turns, +10% dodge chance.)

 

Loadout:

Spoiler

Perks:

Mad Scientist- Contagion’s gasses have been modified to be more damaging, his AoE dealing 1.5x damage, giving 1.5x more effective buffs.

 

One with the Gas- Contagion gains a 25% dodge chance inside of his own gas. Immune to smoke, gas, or any other airborne substance that would impair vision.

 

Actions: (6 action slots)

-Actives

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.

 

Flammable Substance X1-08- Contagion throws a large container of a substance called X1-08 over the battlefield, dousing enemies, giving the status "Doused- You are covered in a highly flammable substance. If ignited, take 2d6 fire damage for each stack of Doused." Stacks. Target limit 2. Cooldown: 2 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.

 

Nimble- Contagion is a bit quicker in his light gear

-(Level 1) +10% chance to dodge

 

Equipment:

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

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

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

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

 

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"Hhk.  Emperor, preserve me," Sister Rachel gasps, ignoring that little voice in the back of her head about how self-medicating is a terrible idea as she selects a new set of syringes and uses Feel No Pain on herself to apply two stacks of Guts.  "God-Emperor, give us the strength to strike this abomination down!"

Spoiler

Sister Rachel brings:
 

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.

 

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 2):  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.  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.

 

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.

 

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

 

Twitch’s Survival Guide for Idiots (level 1):  Sister Rachel gains a 10% bonus to intelligence on checks related to military procedure, and an additional 10% if the check relates to explosives, securing a perimeter, desperate repurposing of available assets, creative interpretation of orders, or setting things on fire.  This handy pamphlet was a gift from a rather paranoid member of the retinue of Inquisitor Greg Sargant, who Sister Rachel served with rooting out a genestealer cult.

 

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The Sectopod continues to menacingly charge its Wrath Cannon!

 

Contagion does his best to hide Nader and Frigus from the Sectopod’s gaze!

 

Frigus dives behind a wall for cover, all while healing Nader and himself for 11 hp!

 

Aquila takes a running leap towards the Sectopod, landing atop the giant alien machine and beginning to bash at its armor for… 8 damage as its armor barely budges from his attacks. In fact, the Sectopod barely even seemed to notice he was there, focusing its attention on the targets in front of its cannon.

 

Lazarus continues to run like hell, firing another round of bullets at the Sectopod as he does so, only to watch them once again bounce off its armor.

 

The Reaper, on the other hand, runs off to the side, practically vanishing from Harry and Contagion’s sight, only for a loud crack of a high caliber rifle to pierce the air as the Sectopod’s armor gains a tiny new hole in its hull, with 16 damage as well. (57) The Reaper’s position is still a mystery at this point.

 

(NATURAL 20 vs 4(+15)!) Just as the Sectopod’s cannon began to glow bright and brighter, the air in front of the alien tank beginning to heat up as the firing charge was near completion… Suddenly it stopped, its eyes blinking out of power and dying as the cannon lost its charge, closing itself up as the Sectopod lowered itself back to the ground. Then, not a few seconds later, it began to come to life again, still as a statue as it awaited its new orders from…

 

Alan, who had successfully fixed his fuck up and hacked right into its AI and take control of it away from most of ADVENT's mainframe.

 

ENCOUNTER IS FUCKING DONE WHY DO YOU DO THIS TO ME

 

Everyone who was on the initiative list gains 4 merit.

Alan gains 1 extra merit for hacking into a god dang Sectopod and winning, even with him failing hard previously.

Nader gains an extra merit due to weakening the Sectopod considerably with the Horsekiller


Not long after the Sectopod miraculously changed sides, the comms began to clear up again, “Menace 1-5, our contacts in the Resistance can’t keep ADVENT preoccupied now. You have multiple aircraft on your way, return to the Firebrand immediately!” Bradford said urgently.

 

For the most part, the party could see that the XCOM operatives were doing exactly that. Lazarus was still sprinting towards the ship, after taking a second to see the Sectopod’s change of command, Database was bringing back the last of supplies from the ship, and the Reaper was… Somewhere. The Sectopod itself still stands, awaiting its new orders.

Edited by GodofGamingRWBY
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"Huh... Well isn't that interesting... Say, do you think we should try to take this thing in for research, or leave it to potentially shoot down some ADVENT aircraft?"

Contagion doesn't exactly wait for an answer, and runs to Firebrand.

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