Clair wastes no time-her mechanical muscles grip the edge of the heavy manhole and she lifts the hatch. It occurs to her she could tear it from it's hinge, and toss it as a enjoyable weapon, if the inclination took her. For now, though, she descends into the sewers and closes it behind her. Her locomoters splash into the indefinable muck at the bottom with ugly sounding thuds. She immediately deactivates her Rhinal sensors.
Clair moves forward, visualizing her next move. Hoping that Blair is all right...she might have thought the broadcast could have been a trick, if not for the little part on the end. That is so just...him.
She smiles at the thought of their reunion-and the rain of fire they'll unleash together. But, first she has to get there.
...
Random Encounter Roll=11No one bothers her-because she's quick. The military commander in charge will no doubt be sealing off these passages eventually, probably with traps and sensors...but he needs time for that, time Clair doesn't intend to give him. She moves forward easily, making a game of it-kicking herself off the walls so she doesn't have to get her feet wet. Or worse-hidden grates or wreckage under the sludge could be very inconvenient. She only passes a few cleaner drones, and even fewer mousoids (who feed on the cleaner drones), which usually dash back into the tiny tunnels they chewed through the stone as she passes by, making angry metallic squeaking noises.
...
She's passed a good length, when she stops, consults her inner workings-and begins to climb up. At the top of the ladder, she pauses and works out her pointer finger-a pencil thin fiber-optic cable come from her finger, and snakes through the grate-and gives her a Birdseye view of where she's ascending.
About as much as she imagined. Trees, bushes, and dirt. Farm Equipment lies unused at the moment, a maze of potential firing cover. She see's her target, the Turnip Fields, to the North-the edge of the patch not 200 yards away, through an area with lots of ground cover, but little from the air. Blair's hiding in there.
Next, she takes stock of enemy forces. As one might have guessed, she can see a six man squad beating the bushes of the field, looking for Blair-five of them are Human or Humoid, and none seem very dangerous-the last one is a OCP radar drone, looking comical with the giant dishes on it's back. It's no doubt scanning the field, looking for Blair. They're all skittish, and none seem eager to venture into the rows. No doubt the corpses scattered around have somewhat tempered their enthusiasm. They're going to wait for reinforcements.
She turns her camera around South. One irregular patrol is watching the side of a larger building, a twin of soldiers-two more, watching the door. As she watches, a crying woman in farmer's gear is hauled somewhat roughly into the building. She pans up, seeing the label above the building door.
'NANOGROWTH HAB A4'Ooh. Growth nanos...wouldn't want those to get out...there will almost certainly be more soldiers inside, perhaps guarding hostages. Or preparing them for execution.
She spares glances West and East. Nothing but fields and equipment. Her canny eyes spot a sniper reclining far the western wall-the one facing the city, but he's facing outward, not in, and he'll not be able to help from where he's at.
Clair pauses to take a breath, and analyzes her next move.
[IIIIIIIIII]Status: Optimal
Element: FIRE
Energy Level: 130%/150%
~
Defense: 22
Attack: 12
Armor: 1
Firepower: 2
~
Reflexes: 1
Willpower: 1
Endurance: 1
~
FIO: None
CHIP: Lv.1 Targeting Array (+2 Attack), Lv. 1 Firepower Enhancement (+1 FP), Fit and Sleek V.1 (+5 Athletics/Social Skill),
SKL: Athletics +5, Social +5
TRT: Comely (Double Social Rolls vs Gullible Males), Fireproofing (+2 Armor vs FIRE attacks, unless in ICE element), Fresh Combat Oid (+1 FP), Type E Virus Resistance/+1 to Willpower rolls against Viruses
~
Equipped:
Lv.1 Titanium Twin Retractable Claws/1d2 Element Melee
Traits: Double Hits, Armor Piercer, Unlimited Upgrade Slots
Inventory:
2500 SIL
P-Def Battle Rifle (+1d3 damage, Ranged Standard)
Traits: Equippable, No Firepower Bonus, two Upgrade Slots (Empty)
Caeltech Light Combat Armor (+1 Armor, +12 Def)
Traits: Equippable, one Upgrade Slot (Empty)
Written Cyberspace Address (The Grey Contact Point)
---
Meanwhile...A plan is formed on the fly, four mechanized minds collating at what would be to humans, near light-speed. They meet, and move on, without pausing.
...
Fox hovers off, but stays low-and activates his noise dampeners, ECM and color blend. He's used to going unseen, much as Septima cannily intuited. He's nervous, sure, even though Oids shouldn't be nervous...but the little Foxoid has some deep, slow kindled courage, which he calls upon now.
[Stealth Roll [7]+10=17]
[Perception Roll [15]+5=20]He spots and relays what he sees. To his surprise, no one blasts him...yet.
The Hound Squad is staying put, apparently. Fox first item of interest is the large, snakeoid combination that silently slides about the street on a segmented tail. He has a large, poisonous looking hood with slowly undulates, and even larger fangs. He's wearing the colors of the Hounds in full panoply. It occurs to Fox that such an Oid was designed to scare Humans, to be terrifying. He slides around, as if nervous, gesticulating wildly with he long, telescopic arms.
The Harpyoid is lying on the ground, still, spiting Electike and talking Rapidly to the fellow beside her-a Humoid who looks scarily like a combination of Septima and RIU-a rough metallic skeleton and a quasi-ceramic face, set in the visage of a pretty young girl of indeterminate age. She's got a hand on the Harpyoid's shoulder, trying to calm her, and uncapping an energy tank to get her back on her feet. Her frame is small and compact, but those seemingly tiny fists are capped with graviton knuckles-capable of punching most Oids through walls.
And, Fox spots one more thing-a sinisterly camouflaged soldier, in the two story apartment building two blocks away. He's on his belly, and his rifle is steady. He's barely a flicker in the eye, but burns bright as a candleflame. The man is smoking something, no doubt unafraid in his position. A tiny puff of hot smoke blares on Foxes thermal sensors as if the sniper had jumped up and began waving his arms.
...
Riu, patently aware of the target her unarmored hide must surely present, takes cover as quietly as possible-keeping an eye on Septima.
She scans the area casually, to keep her nerves steady.
Mineral scan indicates the buildings in the area were carved direct from the cave rock, instead of quickcrete or nanostone. It's tough, and hard to damage-which should at least limit civilian casualties.
She detects a broadcast signal in the air, and carefully snips a slice of it to pass onto her group.
"....this is Captain Andrake! Come in, Control! We are under attack...major rebel activity in region...we are bird down, repeat, bird down...send reinforcements! Come in? Hello? Blasted thing!"Since the communications are not down in the area, Riu can only assume Hound Control is not answering his summons.
....
Striker is also feeling nervous. He's never fired on fellow Oids before...even ones as bad as these seem to be. It makes him feel guilty, and sad. How has it come to this? How indeed...
He ascends a low building with the street afront of him, giving a wide view-staying out of the visual range of the sniper Fox described, but ready to fire on him.
...
Septima is the bait. It's not the first time...she's lived awhile, and has endured many sacrifices and hardships in her life. Many others have sacrifed themselves for her. She long ago figured it was her turn.
Using Fox's recon (which in her opinion, is actually quite excellent) she sets herself on the street aside. Taking a brief nanomoment, before emerging. Knowing what could go wrong. Preparing for the eventual. Ready to fight until she can longer move. Here...is the moment...she was born for...
..."You were born to be a weapon, Septima." Nero says, sitting in a cross legged position. He is similar to Septima's design, 9th of the Olympia's-yet even more primitive. Gears spun as he spoke. His arm cannon was laid across his lamp, so large it had to be extended back onto his left shoulder, like a bazooka. "...but, you're not just a tool, to be used and discarded. Paradisum does not expect any of us to return...and, they've made their choices very carefully...about who they'd not rather have around, after this is over."
Septima stayed silent. In later years, she would reflect that the attack on the Solar Station that ended the war against the mutants had neatly decapitated the majority of the most outspoken Heroes among Oidkind in the final blast. Victory, at such a cost...were they playing games, even with everything on the line? She doesn't know, probably never will. Nero was paranoid, always seeing shades in the corners. If he was still alive today, she has no doubt he'd be on the side of the Rebels.
"I know you're disappointed. But, we need you to stay. It's in all likelihood going to be a suicide mission...and, when it comes to sacrifices, the old come before the brave." He finally stands-ready to go on the mission which will be the death of him-and the redemption of Paradisum.
A rough hand finds Septima's chin. He has been a father figure to her from since she first was constructed-much more so than Coppola himself, despite the inventors strange needs for companionship.
"Just promise me...you'll live a full life. That when you're as old as me you won't be so eager to die."
And she did promise.
She did.
The promise rings hollow, in her old warriors heart-as she rushes into the street to face death once more. Unsure if she's ready or not. Even now.
...
Septima chooses her target with a cold eye-the downed Echo, currently being administrated to by RDA 'Siya'
Her rifle thrums most satisfactorily-low power rounds, designed to disable, not kill. The look of surprise on her enemies faces is also satisfying-Striker chose this area perfectly. Captain Andrake may be a killer, but he's not tactician. Thanks for small favors.
Round 1
Septima Initiative/[17]+3=20
Septima Attack/[1]+10=11Septima can't help but gawp-her own look of satisfaction curdled, just a bit-as Siya literally jumps in the way of the fire, echoing Septima's own selfless nature-she deflects the bolts of energy intended for Echo with her powered-gauntlets, each move punctuated by a powerful martial arts strike. She begins marching down the street, and for once Septima is at a loss. Had she been alone, this very well could have turned out badly. As it stands, though...
RIU pops out from behind cover slightly to Septima's left-her gun wavers...[3]...but she decides to fire on the downed Harpy, as well.
Riu Initiative/[2]+3=5
Riu Attack/[19]+10=29 vs 18 *Crit Chance*
Crit Confirm? [19]+10=29 vs 18=Hit! Crit!
Damage/1d3-1=2x2x2=8 ((Ambush Bonus and Crit Bonus))Her pistol may be small...but, put a round in the right place...
The bullet takes advantage of Septima's distraction-as the Humoid (that resembles you) blocks Septima's shots, your own flies straight and true-striking Echo in the side of the head. You cringe, as her cranium snaps back in a shower of sparks. One down...
When rolling a natural 20, you automatically hit and roll your attack once more-if it hits your opponents defense once more, your shot does maximum and then double the amount of it's normal damage. Non-sentient hostile bots, Humans, and weak Oids are incapable of scoring a critical against players.
...
Above, Striker and Fox also fire-both of them having zeroed in on the Sniper human.
Fox Initiative/[15]+3+3=21
Fox Attack/[9]+10=19 vs 21 *miss*
Striker Initiative/[13]+2+3=18
Striker Attack/[13]+10=23 vs 18 *hit*
Damage/1d4+3=7Foxes submachine gun is not designed for shooting these distances...though he tries his hardest, all he does is force the Human to scoot back a bit, cigarette tumbling from his mouth.
Which is where Striker fires, the round from his heavy sniper rifle hitting Davtree in the chest, as he attempts to backpedal into the safety of the room. The man falls back, wounded, but not down...and certainly still dangerous.
....
In a moment, Captain Andrake has simultaneously lost his sniper support and his primary air recon-but if he's a killer, maybe he's not a complete coward. Instead of running, he hisses with frustration, and begins advancing on Septima and Riu...albeit, at a safe distance. Siya is in front of him, advancing rapidly toward Septima, the sheen of her energy shields visible.
The Captain whips out two large pistols from holsters on his belt, and empties them at Septima.
Simultaneously, Siya breaks into a run...charging for Septima as well.
((Siya will reach Septima next turn))
Siya Initiative/[8]+1=9
Andrake Intiative/16+5=21
Andrake Attack [6]+13=19 vs Septima Defense 21=Miss!Andrake sprays bullets wildly down the street from his twin automatic pistols-plinging off lamposts, buildings, doors. All in an attempt to take down the oddly swift mechoid blurring in front of him, the one whose plasma cannon took down Echo. He's been taken by surprise, and he can't just hit the piece of junk right in front of him...and he's very frustrated. Siya herself is actually struck several times by errant shots, her shield deflecting the damage, but if this display of poor marksmanship troubles her, she does not show it. Her face is an emotionless mask.
Septima-for her part, dodges effortlessly, bounding off walls, rolling, ducking, shooting...feeling strong...feeling quick. Nero would be proud...
...
The fight has taken a tilt in favor of our heroes-but, the battle is not over yet.
[IIIIIIIIII]Status: Optimal
Element: STANDARD
Energy Level: 180%/200%
~
Defense: 21
Attack: 10
Armor: 3
Firepower: 1
~
Reflexes: 0
Willpower: 2
Endurance: 3
~
FIO: None
CHIP: Coppola Defense Matrix (+1 Def), Eternal Battle V.1 (+5 Athletics, +1 Endurance), Lv. 1 Firepower Enhancement (+1 FP)
SKL: +5 Athletics, +5 Lore, +5 Tactics, +5 Engineering
TRT: Clanker (-5 to All Subterfuge checks that rely on moving quietly), Reinforced Skeleton (+1 Armor), Old Hand (+5 Lore, Tactics, Engineering)
~
Equipped:
LV. 1 Coppola Heavy Plasma Cannon (Gatling Mode 2d4 Ranged, Power Shot 1d10 Ranged)
Traits/Heatbased, Variable Fire, Massive Recoil, Vulnerable to crits, Unlimited Upgrade Slots
Heat 30%
[IIIIIIIIII]LV. 1 Coppola Omnitool (Buzzsaw/Drill 1 Melee Standard, Welding Torch 1 Melee Fire, Flashlight/Laser Stun chance, Bottle opener one hit kill vs cans and bottles )
Traits/Variable Fire, Unlimited Upgrade Slots
Inventory:
2500 SIL
P-Def Battle Rifle (+1d3 damage, Ranged Standard)
Traits/Equippable, No Firepower Bonus, two Upgrade Slots (Empty)
Caeltech Standard Combat Armor (+2 Armor, +10 Def)
Traits/Equippable, one Upgrade Slot (Empty)
Heroic Cloak (
)
Written Cyberspace Address (The Grey Contact Point)
[IIIIIIIIII]Status: Optimal
Element: ICE
Energy Level: 150%/150%
~
Defense: 10
Attack: 10
Armor: 2
Firepower: 0
~
Reflexes: 1
Willpower: 1
Endurance: 1
~
FIO: None
CHIP: Personality Chip/Daughter (+10 Social), Adventurer-kit V.1 (+5 Perception and Athletics)
SKL: +10 Social, +10 Perception, +5 Athletics
TRT: Deep Scanner (+5 Perception, Can identity a wide variety of objects and materials, providing information), Critical Target Scan (Against fully scanned targets, you+allies gain critical hit range increased by 1, Upgradeable ability), Downloaded Personality (Inactive), Polar Explorer (Immune to cold weather/climate and no penalty in icy terrain), Well Fed (For 24 hours, you regenerate 10% of your Energy every 10 minutes~Equiv to 10 turns when not traveling)
~
Equipped:
Inventory:
4500 SIL
P-Def Eightshot Revolver (1d3-1 Ranged Standard)
Traits: Equippable, No Firepower Bonus, Concealable, two Upgrade Slots (Empty)
Pretty Dress (+1 to Social Skill) *OBLITERATED* D:
OMLOM's Hardrive ((A small black crystal chip containing the complete personality-if not the soul-of an old Mechoid, one who was manipulated into assisting the terrorist attack on the Arclite Industrial Park. This chip is currently infected with a dangerous virus.))
Surveillance Disc (Unread)
Written Cyberspace Address (Unvisited)
[IIIIIIIIII]Status: Optimal
Element: WIND or FRST
Energy Level: 90%/100%
~
Defense: 24
Attack: 10
Armor: 1
Firepower: 0
~
Reflexes: 3
Willpower: 0
Endurance: 2
~
FIO: None
CHIP: Fit and Sleek V.1 (+5 Athletics/Social Skill), Shadowhawk V.1 (+5 Piloting, +5 Subterfuge)
SKL: Athletics +10, Subterfuge +10, Social +5, Perception +5, Piloting +5
TRT: Forest Dweller (+5 Athletics, Double Athletics and Subterfuge Rolls in Forests), Small and Quick (+1 Reflexes and +2 Defense), Sensor Suite (+5 Perception), Aerial (Capable of sustained flight), Rugged Animoid (Resistant to negative weather/climate effects), Type E Virus Resistance/+1 to Willpower rolls against Viruses
~
Equipped:
Lv. 1 Ceramic Foxhide Armor (+12 Defense, +1 Armor, +5 Subterfuge Checks)
Traits/Cannot be removed, Unlimited Upgrade Slots
Lv.1 Small Ionic Tail Laser (1d2 Element Ranged)
Traits/Cannot be removed, Unlimited Upgrade Slots
Lv. 1 Titanium Tail Blades (1d4 Element Melee)
Traits/Cannot be removed, Unlimited Upgrade Slots, Vulnerable to Crits
Inventory:
2500 SIL
P-Def Pepperbox SMG (Burstfire 1d2+1 Ranged Standard/Full Automatic Mode 2d2 damage, Ranged Standard)
Traits: Equippable, No Firepower Bonus, one Upgrade Slot (Empty)
Written Cyberspace Address (Unvisited)
Strange Metallic Ring (Deliver to Arclite)
[IIIIIIIIII]Status: Optimal
Element:
WINDEnergy Level: 100%/100%
~
Defense: 22
Attack: 10
Armor: 1
Firepower: 1
~
Reflexes: 2
Willpower: 2
Endurance: 0
~
FIO: None
CHIP: Skytech V.1 (+5 Piloting, +5 Engineering), Adventurer-kit V.1 (+5 Perception, +5 Athletics), Lv. 1 Firepower Enhancement (+1 FP)
SKL: Piloting +15, Engineering +10, Athletics +5, Perception +5, Tactics +5,
TRT: Aerial (Capable of sustained flight), Strong Will, Strong Reflex, Weak Endurance, Highly Intelligent (Piloting, Tactics, Engineering), Squad Tactics (Bonus to helping allies/assisting attacks on same target), Shadow of the Virus (
)
~
Equipped:
Lv. 1 Ceramic Striker Chassis (+12 Defense, +1 Armor, +5 Piloting)
Traits/Cannot be removed, Unlimited Upgrade Slots
LV. 1 Frezon powered Striker Jet (Jet Mode +5 Piloting, +1 Reflexes OR Arm Mode +2 Attack/Defense when airborne and hovering)
Traits/Cannot be removed, Unlimited Upgrade Slots
LV. 1 Frezon powered Striker Lance (Whip Mode 2d3 Wind Melee, Power Strike 2d3+2 Wind Melee)
Traits/Cannot be removed, Unlimited Upgrade Slots, Variable Fire, Coolant Based, Only Airborne
Coolant 100%
[IIIIIIIIII]Lv. 1 Frezon powered Striker Punch (1d6 Air Melee+Jet boost chargeup)
Traits/Cannot be removed, Unlimited Upgrade Slots, Building Power Boost/Must stay In Jet Mode whole turn, (3), (+2)
Inventory:
2500 SIL
P-Def Headshot Sniper Rifle (1d4+3 Standard Range)
Traits: Equippable, No Firepower Bonus, Massive Recoil, one Upgrade Slot (Empty)
Written Cyberspace Address (The Grey Contact Point)
!!Warning-Hostile Oids detected!![IIIIIIIIII]Status: Optimal
Element: STANDARD
Energy Level: 150%/150%
~
Defense: 22
Attack: 11
Armor: 3
Firepower: 0
~
Reflexes: 1
Willpower: 1
Endurance: 1
~
FIO: Martias Lv. 2 (Grants 'Power Attack' Talent)
CHIP:
SKL:
TRT:
~
Equipped:
LV. 1 Graviton Fists
Traits/Double Hits, Unlimited Upgrade Slots
(Graviton Strike/1d3 Melee Standard)
Lv. 1 Graviton Shield
Traits/Heatbased
(Absorbs damage, costing 10% Heat for every point of damage absorbed. Cools 20% heat every turn. Overloading the shield causes 3 turn shutdown.)
Heat 0%
[IIIIIIIIII]Inventory:
[IIIIIIIII]Status: Downed
Element: STANDARD
Energy Level: 0%/100%
~
Defense: 18+3 (Air Bonus)
Attack: 13
Armor: 0
Firepower: 1
~
Reflexes: 1
Willpower: 0
Endurance: 1
~
FIO: None
CHIP:
SKL:
TRT:
~
Equipped:
Lv. 1 Harpyoid Chassis (+10 Defense, +0 Armor, +5 Piloting)
Traits/Cannot be removed, Unlimited Upgrade Slots
Detected Upgrades: Advanced Aerial Maneuver System (+3 Def in Air)
LV. 1 Variable-Warhead Missile Wingtips
Traits/Cannot be removed, Unlimited Upgrade Slots, Variable Fire, Ammo Based
(Frezon Missile/1d4 Ranged Ice)
(Phospho Missile/1d4 Ranged Fire)
(Cluster Missile/1d3x2 Ranged Standard)
Ammunition 4/6
[IIIII]Inventory:
[IIIIIIIIII]Status: Optimal
Element:
VNMEnergy Level: 100%/100%
~
Defense: 19
Attack: 13
Armor: 3
Firepower: 2
~
Reflexes: 5
Willpower: 1
Endurance: 1
~
FIO: None
CHIP:
SKL:
TRT: Reed in the Wind (Works on the first time when struck during a round-Half damage from explosions and ranged attacks not resisted by element.)
~
Equipped:
Lv. 1 Snakescale Hide (+9 Defense, +3 Armor)
Traits/Cannot be removed, Unlimited Upgrade Slots
Lv.1 Acid Spray (1d6 Venom Ranged)
Traits/Cannot be removed, Unlimited Upgrade Slots, Poisons, Hazard Creation
Lv. 1 Acid Bite (1d5 Venom Melee)
Traits/Cannot be removed, Unlimited Upgrade Slots, Poisons
Lv. 1 Snakeoid Constrictor Tail (1d3 Venom Grapple)
Traits/Cannot be removed, Unlimited Upgrade Slots, Poisons
Inventory:
Dual 'ZMG' Automatic pistols (2d3 Ranged Standard)
Traits: Equippable, No Firepower Bonus, one Upgrade Slot (
Armor Piercing Rounds, ignores 1 armor)