Clair begins to move quietly toward Blair, using the cover and their distraction to her advantage..
[Stealth Roll (14)+0+4=18]Not a single one notices her, not even the OCP scanner. The continue to stare nervously at the shrubby field.
...
Clair crawls through the plants easily, not rustling them at all-listening for a distinctive noise...in the days long gone of Earth, a soldier might have called it a cricket clicker. A seemingly innocuous device that makes a small sound, so soldiers can find one another without alerting their pursuers by speaking-or sending messages. Clair and Blair were trained to emit this certain noise in levels so low as to be unnoticeable from background static...but, her systems are tuned into it perfectly.
When she hears it, it's as good as following a homing beacon to Blair's position.
He's lying in a small divot, near the center of the field. He smiles, and Clair may smile as well-but, she can't help but notice he's taken some battle damage.
...
Sending transmissions is easy is close proximity.
"Clair! That was some fine work. Those buzzbrains never saw you. Makes our job a bit easier, that's for sure...and, it's good to see you.
Like I said, I have a plan. So listen, tell me what you think. Before they made me, I saw them assembling some sort of weapon structure, to the South of us-I believe they're going to set up some sort of anti-air missile batteries, was what it looked like. Whatever it is, it'll shred anybody who tries to fly in here. I think we should destroy it-hit and run. If we time it right, they'll be dealing with us while the cavalry arrives...
Now, here's the trick. I also saw a bunch of civs being herded into the nano-growth hab you passed by-and lots of materials being brought in. Bomb making materials-I checked, radiation spikes all over the place. It's ugly, but I think they'll blow the hab and kill everyone when they get overrun-it'll ruin the crops. Though, it's more likely they just want the place intact for negotiations. Given enough time, I think they'd route the pesticides to the water or atmosphere, as well-but I didn't see any chem barrels on them. They'd have to settle for scuttling.
Anyway, I figure we secure the hostages first-disarm any bombs. Then we'll go after the launchers. Or we could split up. What do you think?"[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)
[IIIIIIIIII]Status: Optimal
Element:
ELEC Energy Level: 110%/150%
~
Defense: 18
Attack: 10
Armor: 3
Firepower: 2
~
Reflexes: 1
Willpower: 1
Endurance: 3
~
FIO: None
CHIP:
SKL:
TRT:
~
Equipped:
Lv.1 Rapidfire Armcannon/1d3 Element ranged
Traits: Double Hits
Inventory:
Caeltech Heavy Combat Armor (+3 Armor, +8 Def)
Traits: Equippable, one Upgrade Slot (Empty)
---
Meanwhile...Andrake/16+5=21
Fox/[15]+3+3=21
Septima/[17]+3=20
Striker/[13]+2+3=18
Siya/[8]+1=9
Riu/[2]+3=5
Andrake really needs no additional incentive to attack Septima. His guns rattle again, deadly bullets flying...
Andrake Attack [10]+13=23 vs Septima Defense 21=Hit!
Damage 2d3=3-2=1Only a few rounds hit Septima squarely-but those that do shred through her armor as if it was paper.
Septima -10% Energy...
At the same time,
Fox hovers across the battlefield quickly-looking for the sniper who fell back. He keeps low, trying to hide himself. Afraid of a heavy round swatting him from the sky.
[Stealth Roll (17)+10=27]But, none comes. Nor can he see anyone in the buildings windows.
It's probably the tallest building in the district-a sturdy, two floor apartment, or perhaps a diner or bar. He might be hiding inside. Fox has to decide if he should press on, or wait and watch.
Septima, cognizant of the Humoid charging her with powered fists, resorts to a small trick of hers-she shines a high intensity laser from her omnitool armor right into Siyu's optics.
Siya Will Save [10]+1=11 vs DC 12
Stunned! (Duration 1 turn)Even Oids can be blinded-as is demonstrated now. All Siya's optical sensors simultaneously overload in a flash of red light.
Status Effects: Stun
The stun condition can be applied by various means-electromagnetic pulses, damage to the optical sensors, or even heavy concussive force. It's a catch all for blindness, deafness and general shock damage.
Stunned chars take a –5 penalty to defense, loses any defense bonuses that rely on being cognizant-such as innate dodging or chips-and automatically fail any skill checks that require the blinded sense. All opponents are considered to have a base 50% miss chance to the stunned character, not to mention being unable to properly identify targets.
Depressingly, Siya contines to move foreward-homing in on Septima's general position, wheeling her fists about in anger...but her momentum is slowed, and she can no longer keep up her charge.
Siya Attack [9]+11=20 vs Septima Defense 21=Miss!Septima dances away from the pummeling fists nimbly. Siya is certainly going to be pissed off in another few moments.
But for now, she's got a snake to fry...
Septima moves past and makes what can only be considered a very rude gesture to Captain Andrake. Before he can respond, there's a burring noise behind him...
((I read this as an aid action for Striker. Also, taking away the roll requirement for helping. A bit of a D&D relic, there))
...
Striker has been using the time offered by Septima to casually circle the battlefield-and now he's coming down the opposite end of the street, his lance aimed at the foemans heart. He releases some extra juice into it, perhaps not feeling very merciful at all.
Striker Attack [10]+14+2=26 vs Andrake Defense 19=Hit!
Damage 2d3+2+1=7-3=4Andrake -40% Energy
Striker -20% CoolantIt strikes Andrake head on, sending him spinning down to the street in a hail of sparks.
...
Riu wishes she had a better gun, surely, but her skills are certainly more subtle-a few moments scanning Captain Andrake reveals a common core defect, and a venting problem. She relays the information to her teammates, smiling slightly.
Captain Andrake Scanned! +1 to Crit range vs[IIIIIIIIII]Status: Optimal
Element: STANDARD
Energy Level: 170%/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 10%
[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
'ZMG' Automatic pistols (2d3 Ranged Standard)
Traits: Equippable, No Firepower Bonus, one Upgrade Slot (
Armor Piercing Rounds, ignores 1 armor)
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, Jet Mode (Charge 1)
Element:
WINDEnergy Level: 100%/100%
~
Defense: 22
Attack: 10
Armor: 1
Firepower: 1
~
Reflexes: 2+1 (Jetmode)=3
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+5=20(JM), 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 80%
[IIIIIIII]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: Stunned (1 Turn)
Element: STANDARD
Energy Level: 150%/150%
~
Defense: 22
Attack: 11-5(Blind)=6
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, Fully Scanned (+1 to Crit Range vs)
Element:
VNMEnergy Level: 60%/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:
((sorry for the crappier wait than usual. My bro shattered my laptop screen sometime this week <_< Been annoying to fix.))