Turn 9: Welcome to Man-Hunter HQ.
Since the start of the game it has been around 3 hours. It is around 3 am.
After a noisy, painful but highly amusing (to one of you) car ride you almost reach Man-Hunter HQ
The two cars speed downtown towards Man-Hunter HQ, Anthony's 2016 Chevy leads the way. The front two seats are actually relatively comfortable the spilled trash adds a nice layer of cushion between you and uncomfortably worn down seats. The goon truck is a bit more comfortable in terms of seating but the wedged-off door allows the cold night air to blast into the passenger compartment.
Almost there!
It seems Man-Hunter HQ is built into some kind of old military facility at the borders of downtown L.A. The premise is walled off with walls twice as high as a man and topped with barbed wire. The buildings are multistoried and square from birds eye view. The front gate is open which makes sense because it is visited by potential clients; however there seems to be some strange metal str-
That's a spike strip! And the Chevy ran right over it!
Were they expecting you? Even so why this kind of treatment?! Man-Hunter gets paid to send out hit teams, not complete contracts. In fact it's part of there business model to service those that seek revenge after surviving a hit even if it was a Man-Hunter hit!
The goon truck driven by Andrew swerves avoiding the spike strip; however, it does not enter the Man-Hunter compound with the Chevy. Instead it pulls around the compound.
The Chevy is caught! The heavy metal doors of the compound start to close behind you (Eiki, Anthony, Sanct and Recenser) Anthony switches to reverse and stomps on the gas! No luck the car doesn't not respond in a controllable manner with it's tires spiked! An alarm sounds! It seems they expected you yet had no idea when you would come! The Man-Hunter security team must be deploying now!
The front Man-Hunter compound features a parking lot to the west (You are on the northern end of the compound) full of various automobiles all painted black. Some have tripods but no weapons mounted. You know they have armored vehicles but those are not among these.
To the east there is visitor parking it's empty with the exception of one purple sports car. Anthony parks nicely in a parking spot the best he can while the rest of you tumble out of the Chevy guns at the ready crouched low.
Strait south (ahead of you guys) is the building. It has windows but it has another wall with barbed wire this one is only slightly higher than an average person.
Fuck there's no cover whatsoever.
Out of the southwest corner you see Man-Hunter security troops, they have black fully armored (21st century tactical gear)!
Andrew Merald (Dustan Hache) (Your roll is second to Leocks)
You are a lot faster than your friend here. You regain the initiative!
(5) With a sudden burst of speed you are right up in his grill!
BOOM
(5) He draws his face backward but is a bit to slow! You blow his face off! Fuck yeah!
Wait.
You see a metal skull under his freshly mown face. And his eyes! They glow red! You've seen that movie! It's a terminator! It seems you disabled one of his eyes though, that creates a blind spot you might be able to exploit.
"Die." He says with lackluster expression. He jabs you right in the stomach with his hand! Ouch OUCH FUCK! He twiddles his fingers around in your gut.
Status changed! As long as you get this man's- err robot thing's arm out of your intestines you'll suffer zero changes to your ability to wage war.
Restoration Mode with your tore up digestive tract will of course still be possible, you can
always count on that.
Strength-Speed: 8
Skill(s):
Aware: You have experienced a number of ambushes keeping you aware of your surroundings.
Reflex type:
Evasive
Augment(s):
Highly effective chameleon like skin and hair.
Inventory:
Shotgun (armor shredding ammo type)
Fully auto pistol
Electromagnet assisted blade.
Nanoweave armor with metamaterial stealth aiding capabilities
Extra pistol mags
Extra armor shredding ammo
Status: Your stomach has been pierced by the hand of your foe. He tore up your intestines but as long as you remove his hand you'll be OK.
Leock Vols (HighEndNoob)
(1) You fire! BLAM!
It just stopped. It jammed!
Hearing the one round that you did fire the man pulls up his shotgun and fires at you (1 It seems that this guy just clones whatever you guys roll, honestly) all of the buckshot pellets are absurd by the engine block of the truck.
You scramble to address the jam.
Strength-Speed: 3
Skill(s):
Ambushing ambushers: You’ve been ambushed a lot. You’ve gotten reasonably good at turning the tide.
Reflex type:
Stealth
Augment(s):
Aware of ambient magnetic fields
Inventory:
7.92mm MG-42 Light-machine Gun with Bipod
.45 Thompson Sub-machine Gun
3 L83A1 Smoke grenades
Dark gray Overcoat
Fair amounts of ammo.
Extra quick change barrels for MG-42
Walther P38
S84/98 III bayonet
Cash from sale of 5 AA-12s
Status: No status issues.
Eiki Yamanaka (_DivideByZero_)
(5) You fire one of your trademark dazzle rounds into remaining enemies on the ground. It hits perfectly. The remaining front-line troopers go into a frenzy unsure how to respond. It seems the fireworks are confusing the troopers, some of them leave their positions to avoid what they fear to be some sort of grenade.
The gunner in the 20mm grenade launcher mount ducks in fear! He stops his suppression fire.
You charge through the smoke in front of you taking advantage of the chaos! You sprint towards a trooper who made it into the rows of black Man-hunter automobiles. You bite right into his neck. Your teeth rip right through his black leatherish suit that complements his kevlar armor you sever his external carotid artery! Hot blood spews fourth.
You didn't quite bite off his head but you fucked him up all right. Biting the necks of spread out troopers is too involved to attempt again in a single turn after also firing a rocket; however it seems to have an additional effect.
You see the last two remaining troopers crawling back in terror! You step forward they inch back in fear!
You are know among the rows of black automobiles at the north west region of the compound. In front of you is a 10m corridor (no roof) formed by the big western wall and the smaller innerwall that boxes in the office building. There is the Humvee with a mounted 20mm belt fed grenade launcher and two last troopers. Behind them is the second enemy special deployed last turn! It's a trooper M806 .50 cal HMG machine gun team. It has a gunner and loader (carrying the weapon) and a ammo carrier.
They start setting up the weapon however, it won't be this turn that they fire back. Also they are in the corridor making it impossible to fire at anyone but you if they fire back. Additionally it would be very easy for you to side step out of the vision allowed by the corridor that they are in.
Strength-Speed: 3
Skill(s):
Shrapnel awareness: You’ve fired enough rockets to be a fair judge at what and what isn’t a safe distance from an explosion.
Reflex type:
Offensive
Augment(s):
Under skin Ceramic armor plates (Skull, parts of torso, thighs, forearms, and shins).
Inventory:
Black body suit with projector equipment (damaged).
Heavy cylindrical container containing (can transform into missile launcher with blast shield):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
9x Force (2 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x Dazzle (A cluster munitions bomb consisting of flashbangs, stun bombs, and fireworks. Fun for the whole family)
2x Theta Fusion Warhead (Does not explode unless the triggering mechanism fires. It can malfunction, but it is more likely stop working if hit)
1x Grappling hook (reusable) (Has a hook which can attach to the schreck itself. Can be reloaded with any rocket motor)
Helmet
Cleaning kit
Gas mask
Two small oxygen cylinders
Snacks
Two tactical knives in boots
Two electrolaser pistols
Carrying scarf
Money from AA-12 sale.
Status: No status issues!
Sanct Stone (Sanctume)
(2) (Your roll is third among your teammates in the compound) You pull up your rifle to fire. You Aim- BOOOOMMMM! (6)(New enemy special revealed! Roof top sniper team! He must have just poked his head out because you looked their recently) Shit! That wasn't you firing!
Your entire upper brain explodes onto the concrete next to you! It's a big pink splat!
You don't feel too good.
Status changed.
Parietal lobe destroyed! Sensory functions limited, you'll have to focus on your limbs to keep track of them. Reading and speaking will be impossible though with your temporal lobe in contact you'll be able to understand what people say!
Frontal lobe destroyed! Focus is nearly impossible, it'll be hard to carry out multistep actions!
Strength-Speed: 4
Skill(s):
Geology: you know your stuff when it comes to rocks and gyms.
Reflex type:
Defensive
Augment(s):
Reinforced arm bone structure (good for digging), low oxygen tolerance, ability to consume dirt, rocks and gyms (must break up rocks before ingesting).
Inventory:
Vintage aviator’s Cap and goggles
Chain harness
12” metal pikes
16” metal bars (assembles into digging tools and lobo)
Rail rifle
Spare rail rifle ammo
Study gloves, belt harness and mesh armor
Someone else’s PIN/bank number
Status: Parietal lobe destroyed! Sensory functions limited, you'll have to focus on your limbs to keep track of them. Reading and speaking will be impossible though with your temporal lobe in contact you'll be able to understand what people say!
Frontal lobe destroyed! Focus is nearly impossible, it'll be hard to carry out multistep actions!
Recenser Bonum (Midnight Jaguar)(Your roll is second to Anthony's)
(5 I guess one good roll leads to another) You pull the slide of the M203 grenade launcher forward ejecting the spent shell. You quickly ram another one into the chamber. BLUAM, you fire.
Your round hits just at the corner of the wall. The prone trooper was a little to far forward, he takes the full blast of a shell that exploded right above him. He's dead! The second trooper is bombarded by the rubble and starts to pace backwards in wounded confusion. You notice he's bleeding from shrapnel wounds, he trips backwards and is incapacitated!
You fire more bursts.
BUURRAMM! BUURRAM! They went to ground and are significantly harder to hit. You manage to silence one! At this point you've killed six of the advancing troopers and two covering behind the inner wall. You have almost put a halt to their advance. You count only three more stragglers.
You reload quickly ejecting the spent mag and sliding in a fresh one. You also go to ground hoping your teammates will finish off that new gunner on the belt fed 20mm grenade launcher.
Strength-Speed: 5
Skill(s):
Nerves: You really don’t get too surprised often. You’re not too likely to lose nerve in any given situation.
Reflex type:
Aggressive
Augment(s):
Changeling: During restoration you can change your appearance and physical capabilities (including strenght-speed!). Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Inventory:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms. The extra arms have bear claws!
You have a nice functional set of white feathered wings. Though they have taken tendon damage. If they take no further damage they'll repair without the need of restoration mode.
Anthony Brake (inaluct)(your action is first among the four in the HQ compound)
(3) You fire! Blam. Nice shot, you see the pink spray of the exit wound. Headshot!
Damn it.
The old gunner is quickly replaced he turns the grenade launcher at you and fires! Luckily it'll take time for the gunner to line up a direct hit. He still fires though, your right side is sprayed with shrapnel though none of it pierces deep enough to cause status change.
Right now you can't even consider the possibility of entering the Chevy.
Strength-Speed: 5
Skill(s):
Negotiators: Your pretty good at talking his way out of things.
Reflex type:
Diplomatic
Augment(s):
Venomous: You are completely immune to toxins (including gasses!) After ingesting a poison/toxin you can recreate the substance from your mouth giving you access to wide variety of toxins with varied affects. Can secrete toxins that he generates through his pores, able to create both liquids and gasses in mouth.
Current substance exposure list:
Sedatives (some in gas form others as a liquid)
Classic poisons (cyanide, etc),
Hemotoxin (breaks down blood cells)
Neurotoxin (causes issues in neuron function can be used to paralyze or kill)
Proteolytic (causes localized damage by disrupting the molecular structure of the area of infection)
Inventory:
12ga pump action shotgun
High powered bolt action rifle (think like .338 Lapua Magnum high powered) with a x25 scope
Laser pistol
Brush axe
Concealable ballistic vest made of the best space age materials to be found in the year 299X
Knife
9mm semiautomatic pistol
Copy of the well-known ancient book Fahrenheit 451, a rollicking adventure story
Status: Shattered kneecap! Walking normally will be impossible! Addressed with a crude splint made from your brush axe; it will help you move!
(4 A 4 won't do them much good at this point) The enemy security force has been devastated by Recenser's well aimed M16 and grenade launcher fire. There are two stragglers of the initial trooper advance left, they are cowering in fear (and recovering from a stun bomb blitz) from Eiki's wild attack. The first 20mm grenade launcher gunner had his head tunneled by Anthony's sniper fire and the second went to cover in the torrent of fireworks, stun bombs and flashbangs produced by Eiki's dazzle ™ rocket.
The two other specials dispatched by Man-Hunter security have been revealed! One is a roof top (Man-Hunter HQ building) exploded Sanct's head with a high caliber sniper round from his M98b .50 cal.
The other is a M806 .50 cal HMG team. They are setting up in a corridor created by the outer and inner wall to shoot at Eiki. The location they are setting up in poses no threat to the rest of the group.
Enemy reinforcements ceased! Two troopers, a sniper team (two men), a HMG team (3 men) and Humvee with belt fed grenade launcher left!
VIctory is near for those in the compound! Outside you hear gun shots! It seems Leock and Andrew are in a struggle of their own.
These guys won't be as easy as the goon hit squad.
Situation will govern how your rolls affect combat.
Allied suppressing fire (sniper, mg, rockets, etc), good cover, etc will better the
situation weakening the results of a low roll (3-1). Enemy suppressing fire will weaken the
situation. Situation is specific to each player and it basically has to do with how many people see you, how many are shooting at you, what kind of weapons and what kind of firepower you are you forcing your enemies to contend with.
If it doesn’t make to much sense then fight how you feel you should and you'll probably be doing it right, it's suppose to be pretty intuitive.
Enemy specials will get reaction rolls turning your roll, enemy normals will get a collective response roll at the end or beginning of the turn which governs how they adapt strategically and what kind of reinforcements they pull in.
Also remember if you don't specify the order of your actions then the order is the order that you guys reply in.
I’m trying to post twice a day.
Keep it up guys! You’re a fun bunch to write for.