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)
"There will be no chatting!" The man replies in a perfect Arnold Schwarzenegger voice!
(2 He rolls! You gave him the initiative!) He draws a lever action shotgun from his coat and opens fire. You dodge it easily with a nicely executed combat roll.
(2) You draw up your shotgun and fire the round hits him in the side of the stomach! To your surprise he seems completely unphased!
His wound doesn't have the thermal pattern that you would expect. Is he not human?
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: No status issues.
Leock Vols (HighEndNoob)
(5) You witness Andrew take fire from the trench coated man! You take cover behind the goon truck. It's not bulletproof cover but it might deflect some of those buckshot pellets the trench coat man is firing.
You set up your bipod across the hood of the truck and duck low, exposing yourself as little as possible. You're not actually sure if the trench coat man is actively aware of you...
You're ready to fire.
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_)
(3) You fire smoke at your feet. Good finally some decent cover.
You hear a sudden volley of gun fire! It seems the enemy responded to your smoke by concentrating fire on the smoke! You take a few glancing hits but your big launcher deflects the would-be fatal hits.
Your bleeding! But no actual status change so all it does is make you look badass!
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)
(3) You dig harder. Finally some good progress. You work your arms hard under fire, breaking up the tenacious concrete. You successfully dig in; however, it took you longer than you expected so you fail to return fire during this time. You dug a single person foxhole which you take cover in.
You catch a quick glance at the HQ building all of the window's are dark, even with your vision capabilities it seems empty. At least for now.
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: No status issues.
Recenser Bonum (Midnight Jaguar)
(6) You whip out your M16 w/ grenade launcher. You fire a grenade at the advancing security troopers. It explodes right in front of two of them! One's leg is blown off! He falls to the ground! The other slumps a bit. He's not dead but the shrapnel has incapacitated him!
BRUUUURAM BRUUURAM! BRUUURAM
You sweep the oncoming troopers with three round burst M16 fire. Three fall in a first series of bursts, two fall in a second! The rest make it to ground and spit out inaccurate return fire.
Excited, your wings spread a little bit!
THWACK they take another 7.62mm round! You won't be making that mistake again. You still will be able to heal it without Restoration Mode though. As long as you don't take bone damage or any of your wing muscles sever.
Your exerting pressure! Firepower like this will keep the
situation favorable!
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. 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)
(3) (good move! Addressing damage in ways like that will help you survive bad luck!) Ugh your close proximity to the car plus your shattered knee keeps you from rolling into prone and pulling up your rifle.
Rounds crash against the old Chevy but thanks to Recensers awesome M16 salvo they aren't accurately aimed enough to pick you off. Still with the rounds smacking near you you don't have the focus to activate your augment.
You tie your axe to your knee like a splint while under inaccurate fire. This will hopefully prepare you for action!
That foxhole Sanct managed to dig into the concrete looks mighty fine. If only it was a little bit bigger.
Something about that other car in the parking lot is bugging you. It's tires haven't been popped.
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!
(5 Enemy normal reaction roll!) The enemies respond soundly to their loses inflicted by Recenser's M16. The troops that are still alive go to ground continuing to spread out threatening you with a widening front of fire.
An armored Humvee pulls out behind the inner wall! It mounts a belted 20mm grenade launcher manned by a trooper! It opens fire! This threatens to turn the
situation against you!
Two troopers use the inner wall as cover. They might attempt to set up a suppressing base of fire for their allies with their automatic 7.62mm assault rifles!
Two other Man-Hunter security specials deployed! (You don't get to know what they are until they are seen)
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. Flanking is a great way to secure the
situation in fact a good flanking move can end an engagement.
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.
I’m trying to post twice a day.
Keep it up guys! You’re a fun bunch to write for.