Turn:13 Welcome to Man-Hunter HQ.
Since the start of the game it has been around 4 hours. It is around 4 am.
(This section is taken from before, just shortened to only include the description of the inner courtyard of Man-Hunter HQ.)
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.
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 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.
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.
Andrew Merald (Dustan Hache)
(1, no bonus actions) This Bob character seems to be the Hollywood soldier kind of guy. He stares peacefully at you.
You get the impression that these folks are used to dealing with powerful, augmented folk. They don't seem to be going easy on the negations; however, you know you always will have the option of taking what you came to get by force. Of course then you would have to fight the rest of Man-Hunter security.
You imagine that based on the way they are treating you, they must have at least one or two augmented soldiers at there disposal.
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:
Leock Vols (HighEndNoob)
(2)(You went to inspect the Humvee gun. I accidently thought that Eiki had taken it although in reality he went after the M806 .50 cal. My past discription from earlier turns is still valid if you still want to salvage it.)
You enjoy the first bit of rest you've gotten in a long time. It's around 4pm. In a another couple of hours you'll be tired.
You don't detect any troop movement. It seems that they aren't considering you enough of a threat to deploy more troops.
Andrew seems anxious.
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) (No action, which is fine considering the current situation) (I accidently thought you went after the belt fed grenade launcher instead of the .50cal. I fixed it in your inventory. You found three boxes of .50 ammo.)
Andrew and Anthony seem really intense about this whole 'revenage package' deal.
Unfortunately, no one but you seems really excited about Man-Hunter's offer.
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):
10x High Explosive (2 loaded)
9x Smoke (2 loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
8x Force (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
3x 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.
M806 .50cal
Three boxes of .50 cal ammo
Status: No status issues!
Sanct Stone (Sanctume)
(3) You bite into a rock for the intimidation factor. The wimpy manager guy is really buying into it. He's sweating bullets!
This bob guy and the secretary are too busy talking to Anthony to notice.
CRACK!
The rock fragments! They shoot out with speed. Not enough to hurt anyone though. One bounces off the managers forehead. He blinks a couple teams and takes a few confused steps backwards.
He's not having a good day.
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 issues!
Recenser Bonum (Midnight Jaguar)
(5) You enter the barracks. It's busy. A lot of troopers are walking around without weapons or armor but still in uniform. You hear a lot of background chatter:
"Where's Chris? I haven't seen him around."
"Chris? He got transferred to South Base."
South Base? It seems Man-Hunter has multiple locations. Just how expansive are they?
"South Base huh?"
"Yeah."
You locate a hallway to the sleeping quarters and one to officer offices. You head towards the offices.
You find one empty with the door open. It's labeled Major Bob. There's a central desk in the office with scattered papers and pens on it.
Next turn if you enter the office you'll get two rolls. One to determine if anyone finds you/what kind of things you find and a second if you are found to determine how concerned those that find you are.
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:
Man-Hunter employee ID
Man-Hunter security trooper outfit.
Status: You look like a Man-Hunter security trooper.
Anthony Brake (inaluct)
(3) This secretary is giving you a throbbing headache. With her around you can't make much headway. This Bob guy seems like someone you can deal with.
Hmm.
Bob scratches his head, "Well, maybe. I mean we are at..." He looks back to the scattered corpses of the other troopers.
"….A bit of a loss. I could use the manpower."
"Bob. Stop. We made our deal." The secretary chimes in.
"We'll pay you. But not in full. Because you've gotta pay for your own hit on this client guy," Bob offers.
Force is always an option, the only issue is you don't know how many more troopers they have tucked away. And you have this feeling that they haven't shown you their full hand yet.
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
2 Man-Hunter Security IDs
Status: No status issues.
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.
Keep it up guys! You’re a fun bunch to write for.