Turn 3.
Turn Mechanics:
In chronological order,
NOTE: if you don’t like the mechanics I assign your move ‘cast’ you actions by placing (<action type>) after your action. This way I’ll know exactly what you want.
(-trait-) Tex (Midnight): Evasive, attack magnum, (trait) attack magnum. (2 actions= +1 to hit) (in -2 cover: smoke AFTER Ace’s actions)
(Strenght-Speed:9) Ace (fourtytwo): Use item smoke bomb, evasive, retrieve grappling hook. (3 actions= no mod) (in -2 cover: smoke)
(Strength-Speed:
Raioyris (me): Move, attack Hayden w/ sword (-2 cover awarded), (trait) evasive. (2 actions= +1 hit)(enters -2 cover: smoke)
(Strength-Speed: 7) Ripply (HighEnd) Unloads at Tex(+1 effect, target clause removes +1 hit mod)(target: hands). (one action= +2 to hit)(in -1 cover)
(Strength-Speed: average strength slow): Mentalix (NRDL): Crush Tex (+1 effect for being close) (at this range cover has no effect, but evasive does). (one action= +2 to hit)(in -2 cover)
(Strength-Speed: old guy): Hayden (_Divide): Shoot 5th Infantry (resolved against group 3) (target: village, you are attacking the infantry but the target clause includes the village). (two actions= +1 to hit)(in -1 cover)
Simultaneous:
5th Division Infantry Squad: Group 1 (three members in -1 cover –1K.P. ) attack Mentalix.
Group 2 (three members and sergeant, move up to center crate area).
Group 3 (Three members in -1 cover –1K.P., suppress Hayden with BAR.)
Deadeye Sniper Squad: Group 1(Tom, Lon, and Don) Move to -1 cover.
Group2(John and Chris) Remains put in -2 cover.
(This dialogue is actually from player PMs. Flavor!)
"Wait a moment, I have a proposal..." Ace announces with sudden vigor.
“What the burning fuck…” The sergeant mutters to himself in the distance.
"How about you guys let us kill Mentalix, then we pay you off, good?"
Ace receives a few blank stares-
He then pulls off his belt a 3kg smoke bomb. But before he even gets to pull the pin Tex’ gritty western gunnery instincts kick in.
Tex jumps high out of the river (note: unless your character has traits for over activating muscles or for that matter restoration mode, those mechanics are not represented in this test game) and pulls up his peacemaking Magnums and pulls the triggers at once!
BOOM! The shots ring out simultaneously! One imbeds itself in the glass(two more and shatter)! The cracks in the tube creep out further! The other ricochets off the surprisingly resistant glass tube.
With that Tex lands on the center bridge staring down Mentalix!
Ace resumes his dialogue, "No? Anyone? Fine. I like a good fight. This smoke bomb here is 3KG heavy, a hell lot more than your typical smoke bomb. I expect a good amount of smoke out of this. On the count of 10, 1,2,3,4-" Ace throws the fucking three kilo gram smoke bomb (it’s practically a smoke nuke) into the container side.
FUMPTH!
White smoke erupts in all directions including up making the whole state of affairs in the center village area a lot more confusing to everyone but Mentalix.
“Geesus-“ Raioyris coughs.
Ace then pulls back his grabbling hook from Raioyris and dives underwater into the relatively shallow and narrow river.
Spotting the slightest twitch from Hayden’s twin .50cals, Raioyris dashes under the platform on red team's side, draws his Sword of Kusanagi and stabs the spot he imagined Hayden to be stationed. The sword stabs through the floor boards and actually lifts up a rectangular slice of the floorboard, apparently it wasn’t quite fastened on well.
“Every fucking time!” Raioyris growls at his ever increasing misfortunes.
BOOM! BOOM! BOOM! BOOM! BOOM! Everyone is deafened by the thundering muzzle blast of Ripply’s AS50 .50cal rifle!
Tex is thrown off the bridge in a spin as he takes 3 of the rounds to his right side he spashes down into the lake near the container. He doesn’t remember landing as he comes to. Turning to his right he notices that his right shoulder and arm is gone, some flesh dangles from where it used to be. The river runs red! Tex is feeling faint.
"Tom, Lon, and Don, move up to the huts with me. John and Chris, stay hidden in the jungle." Ripply orders through radio,
The disciplined Deadeyes confirm copy immediately, “Roger,” Tom replies.
Mentalix takes advantage of this turn of events, he latches on to Tex’ fleeting life force and prepares to collapse the remains of Tex into a refined meat cube. He musters his will, but is unable gather the force to realize the ends he imagined.
Light pours into the otherwise dark hut from the suspiciously rectangular gap in the floor, but Hayden is more concerned about the Infantryman in a hut across leveling his Browning Automatic Rifle.
BLAUM BLAUM BLAUM BLAUM BLAUM BLAUM- Hayden lays down a massive barrage of twin-linked .50 cal fire! He generously turns the mounted gun side to side up and down! BLAUM BLAUM BLAUM BLAUM BLAUM- The huts are torn into chunks of wood which are blasted into splinters by the disintegrating storm of heavy fire. BLAUM BLAUM BLAUM BLAUM!
“Bastard!” Raioyris gasps as he watches a stream of .50 brass pour out of the hole he created with his sword.
Group 3 (three members) of the 5th Division Infantry squad is completely eradicated. The huts lay in ruins a few wall boards remain erect among a pile of scrap wood and dust.
Across the town on the side closer to Mentalix three riflemen (Group 1) hoist up their M1 Garands and aim at where they last saw Mentalix.
POW POW POW. The Infantry fire simultaneously but their fire is ineffective and harmlessly deflects from Mentalix’ metal body.
Lastly a 3rd group of infantry men including the sergeant arrive on scene to find a butchered lakeside Tex and the billowed smoke cloud that pervades the center of the village.
Turn Transcript:
NOTE: I changed the one action modifier so that you do not get +1 effect for only one action. The reason is because rolls of 6 and higher add +1 effect so there was a 50% that a single action would end up +2 effect.
Evasives: These take priority and are declared here (Tex, Ace, Raioyris -1, all fail the 50% -2 condition)
Tex first shot w/ Magnum (6+1)(6+1+1)(mods from weap and hit roll)(Critical effect: 3 ->Grass cracks further!), Tex second trait shot w/ Magnum(4)(1->2+1)(.33 chance for effect: no effect!),Ace adds -2 cover to himself, Tex Raioyris and Mentalix, Raioyris (1+1->1+1->1+1, fuck me)(5 collateral!),Ripply unloads at Tex’ hands (5-2+2-1)(3+2+1)(critical effect: 5 RIP Tex, +3 bleed and severe damage to right arm and shredded right side of body +4 bleed), Mentalix crushes Tex (4+2-1-1)(1+1->1+1)(Nothing), Hayden fires up the old .50s at Infantry group three (3+5)(1+2->6+2 ouch) (4-1 K.P.)(Kills group 3 including BAR gunner and wrecks teh huts).
NPCS:
Group 1 attacks Mentalix in the smoke, (5-2)(2-1) (slightly tickles Mentalix).
Statuses:
Red team:
Name(s): Jonas Ripply and the Deadeyes; Tom, John, Lon, Don, and Christopher
Appearance: Short black hair (Black, Brown, Blond, Red, and Grey for Tom, John, Lon, Don, and Chris respectively). Each member wears a ghillie suit with removable foliage that reveals a dark green trench-coat
Description: A squad of snipers known as 'The Deadeyes' lead by special Jonas Ripply, who goes around finding normals with the quickest and most accurate shots around, then inviting them to join his merry band of misfit mercenaries. They don't share the same skills and abilities he does, but they can still do something, when in cover, with their rifles.
Traits:
Master of Concealment: unable to be targeted in cover that naturally provides -2 by conventional weapons; grenades, flamethrowers and flanking is ones best bet. -1 cover is -2 cover. Relocating from natural -2 cover has a 66% to elude normals.
Strength-Speed: 7
Inventory:
Jonas:
-AS50 .50 Caliber Sniper Rifle (12.5 kg) (Heavy, K.P. 1, suppression on 4-6, effect +2, ignores some cover by virtue of shooting through it, snipe: if you enter cover next turn you receive +1 to hit if you remain in said cover.)
-9 5-round .50 BMG magazines (5.85 kg)
-2 Incendiary .50 cal Magazines (1.3 kg) (Affords the utility of incendiary ammunition, good at setting off ammo and explosives in other peoples inventories)
-2 Explosive .50 cal Magazines (1.5 kg)(Adds the concussed effect in most cases, +1 effect, prone to exploding if hit)
-MP7 4.6x30mm PDW (2 kg)(light, K.P. 2, K.P. 3 in CQ.)
-10 30-round 4.6x30mm Magazines (.5 kg)
-Stun Baton (.6 kg)(light, K.P. 1, likely to add concussed on hit)
-6x M18 Smoke Grenades (3.45 kg) (-2 cover, affords utility of smoke.)
Total: 27.6 kg
The Deadeyes (Each member):
-Guile suit: -1 cover is usually -2 cover unless it is high contrasting with camo example: you cannot claim this bonus from hiding behind a bright red car. Cannot charge while worn.
-L118A1 7.62x51mm Sniper Rifle (6.5 kg) (light, K.P. 1, suppression on 5-6, snipe: if you enter cover next turn you receive +1 to hit if you remain in said cover.)
-12 10-round 7.62x51 Magazines (2.7 kg)
-M1911 .45 ACP Pistol (1.1 kg)(light, K.P. 1)
-10 8-round .45 ACP Magazines (1.3 kg)
-Tactical Knife (.25 kg) (light, K.P. 1)
-2 M18 Smoke Grenades (1.15 kg) (-2 cover, affords the utility of smoke.)
Total:11.85 kg
Status: Needs to reload!
Name(s): Mentalix
Appearance: A gigantic brain in a cylindrical see through vat, on which are attached basic robotic arm and leg appendages.
Description/backstory: Mentalix was once known as George Nix, a young idealistic man whose brain was stolen and harvested by the nefarious Evo Corp., who decided to make his brain the guinea pig for their dastardly experiments in human mutation. Growing it to tremendous size, Mentalix ( as he was then dubbed ) adapted quickly, developing amazing psychic powers, which he used to escape the second the Evo Corp scientists were stupid enough to put him in a an autonomous vat with life support capabilities.
Traits:
Telekinetic Projections: Can make a variety of remote throwing and crushing attacks.
Basic crush, resolve as a normal attack, can target anything you can sense. (Yes through walls too) +1 effect if the target is near. When a target is up close you can target items in their inventory.
Basic throw, resolved as a normal throwing attack. Sharp objects will apply extra bleed.
Can also remotely fire weapons and grasp mêlée weapons. Attacks made like this are -1 hit.
Massive throw, a two turn attack, spend one action to lift a heavy object, next turn you can spend another action to throw it a relatively short distance. Will have nice big modifiers based on what you throw.
Fortify, you use your powers to boost your bodies speed and strength, spend one action, next turn you can't make any telekinesis attacks but you are Strength-speed SS and you can make any special mêlée attack from the list.
You can declare evasive. This will represent you redirecting attacks with telekinesis.
(Note your telekinesis attacks still benefit from the modifiers for taking less actions)
Psychic Senses: Thinking things cannot hide from you, you are a bad judge of objects that don't think.
Consequently you are shit at shooting at things in cover (-1 cover is -2 cover against your attacks) luckily you can do away with obstacles with telekinesis.
Also you can talk to basically any thinking thing. Even enemies.
Funky metal body: You're strange metal body limits your mêlée capability. You cannot make any special mêlée attacks beside charges.
Any damage to gear is allocated to your metal hull. You ignore bleed.
You don't get a reroll for being healthy or having a low weight inventory.
The glass tube:
It's reinforced but not much, limb disabling effects will crack your tube eventually leading to a breakage, leaving you grounded for someone to grind you into mulch.
Strength-Speed: Cumbersome and average strength.
Inventory:
-10 scalpels swiped from Evo Corp surgery rooms ( approx. 0.30 kg ) (light, +1 bleed)
-1 Glock 17 Pistol ( approx. 0.6 kg ) (light, K.P. 1)
-28 bullets/2 clips ( approx 0.168 kg )
Total: 1.68 kg
Status: Cracked tube, (2 more 'limb destroyed' results until it breaks).
Name(s): Hayden Jones
Appearance: An old man in a grocery scooter. It has buzzsaws for wheels, hot rod flames, and on its mantle is the visage of a ferocious fire-breathing lizard.
Description: Hayden Jones rides a KICKASS RIDE with AFTERBURNERS and an 18 HORSEPOWER ENGINE. Its STEEL WINGS are surely able to provide it with the lift it needs to LIFT OFF, if only it passed licensing restrictions. Airspace regulations are serious business.
Despite his feeble appearance, Hayden Jones is more than functional without his ride, having excelled in GROUND WRESTLING thirty years ago. He also wields a menacing POLEARM WEAPON, ready to give any evil-doer a run for his wallet.
Traits:
KICKASS RIDE: Counts as gear for the purposes of effects. Effect rolls of 3 will be allocated to the KICKASS RIDE (the bleed clause is discarded). Note an 'gear damaged' result on the effect table is extremely likely to affect the ride. Your ride consequence of what it has been articulated to be is extremely glass cannony. Live fast, die hard!
AFTERBURNERS: Special move. Move very fast. Dangerous on pretty much anything that isn't a flat road. Incurs a d6 roll with failure margins dictated by terrain, will cause an effect roll to be rolled against you if failed. Also if you charge + afterburn +3 effect but you take a +2 effect roll against yourself (seriously you didn't even put a airbag on this thing).
STEEL WINGS are surely able to provide it with the lift it needs to LIFT OFF: By pulling your afterburning scooter up in the manner that a 5 year-old would to wheelie his tricycle you can take flight. NOTHING ABOUT THIS IS GOOD. Taking flight will serve no ends other than proving that you are truely, verily a unfearing badass. I mean you could try ramming tall things...
GROUND WRESTLING (+1 hit to jams taken as part of a multi-action turn and no penalty to effect roll after a successful jam. Only works on bare handed type jams.)
Strength-Speed: Old guy. (stronger than no one and goes last but before normals)
Inventory:
-Scooter-mounted twin-linked 50-cals (38kg each) (super heavy, suppression on 4-6, K.P. 4, +2 effect, +1 more effect against a single target, if enemies are bunched your kill potential is doubled on account of your twin linked weapon)
-350 rounds of .50 BMG (24.5kg)
-12x pipe-bombs kept in the front basket (1kg each) (light, K.P. 3, +2 effect, adds concussed to damage result, short range only, double kill potential when enemies are bunched.)
-8x Pyrotechnic Smoke Projectors (1kg each) (Covers your self in -2 hit cover smoke. Will have other common sense effects.)
-Broomstick with nails embedded along the ends (2kg) (heavy (on account of being unwieldy), K.P. 1, +1 bleed, automatically forces an unmodified jam when ever used for an attack, +1 effect when explicitly jamming with this weapon.)
Total: 122.5kg+70kg for Mr. Jones himself. The scooter carries most of it.
Status: 350 rounds of BMG left!
Team Blue:
Name(s): Tex
Appearance: Clint Eastwood from the good the bad and the ugly
Description/backstory: A special with an obsession with spaghetti a westerns.
Strength-Speed: 7
Traits:
Nice shooting Rex: Can make an extra unmodified basic attack with a pistol weapon in a turn, this does not count for determining roll modifiers. In other words when ever you make any action you should declare an extra pistol attack.
Master of dual wielding: +1 kill potential to attacks made with double pistols. The catch is that this trait only works if you fire both weapons at the same target(s). Only helps against normals (naturally because kill potential only applies against normals)
QuicK draw: At CQ to medium ranges you always fire light weapons before anyone else makes any action.
Inventory:
-1xSmith and Wesson model 29 (1.2 kg together) (light, K.P. 1, K.P 2 in CQ, magnum cartridge: +1 effect in CQ)
-2xM-9s (2.4 kg together) (light, K.P. 1, K.P 2 in CQ)
-2xM1873 Buntline Special Revolver (4 kg together) (light, K.P 1, K.P. 2 in CQ, this weapon surprisingly doesn't fire magnum rounds.)
-1 reload of ammo for each gun. (1 kg)
-Bowie knife (.3 kg) (light, K.P. 1)
-Duster with room for holsters and armor plating. is fairly heavy (clothing doesn't weigh in for the purpose of calculating inventory weight)
Total: 10kg
Status: 19 bullets left in M9s. 10 Shots in magnums left. Butchered right armish side area No right arm! Lost one Magnum handgun. Bleed: 7/12 -> fails -> Bleed: 8/12 and now concussed (-2 hit next turn)
Name(s): Ace
Appearance: A skinny man, dark hair, a sort of restless in his eyes. A huge scar across his face.
Description/backstory: A man with a hunger for danger, and no memory of his past. He also happens to have only his thumb and index finger on his right hand.
Traits:
Addicted to danger, restless and lucky to be lucky: Gets a free reroll in CQ.
Marksman:He's not quite perfect, but he have above normal shooting skills. (this is already implied by being a special)
Sneaky: 66% chance to elude enemies that knew where he was when he leaves natural -2 cover. Harder to detect.
Left handed (ooo, no particular effect but I'm keeping it here so I remember)
Strength-Speed: 9 (he's fast!)
Inventory:
-Grappling hook and assumable some rope/cable (3 kg) (Yee- climp shit, or tangle shit)
-2x throwing knifes (.5 kg total) (light, K.P. 1, +1 bleed)
-Extra large combat knife (.4 kg) (light, K.P. 1, +1 bleed)
-A custom made rifle, very light and compact. Holds 4 bullets in a internal magazine. (3 kg) (light, K.P.2)
-8 bullets. (negligible mass)
-1 grenade (.5 kg) (light, +1 effect, short range only)
Total 4.4kg
Name(s): Raioyris and the supported 5th infantry
Appearance (Natural and with current clothing/gear): Pale, skinny, black banged hair, fair complexion and bright silver eyes. Wears a black t-shirt tucked in to a studded belt. Wears black leather pants and wicked boots. He also sports tight black gloves.
Today he has a olive drap trench coat resting on his shoulders though he hasn't bothered to put his arms down the sleeves. Also is wearing a 5 stared M1 helmet with old, modern era goggles resting (secured by its band) on the rim of the helmet. Why?
Description/backstory: Raioyris
Traits:
Frantic combatant: Raioyris is abnormally quick fighter even among the quick. Raioyris can make an additional unmodified action every turn that does not count for determining modifiers. This action is only reported if it succeeds.
Commander and Chief of operations: Placed under his direction, Raioyris commands the respect of the 5th infantry and their supporting elements. For what purpose was command passed to him? Perhaps you should ask him.
Strength-Speed: 8
Inventory:
-Samurai Edge mod. Wesker 92FS handgun (1.3 kg) (light, K.P. 1, 2 in CQ)
-The sword of kusanagi (~2 kg) (light, K.P. 2, +1 bleed)
-BC 611 Handie Talkie (2.7 kg) (Used to call in reinforcements, can only be used sparingly)
Total: ~6 kg
5th Division Infantryman (basic, there can be many variants):
-M1 Garand (4.4) (light, K.P. 2)
-Cartridge belt w/ 10 clips (6.7 kg)
-M1 Bayonet (.7 kg) (light, K.P. 1, +1 bleed)
-3 MK II Grenade (.5 each) (light, +1 effect, short range only)
-Entrenching tool (1.3 kg) (light, K.P. 1, +1 bleed)
-First aid bag (negligible)
-Rations and canteen (~2 kg)
Total: 15.6 kg
Status: 3 men and BAR down! Sergeant and 6 riflemen remain!
Reference:
Mentalix is on the far bridge near the top of the map in smoke.
Tex is in the river behindish the container right outside the smoke but red team would need to shoot through it to hit him, four 5th Divison Infantrymen are near him.
Raioyris is under the platform on red team side, underish Hayden who is in a hut on red team side of the village. (Both close to but not in smoke)
Ace is swimming under Mentalix(both in smoke).
Ripply is in a hut on the side with Mentalix, across from him are three riflemen hiding in huts and shooting at Mentalix (as well as they can in the smoke)
Smoke does not stack with other cover, but it does stack (along with other forms of cover) with evasive.