Turn 4.
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.
(Strenght-Speed:9) Ace (fourtytwo): Jam Mentalix (pulls him out of cover if succeeds), Shoot Mentalix (two actions=+1)(light weight, healthy and trait rerolls)
(Strength-Speed:
Raioyris (me): Jam Hayden (falls out of cover on success), (trait) evasive. (one action
(Strength-Speed: 7) Ripply (HighEnd) Reloads. (one action= +2 to hit)(in -1 cover-> -2 cover with trait)
(Strength-Speed: average strength slow): Mentalix (NRDL): Crush Tex (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 Raioyris(resolved at -1 hit for not exactly having vision) (one action= +2 to hit)
(Strength-Speed: wounded ) *turn intercepted by 5th infantry squad*
Simultaneous:
5th Division Infantry Squad: Group 1 (three members in -1 cover –1K.P. ) attack Mentalix.
Group 2 forcibly bandage Tex.
Group 3 is dead.
Deadeye Sniper Squad: Group 1(Tom, Lon, and Don) in -1 cover, they open fire on riflemen +1 to hit!.
Group2(John and Chris) Remains put in -2 cover.
(Thanks for the dialogue!)
“Hope this holds,”
Ace Pulls out his grappling hook and lets the robe extend to greater proportions. He gives it a nice toss, handily looping the bridge. Tucking the rope into his belt Ace readies his gun he then falls back into the river attempting to allow the current to pull him down stream, Ace manages to travel out of the smoke but-
CRRAACCCCCK!
The bridge crumbles under the combined weight of Mentalix and Ace (who is roped on). Mentalix tumbles straight into a sturdy beam fragment protruding from the river!
SMACK. The glass cracks spider out even further! Mentalix tumbles out of the smoke, half submerged
Ace whose plan was to shoot all along raises his gun!
BAM BAM BAM! The glass finally shatters releasing Mentalix’s brain into the lake!
After a nice chit chat Hayden decides to get down to business. He points his twin .50cal mount into the floor boards-
“Nobody plays fair in this kind of wa-“
CRASSHH!
“I agree with you there,”The floor boards underneath Hayden give! His scooter tumbles into the mud but it and him are both unharmed! Hayden looks upon the sword wielding and smirking Raioyris.
Hayden feels a sudden buildup of wrestling angst!
Tex stumbles up,
”Shit that hurts like I just used a cactus for a seat. Damn.”Before he can even move 4 infantry men grab him and pin him against the crate.
“Holy shit! You’re a ghost!” The Sergeant yells over the action. “Hurry, pressure! Pressure!”
The men individually pull out their first aid kits and begin handing around medical implements; bandages, gauze, morphine shots, iodine, it all stings but Tex starts to feel a little more stable though he won’t be able to fight at full potential for the remainder of the fight.
BLAM BLAM BLAM! Three shots ring out. The Deadeyes live up to their name slaying group 1 (three infantry men)
Ripply reloads.
Turn Transcript:
Evasives: These take priority and are declared here (Raioyris -2, passes 50% condition)
Ace vs Mentalix jam (1+1->5+1 vs 3+2)(smoke doesn’t effect jams because it is melee) passes turn denied (5-1+1) (wow 6->6 effect turns into critical effect)Ouch Mentalix bumps his brain! (6!)(5+1) Ace shoots Mentalix squarely (3 but on crit table Mentalix is now a glassless brain! (6+2 vs 5+2-2) Raioyris vs Hayden Jam, Raioyris cuts a nice hole for Hayden to fall through (2-1+1) but Hayden is ok (besides losing his turn). HA the other player turns where denied!
NPCS:
Group 1 attacks Mentalix! (1) (1) they forgot how to shoot!
Group 2 bandages Jaguar!(3) Current bleed: 5/12 passes bleed test!
Snipers (Tom, Lon, and Don)! (6+1-1)(3+1) They shoot some riflemen but fail to suppress . Fuck. K.P.=3-1+1
Group 1 is dead! Damn!
Sergeant calls in squad two and two strafing runs!
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
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:
Brain out of case!
Status: Brain out of case!
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: 5/12 -> Passes! (No roll modifiers apply to you any more. You’re just too hurt)
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)
-5 bullets. (negligible mass)
-1 grenade (.5 kg) (light, +1 effect, short range only)
Total 4.4kg
Status 1 bullet in mag! Needs to reload soon!
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: 6 men and BAR down! Sergeant and 3 riflemen remain!
Reference:
Mentalix is a brain in the river. In the huts on red team side are 3 normal snipers.
Tex is in the river behindish the container with 4 infantry men.
Raioyris is under the platform on red team side with Hayden
Ace is near Mentalix.
Ripply is in a hut on the side with Mentalix.