Tarran Smith: 78+19-3= 94
Ashley Fey: 24+7-6 = 25
Harry Nakamuno: 43+3-6 = 40 (Locked behind Ashley's action)
Jordan Grey: 62+6-3 = 65
Immortal Sniper 1: 16+10-2 = 24
Immortal Sniper 2: 80+10-2 = 88 (Locked to Harry's Action)
Immortal Sniper 3: 74+10-2 = 72 (Locked to Jordan's Action)
Immortal Skirmisher 1: 6+7-4 = 9
Immortal Skirmisher 2: 72+7-4 = 75 (Action constrained to the slowest skirmisher)
Immortal Skirmisher 3: 100+7-4 = 103 (Double action) (Action constrained to the slowest skirmisher) [Seriously, he rolled two hundreds in a row.]
Tarran SmithReload my rifle and speedloader. Then shoot down the hallway with my Chimera without looking.
Harry certainly has a point about snipers, add that to the fact that Ash's group is lighting you like a beacon and you decide it prudent to duck the rest of the way behind the wall. [Dex 3+1] You slip another round into the Ichneumon and its speedloader, you're not going to use it again for a moment but you don't want it to come up empty when you do need it.
Grimacing at it in a way that more than suggests your desire for a bigger gun you pull the only weapon that you can fire from around the corner without exposing most of you to perforation. The mismatched chimera doesn't seem terribly hurt by your dissatisfaction. [Improbable Aiming Skills 4: Penalties Negated] [Fire Control: 4+1] Sparks fly everywhere as the short barreled machine pistol spits out bullets with wild abandon, sending a surprising number of them down the corridor and into the kneeling Immortals. (Immortal 1 Armor -2, -2, -5, -2) (Immortal 2 armor -1, -3, -6) (Immortal 3 Armor -6, -1)
---
Jordan GreyJordan slips one of Harry's grenades out, tossing it softly to Ashley.
"I hope you have a good arm, otherwise we'll be giving them a very pretty fireworks display," he mutters as he flattens himself back against the wall of the corridor.
(Immortal Sniper 3 Action Lost, No opportunity)
---
Ashley Fey"Harry, I am going to take a chance with one of the grenades, After i do throw that lamp as hard as you can!, towards them, jordan just keep you're head down, harry dont look when you throw, they have snipers" Ash then throws an incendiary grenade down the hall without looking
You take the grenade from Jordan and bounce it a couple times in your hand to get the feel of it. One good throw and you can turn this fight around, scatter them a bit and give your men a chance to close in for the kill. One bad throw and you're at square one, possibly less.
The number of times you've gambled against Death and managed to pull a winning card is pretty high, and everyone has to pull a loser sometime.
[Str 4+1] But not today.
You pop the detonator and throw the grenade blind, spinning your body into the wall just to impart a few extra feet of force to your throw. The little metal sphere flies away, bouncing a couple times off walls and floor in the unseen corridor. [Luck 4] The ball rolls to a slow stop approximately ten feet in front of the Immortals, a place where it receives a triple look of surprised disbelief before it detonates. [(No A, No C.) B Explosion force 4] [Immortal Sniper End 3+1, 1 (bonus negated), 2+1]
The explosion of light and sound from the HE grenade ragdolls two of the Immortals into the walls of the corridor, cracking metallic chitin and rupturing things that are best left intact. Only the immortal in the center of the hallway had the brains to throw himself flat on his back before the grenade went off, preventing part of the abuse endured by the other two.
(Immortal 1 Armor -44) (Immortal 2 Armor -66 HP -42) (Immortal 3 Armor -67 HP -7)
Immortal 1 has lost target, Immortal 1 is stunned. Immortal sniper 1's prepared action is interrupted.
Immortal 2 has lost target, Immortal 2 is stunned, Immortal 2's host-body connection is damaged. (Requires will roll to act each round) Immortal sniper 2's prepared action is interrupted.
Immortal 3 has lost target, Immortal 3 is stunned.
---
Harry Nakamuno Picking the lightstand up like a javelin in the fading light of the explosion, Harry powers on his samson implants and hurls the lamp down the corridor. [Str 3+1] Cybernetically enhanced muscles hurl the aerodynamically impaired lightstand on its first flying lesson, [Lamp integrity 6] sending it on an illuminating skid across the corridor. The pool of light created by the scuffed orb lamp just falls to the edge of the three momentarily disabled Immortals, affording the group a shadowy look at their oozing enemies.
---
Immortal Skirmishers The three heavier immortals continue running from the fight, the sacrifice of the others is small and necessary, their burden is far more important than saving the temporary bodies of their fellows. They must take this one to see the Father, as it was decreed, so it shall be.
[Dex 3, 3, 4] Their three man carry continues to make good time, jogging past the breach and continuing on a little ways. Not far now.
---
Dominique Wakeman Dominique considered the choices. Moving too far away on her own didn't sound like a good idea, but maybe the other ceiling hatch would lead to a room that she could get out of. Then she could find Tarran and Ash's crew and bring them back here to talk to Jake. Sounds good to me. Dom opened the hatch and poked her head up to look around; if clear, she would enter the room.
You climb halfway up to the maintenance hatch leading to the unknown room, bracing your leg against the rungs below you and slamming your palm heavily into the edge of the hatch. You're going to need a way back the way you came, preferably one that doesn't involve glowing doors or climbing through an unstable and rather jagged iris- you've heard enough horror stories about those things when they're in proper working order.
The hatch eventually succumbs, clicking together enough to allow you to slide it out of the way and climb up into the room. It looks for all the world like something out of a museum, both walls of the room are equipped with heavy shelves of ivory colored synth-wood and glass that hold dozens of objects and figurines. The door in the east of the room that should lead to the owner's bedroom is partially covered by one of the shelves, while the primary exit remains (at least technically) clear of obstruction.
As you looks across the seemingly themeless array of objects, ranging from a set tiger sculptures scarcely the size of your pinky's last joint to an old military saber to an oddly twisted piece of what you can only guess to be metal, you really wish you had brought a light. Being able to see the shape of something was a far cry from being able to see how the light played off of it, and it's been years now since you went to see a display like this.
Not that you would have picked to go see this kind of thing if you had known of all the other shit that you had to wade through, but hey, take it while you got it.
---
Taric SizierTaric checked through the biosuit project files, as well as looking through the reports for any other weapons research.
You pull the Biosuit division file, tapping your fingers slowly against the desk while the system pulls it up. If these things are going to make a career out of killing you then you need to know something about them, add that to the vision you pulled out of the dying suit's head and you REALLY need to know something about them. The search process stops after a moment, apparently finding more than one matching file. It pauses for a moment, blinks once, then asks:
Do you wish to specify a Division? You have no idea. You suppose you could ask for all the files, but that could end up giving you all of their genetics research, or the pre-process planning notes, or something equally useless. You halt the search and set it aside for the moment, you can decide what to do with it in a moment, right now you have another idea.
Waving up another search you key in Weapons Research, hoping to pull something useful on a general search. [Mechanical 3+2] The list it pulls is pitifully small compared to the Biosuit project list, bringing up only three results.
Project CAINEProject PandoraProject Hel---
James EvanJames waited and thought for a moment. He didn't quite seem to be waking up. "In the event that that is technically impossible, we would I suppose take turns? Maybe until you possibly get your own body, and that could probably work with the psychic power these days, whenever one of us goes unconscious, the other would take over."
You consider her offer. The only female that currently fits that description is Dom, who you're pretty sure would mind having crazy girl dumped in her head, and that is supposing you figured out how to dump a crazy mind girl anywhere. Other than Dominique the likelihood of finding a female who isn't using her body is pretty low generally speaking, but it seems even lower than normal in this place.
That in mind you amend the terms a little, joint custody for your own body seems a pretty generous offer, but what choice do you have? You're caught between a rock and a hard place in this deal. [Diplomacy 4 Vs Will 3]
She frowns, but then nods slowly.
"Deal. But we've still got to find a way to take control from the black." "It has control?" you ask, surprised both by her acquiescence and the fact that something like the black (damnit, now she's got you using that name) could even take control.
"I tried to take control," she said,
"after I threw you. Couldn't do it. Your other did a lot to regulate it, without him... I don't know if we can leave," she finished with a shrug. Compared to her normal volatility her calm at killing the one person-thing-whatever that could have helped is rather galling.
"Alright, how do we stop this thing, or at least beat it back?" She shrugs again.
"Don't know." Great, you're stuck in your own head with a girl and a devouring monster that is probably the mental manifestation of a brain fungus. Freud would be proud.
---
Turn Recap Taric is searching
James has made a deal
Tarran is shooting the bad guys, it must be a fluke.
Dominique is looking at art
Ash is blowing shit up
Jordan is duck and covering
Harry is throwing lights
The snipers are under heavy fire.
The skirmishers are retreating rapidly
Other EventsThe Immortals can now be seen.
Relevant ItemsMemory Stick (Dom)
Broken Pad (Taric)
Ident Badge -Pyotr Ivanov- (Taric)
Ident Badge -Kira Masse- (Tarran)
Unpowered Pad (Tarran)
Immortal Sniper 1
Class: Long Range Bio-Suit Soldier
Health 50/50
Wearing: Carapace Armor (91/150)
Weapon: Artemis Railgun (E 3/3, A 3/3)
Secondary:
Status: Stunned
Range: Long To All
Immortal Sniper 2
Class: Long Range Bio-Suit Soldier
Health 1/50
Wearing: Carapace Armor (66/150)
Weapon: Artemis Railgun (E 3/3, A 3/3)
Secondary:
Status: Stunned, Damaged Host Connection
Range: Long To All
Immortal Sniper 3
Class: Long Range Bio-Suit Soldier
Health 43/50
Wearing: Carapace Armor (71/150)
Weapon: Artemis Railgun (E 3/3, A 3/3)
Secondary:
Status: Stunned
Range: Long To All
Blight
Health: 177/200
Armor: None
Primary Weapon: Dreamspace Knife
Secondary Weapon: None
Health: 82/100
Charge: 125/150
Carried Weight: 101/200 (-25%)
Attire: Plain gray under-armor padding. [10lbs] Heavy Combat Armor, 74/150. [45lbs]
Inv:
Ashley's Leanashe Assault Rifle [10/30 18lbs]
4.73 mm Caseless box mags x1
Cirri Light pistol [20/20 4lbs]
Energy cell x5
basic medical supplies [1/5] (5lbs)
Manticore Pistol [9/10 6lbs]
Mechanical Bypass kit 3/5 [3lbs]
Arc implants, Planerian Implants
Stormcrow implants
Javelin Implants (Off for a round) , Duelist Implants
Status: Primary Staff quarters.
Harry Nakamuno
Health: Slightly Damaged
Charge: Three quarters charge
Description: 6'3", weighing three-hundred and fifty pounds Harry is the frontline muscle. Generally calm but a man who dislikes doing nothing, slow to anger he's been friends with Jordan since the Conclave gained their freedom.
Personality Complication: Just cause. Harry Believes in the work he does, and he believes hard. He won't hesitate to put a hole through anything in the way of his duty.
Skills: Melee 2, Soak 2, Brawling 2, Marksman 1
Attributes,
Strength (Str): 6
Dexterity (Dex): 3
Endurance (End): 6
Charisma (Char): 3
Intelligence (Int): 3
Willpower: (Will): 3
Staggershock implants,
Aegis implants, Lazarus implants
Samson Implants, Duelist Implants
Equipment: Heavy Combat Armor 52/150, Wolfkin SMG 9/18, Disruptor Pistol (4/4 4lbs), .50 cal drum clips x3,Advanced medical kit [1/5], Thermal Paste (1), energy cell x3
Jordan Grey
Health: Slightly Damaged
Charge: Almost Full
Description: 5'9'' Jordan is a slender blond man with the red scraggle of beard perpetually encroaching on his chin. Part of his memories were lost during translation, and all hope of recovering them lost in the second battle. His name is a combination of earth history and the book Grey's anatomy. His medical expertise remains intact along with his sarcasm and combat skills, but most of the rest of his life is hazy.
Personality complication: Hatred, he might not show it much of the time but Jordan holds a grudge against the... thing that robbed of the chance to ever recover his memories. He is determined to kill it, if it's the last thing he ever does.
Skills: Mechanics 2, Marksman 2, Dodging 3,
Attributes,
Strength (Str): 1
Dexterity (Dex): 6
Endurance (End): 1
Charisma (Char): 3
Intelligence (Int): 6
Willpower: (Will): 6
Javelin implants,
Spider implants, MD. Ande Suite
Toxicology and hazard recog, Arc implants
Equipment: Combat Armor 76/100, Laelaps Laser rifle 5/12 (15lbs), Disruptor Pistol (4/4 4lbs), energy cell x4, ORS pack 3/3, HE grenades (1).
Health: 91/115
Stamina: 69/115
Carried Weight: 160/200 (-25%)
Attire: Arbiter dress Uniform, pristine [10lbs] Standard Body Armor, 47/100. [35lbs]
Inv:
Dominique's Abassy Heavy pistol -laser sight- [7, 8lbs]
Chimera Pistol [15, 5lbs]
Chimera Pistol [15, 5lbs]
Stun club (50/50 11lbs) x4
Fuath Riot suppression carbine [6, 13lbs, Caustic load]
.50 caliber pistol clips x7 (7, 2lbs)
Jormungandr Assault Rifle (A30, E65, 16lbs,)
LR Jormungandr Battle Rifle (13/35 A, 8/15 E, Damaged, 17lbs)
.220 gauss slugs x2 (35)
Smoke Grenades x1 (neg)
Field rations x1
Unusual Pistol [?, 9lbs]
Basic medical kit (1/5) (5lbs)
Data storage drive [Romance novels]
Status: Maintenance shaft. Pep Talk (-1 against Tarran) (2)
Health: 47/70
Stamina: 39/70
Carried Weight: 138/170 (-25%)
Attire: Technocrat Commander Dress uniform [11lbs] Standard Body armor, 66/100. [35lbs]
Inv:
Energy Cell x7 (3 lbs)
Taric's Frankenstein Versatility Rifle (A4, E70, 31lbs, in hand,)
.220 gauss clip x4
Basilisk pulse rifle 4/5 (13 lbs)
Piru Gauss Rifle (4/5 4/5 16lbs)
.45 Gauss slugs x2 (5)
Disruptor Pistol (4/4 4lbs)
Saun's Helmet (Quarter full of ants, enclosed.) (3lbs)
Box of terrible scrap components (20lbs)
Short Range Radio, (Off)
Memory Foam centerfold
colonist rations x5 (5lbs)
Tripwire emitter
Status: Private room
Health: 24/75
Stamina: 75/75
Carried Weight: 133/150 (-25%)
Attire: High-prelate Uniform [8lbs] Standard Body Armor 48/100. [35lbs]
Inv:
Tarran's Ichneumon Anti-Armor Rifle -Scope- (1, 20lbs, 1 rounds in speed loader)
1' sabot packs x2 (2)
Chimera pistol (0, 5lbs)
Combat Knife (1lb)
Sleipnir SMG (A0, E25 9lbs,)
Sleipnir SMG (A0, E25 9lbs,)
3 energy cells
8 .220 gauss clips (35)
Basic First Aid Kit 3/5 (5lbs)
1 .220 gauss clip (25)
Jormungandr Assault Rifle (A30, E65), 16lbs, in hand)
Status: Primary Staff quarters, Hall. Pep Talk (-1 against Dominique) (2)
Health: 28/75 (Dreamspace HP 90/200)
Stamina: 41/75
Carried weight: 105/200 (-25%)
Attire: Exarch Dress uniform [8lbs] James' Light Body armor 42/50 (33/50) [25lbs]
Inv:
Renfield SMG (10, 10lbs, in hand)
Riot shield (10lbs 30/30)
Piru Gauss Rifle (E5/5 A5/5 16lbs)
.45 Gauss slug clip (5)
Simone's Song (6lbs 4/7 -Frangible Rounds-)
.50 caliber Frangible pistol clips (7) x1
Dybbuk Flechette Canister Rifle (1/2 35 lbs)
20 mm flechette canisters (x2, 1 lb)
Status:Primary Staff quarters, Hall. Incredibly Smelly.