Turn Order
1.) A.R.U 6
2.) dermonster
3.)SeriousConcentrate
4.) Talarion
5.) A.R.U. 4
6.) A.R.U. 5
7.) IronyOwl
8.) Sinpwn
9.) la
Engage Christopher in Hand to Hand COmbat
[5] You engage Christopher bringing you sword down towards his head, but he manages to block it with his shotgun. [5] v. [5] The struggle continues with neither giving way as they are in deadlock, and if one gives the other dies.
Activate infinity gizmo
[6] You pull out the Infinity Gizmo, and it jumps to life with its numerous circles, and spheres beginning to whir to life you feel an odd power begin to fill the room, and it seems to flow into you, adn you allies.
[Infinity Gizmo Activated:
Field of Power - All allies within its range slowly regain Power Points eacn turn (+5 PP each turn)
I believe my inventory is Lens of Truth
Crusher Shotgun
Box of Shells [33/35]
Chris, having destroyed A.R.U. 7 with a torso shot, turned his attention to A.R.U. 4. "Hit them in the torso, it's where their power cores are!" he yelled to let the others know as he took his shot.
[Save Roll: 3, Barely Pass] You start to attack A.R.U. 4, but fail as you are thrown into a deadlock with A.R.U. 6 struggling to keep the blade from slicing your neck.
[Christopher Status Change:
Deadlock - You can not attack any other foe, but the one you are currently engaged with. While in this state a max of two combat rolls are ran per turn, and the battle is continued until one of the characters in deadlock are killed.]
Continue firing, focus on the torso.
[7,8,9,2,4] Pulling the trigger once again you fire off five rounds, three of which hit your target, at A.R.U. 5. [?] One of the bullet pierces the units torso armor, and it falls forward as the power core within fails.
[A.R.U. 5 Destroyed; Kaiser Loses 5 Bullets]
Fire upon Kaiser
[3,5,7,8,3,4,8,2] The unit brings both of its vulcans to bear, and unloads in Kaiser's direction, but the bullets just ping into the lockers he has taken cover behind.
[4 Damage Dealt to Locker Wall]
Heh, I meant fire when fired upon as in when the group is fired upon, but oh well.
Fire, preferring accuracy over volume.
[Aimed Burst: 10,7,9 + 1 = 10,8,10] You take your time aligning the scope, and as you feel the aim is perfect you pull the trigger, and three bullets roar out of the barrel ripping through the air, and striking the unit in the torso shredding through its armor, and causing the unit to explode.
[Shale Lost 3 Bullets; A.R.U. 4 has been Destroyed]
With a feeling of apprehension, I activate my artifact and yell "THE POWER OF THE HIPPIE SCABBARD COMPELS YOU!!!!" at the top of my lungs.
[6] You put your hand over the empty scabbard, adn before you even say anything there is a flash of light, and then in you hands is one of the swords the A.R.U.s were using. [6] You dash forward, and attack the last one wide open as it trys to finish off Chris, and bringing down your sword you slash the mechanical dummy in half, and both parts fall to the floor with a dull thud, and the battle ends.
Quietly explore the medbay.
[4] You slip in quietly, and begin rummaging through the cabinets looking for anything that might be of use to you. You find a box of thirty syringes labeled 'Regenerative Nano Syringes', and a combat knife hidden within a desk drawer.
Steel Door (HP - 10/10)
Shattered Steel Door Remains
Hostiles
A.R.U.s Mk. X (Red Stripes) 4-9
Status: Destroyed
HP - 0/3
AP - 0/5
No NPCs
No Friendlies
3 Fallen Lockers (HP - 3/3, Cover, Chris)
5 Fallen Lockers (HP - 5/5, Cover - Will block damage to the people taking cover behind it, Gregor and Shale
Locker Wall (HP - 8/12, Cover, Conchobar, Kaiser)
Filled with Cholorine (Everything in the Hallway loses 2 AP/HP a turn)
Door to Armory (HP - 10/10)
A.R.U.s Mk. X (Red Stripes) 1-3
Status:
HP - 3/3
AP - 1/5
Slowed - Gregor's Time Magic has slowed them to a snails pace (8 Turns until arrival at Armoury)
Steel Door (HP - 10/10, Sign - Med Lab)
Sign at end of Hallway (Reads - Main Entrance)
No Hostiles
No NPCs
No Friendlies
Steel Door (HP -10/10)
No Hostiles
No NPCs
No Friendlies
Name: Gregor
Power: Time Magic - You are able to grasp the fundamentals of controlling the fabrics of time with your magic.
Lvl. 1 - You can do minor things such as speeding you, or your allies up, or slowing your foes down, but it strains your power to do, so. (PP Cost - 3)
Status:
HP - 10/10
PP - 15/25
Controlled Cell Spliting - You can speed up your cells reproduction to twice its speed. (Increase HP regen to 3 a turn)
Inventory:
Berreta M50 (CS-13/13, Ballistic, D-1)
Ammo Belt (Clips - 11/18, Holster - Empty)
Sharkfin (CS-4/5, Ballistic, D-2)
2 Boxes of Sniper Rifle Ammo (Ammo - 2x 30/30)
Shield of the Gods - This was the artifact gifted to you at birth you don't know what it does, or its purpose, but you can sense its power.
Name: Conchobar
Power: Aegis - Your life is the utmost importance, and as thus you have gained the power to trade your damage to another. Your powers do other things, but you know not what they do.
Lvl. 1 - Allows you to transfer damage from your self to an ally (Unless it will prove fatal to that ally.) (PP Cost - 4)
Status:
HP - 10/10
PP - 25/25
Death - You have taken the life of many in your previous life, and as thus you are now little more than a weapon.
Inventory:
Dual Berreta M50s (CS- 2x 11/13, Ballistic, D-2, Accuracy: -1)
Alastor Assualt Rifle (CS-20/20, Ballistic, D-1)
Ammo Belt (Clips -16/18, Holsters - Empty)
2 Boxes of Assualt Rifle Ammo
Gaia's Gate - Apparently its power allows you to mimic melee weapons that you have seen before, adn use them in combat. [Current Data: 'The Tiger' (Melee, 2H Sword, D-4, AS-1)]
Name: Shale
Power: Pain - Your power is that of suffering itself any damage inflicted to you can be returned to your enemy threefold. This power is still a mystery to you, and its strengths are not yet known to you.
Lvl. 1 - You gian the power to return your suffering to your foe.
Skills:
Lvl. 1 Bestow - You deal damage to your enemy equal to 2 time the damage you have taken. (PP Cost - 5)
Status:
HP - 10/10
PP - 25/25
Inherited Blood - You have inherited the blood of a great World Jumper, and as thus you have the chance to unlock great powers when in lethal conditions.
Inventory:
Alastor Assualt Rifle (CS-12/20, Ballistic, D-1)
Sharkfin (CS-5/5, Ballistic, D-2)
3 Boxes of Assualt Rifle Ammo (3x 100/100)
3 Boxes of Rifle Ammo (3x 30/30)
'Bloodlust' - It is a sword with a red slit across the circle in its hilt given to you at your creation. You know not what it does, but that it has a mind of its own, and a very powerful one.
Name: Frelock
Power: Shadow Walking - You have gained the ability to hide in the shadows using it as a hiding spot, shield, and weapon in times of need.
Lvl. 1 - You can hide within the shadows, and use it to keep you from being detected by enemies. (PP Cost - 2)
Skill Unlocked: Shadow Burst - Calls forth 9 spears striking out of the shadows,a dn skewering your enemies (PP Cost - 20)
Status:
HP - 10/10
PP - 25/25
Unknown Factor - You can hide in plain sight far easier, and most enemies won't notice you as a foe when you are by yourself.
Inventory:
30 Nano Syringes - Heals a fourth of your HP
Combat Knife - (Melee, D-1, AS-4)
Shadow Mirror - You have no idea what this does, but each time you look into it you see yourself, and one human made of shadows to your right, but everytime you look you see nothing.
Name: Kaiser
Power: Holy Magic - You were blessed with the powers of an angel upon your creation, and the only powers you cna use (That you know of) is that of healing, and banishing demons.
Lvl. 1 - Allows you to use several skills, and at times unlock the power of the Angelic blood with in you.
Skills:
Lvl. 1 Light of Heaven - This allows you to heal the wounds of your allies. (PP Cost - 5) (Heals 1d6*2)
Lvl. 1 Heaven's Wrath - This power was gifted to you to smite those that oppose the light. (PP Cost 15) (Deals 1d10 Damage)
Status:
HP - 15/15
PP - 25/25
Iron Will, and Might - You gain 5 hp at the start, and are able to negate 1 damage from all attacks. You are also gain a +2 against psychic attacks.
Inventory:
Holy Guard - This artifact, a golden bracelet studded with various jewels that give off a faint glow, was gifted to you upon your creation. You know not its power or purpose, but you feel an aura of an Iron Will coming from it. (Recharge - 4 Turns
Name:Christopher
Power: Pyromaster - You have the ability to control every aspect of fire pushing it beyond the limits of what magic can do you can do just about anything wiht it.
Lvl. 1 - You have a minor control over the power, so don't expect to make a whole mansion go up in flames, and this power is easy to use, but the more powerful you make the fire, or larger you make it the more taxing it is. (PP Cost - Varies)
Status: Deadlocked
HP - 10/10
PP - 25/25
Trained Eye - You are able to spot things that no one else could every see for some reason your eyes ar elike that of an all seeing hawk. (+2 to Spotting Rolls)
Inventory
Monacule of Truth - THis object was given to you upon your creation you know not its power, or purpose, but you get a feeling of truth from it as it resides in your pocket. (Glasses for one Eye)
Crusher Shotgun (CS - 3/5, Ballistic, D-3, SD-1)
Box of Shells [30/35]
Name: Dermonster
Power: Elemental Magic - This allows you to use magic, but limits it to one element at a time unless you are a true master.
Lvl. 1, Novice - You can use one element at a time with varying costs.
Status:
Hp - 10/10
PP - 10/25
Magically Attuned - You can easily learn magical skills, and powers.
Inventory:
Alastor Assualt Rifle (CS - 20/20, Ballistic, D-1)
3 Boxes of Rifle Ammo (1x 80/100, 2x 100/100)
Infinity Gizmo - The Inifinity Gizmo is an artifact given you when you were first created as of now you have no idea what it des, or if it even has a purpose.