Lost Angels an open-carry city full of crime and general decay. The government has accepted this change after a long and fruitless war on crime. They have decided to pursue commerce over humanitarianism. The police has militarized and generally only responds to threats to government security.
You a superhuman ex-member of the collapsed cult Alis Nova Renascentia in Monumentis (it’s a mouthful). Lately you’ve noticed that you’re being followed…
…Who could it be and what do they want with you?
Setting: It is the year 3000 and science has long since achieved revolutionary ends. Bio-augments are common along with all sorts of weapons are common even those that are 1100 years old! Combat has changed little being dominated by weapons/technology of the 20th-21st century.
You are a superhuman creation with the following abilities:
You can sense thermal radiation (heat vision), see inferred and some ultra-violet. You are very coordinated with hearing (able to pinpoint objects).
Like any generic superhuman you are very strong and fast and yeah… whatever.
You can survive damage to any part of the body except for the brain-stem (low-center of the brain) other parts of the brain are free game, you’ll lose whatever functions are associated with the part of the brain you lost. If your head is separated from your lungs and heart you’ll die unless promptly (and I mean PROMPTLY) reassembled (you’ll have to wait a turn for your neck to start reattaching to your severed head and even more to regain function). You can’t survive without your lungs/heart but they are very good at quickly healing puncture type wounds and your heart is very good at restarting itself.
You are a very quick learner with a photographic memory. First time using a bow? You’re likely to get a bullseye on your second try, your third and most shots following. You have a very high tolerance for toxins and are able to identify them easily while in contact with them.
You also can eat just about anything raw. Yay! (I’ve always thought that raw meat looked very tasty)
Additionally you can over-activate you muscles for bouts of strength or speed. Ever wanted to crush someone’s head? Now you can. You’ll probably also end up damaging all the tendons in your hands but don’t let that stop you because…
You have what is called Restoration Mode: It is a special feature of your consciousness that you activate by choice. During Restoration Mode you’ll eat like a manic and given that you get enough you’ll regenerate any and all damage. You lose control of yourself completely during restoration mode. It is ill advised during combat as you will be an easy target even for lowly regular humans. You will cannibalize in Restoration Mode if you can’t find other enough food. If you can’t find food your muscle mass will be reallocated to regrow vital body parts. (Be ready to exploit the shit out of this ability)
You think you’re OP? I didn’t tell you what you’d be fighting. Also guns are guns; you’ll find yourself shredded alive and without select limbs often.
Mechanics:
I will roll a d6 once for each action (NPC’s also get a roll for their actions). If your action warrants response from environment or characters they will get a response roll. There will also be damage roll for characters and objects when they are attacked.
Most ‘modifiers’ (the strength/speed for example) won’t affect your roll but will instead you effect what result your roll achieves. The dice rolls don’t exist as a check to your character’s capabilities but rather as a way to determine circumstance.
For example, if you try to lift a heavy door and you maxed out your strength and you roll a 1, I won’t write something like ‘you hurt yourself discovering that you couldn’t lift the door’ but rather something like ‘an ambush party was awaiting on the other side of the door! They open fire….’
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.
(New mechanics incoming!)
Character Creation:
Name:
Appearance:
History/important details: (This is optional) you can put backstory here or any important details about your characters experiences. You can pick one skill here that you are extra adept at. Don’t list multiple because you wouldn’t get them and also as a superhuman bad-ass you are likely to succeed at whatever you try.
Note: You've been free of cult-business for 1 year the last 6 years prior to that was as part of a cult. I won't tell you much (and thus you aren't allowed to write about it) except for it was a bad experience that your character does not like to remember much less speak of.
Loadout: Clothing/gear/weapons. Don’t expect your stuff to last very long; in a storm of gun fire things tend to break, though restocking gear won’t be too difficult. There are no restrictions really as long as you choice things that would be possible (not necessarily common) given the setting. Feel free to go full metal-slug if you want to be overloaded with weapons. Laser/plasma/railguns are common enough to have; however, no energy-shield type things exist (this isn’t starwars).
Strength-Speed: 0-10 (0 being very very strong 10 being very very fast). If you are 0 you might it hard to fit through small areas. If you go 10 you might find it a little easier to have your skinny limbs blown off. NOTE: at 0 you’ll still find yourself as fast as an Olympic sprinter and at 10 you’ll still find yourself unreasonably strong compared to normal humans.
Reflex type: defensive/offensive/stealthy/diplomatic (you can suggest one if you like)
You’re reflex type determines what kind of actions you take during reaction rolls that you would not have otherwise been able to declare an action.
Offensive: You’ll try to establish an offensive advantage, if you get punched in the stomach you might find yourself punching the offender’s throat with inhuman reaction speed. You’ll rack up quite the kill count with this one.
Defensive: You’ll guard. You’ll block the punch to the stomach. If you’re ambushed you’ll dive to suitable cover. This is a safe pick if you don’t want to reflexively escalate situations.
Diplomatic: You’ll establish an advantage, though not through a punch to their throat. They punched you in the stomach? You snatched their wallet and guess what! It has the offender’s family's address.
Stealthy: A true hunter’s reflex. They punched you in the-… Wait where did you go? This one will help you lose attackers often leaving you with the option of counterattack on your next turn.
IMPORTANT NOTE: These do not convey any bonus to stealth/diplomacy/defense/offensive. These simply determine what you do in situations that you didn’t have the option of posting an action for. These will generally be used to determine what you do during your response roll when attacked by an NPC.
Feel free to suggest one. Don’t be surprised if I tell you to change it though.
Special augment:
What can you do?
Feel free to suggest your own or choice one below. You will receive the abilities the augment gives you along with all the normal abilities you have (listed above). I get final say in what you can or can't do.
Examples:
Changeling: During restoration you can change your appearance and physical capabilities. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
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.
Conjurer: During restoration you can grow other organisms out of your body. These can be programmed to carry out your will (or other instructions) (This will take variable food and time based on what you create).
I'm looking for 3-4 players, though I'm likely to give in if there is more. I'll also be willing to graft in characters as the game precedes so don't let anything stop you from posting a character.
Also post if you have questions about anything that pertains to the game.
Players:
Name: Andrew Merald.
Appearance: A young, stocky built man with short black hair and brown eyes. He has slight beard developing.
History/important details: A ex-bounty hunter turned vigilante, He still believes for the most part that he is human, though his reflexes betray him more often than not. His full capabilities and powers are only just beginning to manifest... He has greater than normal awareness, having dealt with one too many ambushes.
Loadout: Armor shredding shotgun with a full auto pistol as a sidearm/main weapon, Both are fairly outdated conventional(ballistic) weapons. Armor consists of a nano-mesh that acts to amplify his bio-augment while providing marginal protection. He also carries a blade augmented with a powerful electromagnet and uses it for when he has to breach armored doors, or kill people in powered suits.
Strength-Speed: 8.
Reflex type: Evasive: Mix of Defensive and Stealth, focusing on Defensive first, then if possible, Stealth.
Special augment:
Camouflage: His skin (and his light armor) can reflect and bend light around him, turning him invisible as long as he remains immobile. Prolonged camo will drain his energy and force him to seek food, and movement while cloaked will significantly reduce it's effectiveness.
Name: Leock Vols
Appearance: Tall and lean build, with blond, curly hair and blue eyes.
History/important details: Leock spent his childhood hiding in the slums, learning how to stay out of sight in a tight situation. After his tenure in the cult, he returned to the streets and embraced his old way of life, learning how to turn nearly any encounter into an ambush of his own.
Loadout:
- 7.92mm MG-42 Light-machine Gun with Bipod
- .45 Thompson Sub-machine Gun
- 3 L83A1 Smoke grenades
- Dark gray Overcoat
Strength-Speed: 3
Special Augment: A sensor in the brain allows Leock to detect changes in magnetic fields in a 30 meter radius, allowing him to detect men with guns, circuits in walls, etc. The closer the object is to him, the clearer the detection is.
Reflex type: Stealthy
Name: Eiki Yamanaka
Appearance: She is a 15 year old girl. She has obsidian eyes and long, curled, jade-colored hair, worn in two ponytails that always seem to defy gravity.
She wears a black suit covered in zig-zagging power conduits criss-crossing the surface, which can project volumetric images several feet from her body. All of this is powered by paper-thin graphene powerbanks on her back.
Her COMBAT FORM is a buttoned dark viridian overcoat with oversized sleeves and a lot of pockets on the outside. Her ammunition is stored on a long scarf with two trailing ends that hang close to the ground; ammunition is stored on the ends of the scarf, not on the part wrapped around her neck.
She usually puts on her helmet before entering combat.
History/important details: After leaving Alis Nova Renascentia in Monumentis, Eiki made a living on the streets scamming people and telling fortunes as the shrine maiden of the Yamanaka shrine in downtown L.A.
After all this, she still didn't have enough money to get a decent printer. So she sent death threats to a corrupt manufacturing firm and soon found a deluxe printing unit on (someone else's) doorstep. Her new career as an ally of justice has just begun!
Skill: Danger Close (Less likely to get hit by stray bullets, shrapnel, and fully automatic fire)
Loadout:
She carries a heavy cylinder across her back, which transforms into a panzerschreck. It actually contains seven rocket tubes which fire independently, and can be fitted with multiple types of rounds. The cylinder itself contains a large amount of rockets (about 50) which are stored on her combat outfit when deployed (see above). Each rocket is about 5.1 cm in diameter.
Her secondary weapons are two tactical knives hidden in her boots and two electrolaser P.D.W's with lethal and nonlethal settings.
Her rockets (she preloaded the barrels and (hopefully) remembers which rocket is in which):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
9x Force (2 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x 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)
Her cylinder also contains a helmet, a cleaning kit, a gas mask plus two small oxygen cylinders, and plenty of snacks.
Strength-Speed: 3
Reflex type: Offensive
Special augment:
Her skull is reinforced with subdermal ceramic plates which protect against shrapnel, as are parts of her torso, thighs, forearms, and shins.
Name: Sanct Stone
Appearance: Sanct looks is at least over 100 years old but you can't be sure from all the grayish diry blonde beard covering the face. He has a piercing green eyes, a bulbous nose, and full lips. Oh shi... he's a she! Well, you can't be sure now, can't ya?
History/important details: Sanct is a geologist by trade back when such things matter more. Also a professional miner for precious metals, gems, and general excavations and tunneling. If Sanct is most skilled at anything, it's striking the earth.
Loadout: Sanct prefers to wear a cap of sort with goggles resting over it. Today it's a vintage aviator's helm with matching goggles.
A fine chain harness crosses an X over the front and back, that holds a pair of 12" piercing metal pikes, and 16" solid metal bars that can be assembled into digging tools and melee weapon called a "lobo".
Standard body mesh for meager protection, belt harness, and sturdy boots complete the ensemble.
Weapon of choice: rail rifle. prefers kinetic projectiles over explosives, but don't discriminate using either.
Strength-Speed: 6.
Reflexive type: Defensive. Sanct would make a fortress out of rubble.
Special augment:
Burrow - can dig quite fast, try shooting through 6 feet of dirt. Being underground does not seem to affect the need for oxygen, infact, it is quite restful.
Consume Dirt - or something like it. An ability to extract nutrients from inorganic matter such as stones, gems and metals.
Name: Recenser Bonum
Appearance: A huge towering man with jet black hair and blue eyes.
History/important details: He has had many names and appearances over the years of his life span. So many he can't even remember them all. After the worst six years of his life he shifted again into a large bear for a year think about his life and his goals. He took on this form when a hunter decided to take a shot at him and he had to show him the error of his ways.
From these years of swapping names and forms he's become skilled at adapting to new situations, being unlikely to become surprised by anything.
Loadout:
-m1911
-Sten gun
-M16 with an underslung grenade launcher.
-Trench coat
-leather work gloves
-torn and bloodied hunters cap
-military style cargo pants
-standard cotton T-shirt
Strength-Speed: 5
Reflexive type: Aggressive
Special augment: Changeling: During restoration you can change your appearance and physical capabilities. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Name: Anthony Brake
Appearance: About average height, brown hair, blue eyes. A vaguely unhealthy cast to his complexion. Pretty decent looking, if you ignore the eye circles and crooked yellow teeth. Drab clothes, a preference for grays and browns.
History/important details: With the collapse of ANRM, Anton suddenly found himself with a lot more free time on his hands. He's been wandering L.A., experiencing the world from a different perspective. Some of the things he experienced in ANRM made him reluctant to resort to violence, and he tries to solve most of his problems without fighting. He's also been enthusiastically delving into ancient literature with some of his free time, and it's starting to influence how he thinks society should be run.
Skill: Negotiations: Anton is pretty good at talking his way out of things.
Loadout:
- 12ga pump action shotgun
- high powered bolt action rifle (think like .338 Lapua Magnum high powered) with a x25 scope
- laser pistol
- a brush axe
- a concealable ballistic vest made of the best space age materials to be found in the year 299X
- a knife
- a 9mm semiautomatic pistol
- a copy of the well known ancient book Fahrenheit 451, a rollicking adventure story
Strength-Speed: 5
Reflex type: Diplomatic
Special augment:
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. I'd like to also request that my character be able to secrete toxins that he generates through his pores, and that he be able to recreate toxins through his mouth in either a gaseous or liquid state (as is appropriate for the toxin generated). Obviously, I'm guessing that things like this would be more time consuming and heavier on the food than normal.
Also, can I request a list of toxins to have already been exposed to? I'll keep it very reasonable, I promise.
Name: Andrew Merald.
Appearance: A young, stocky built man with short black hair and brown eyes. He has slight beard developing.
History/important details: A ex-bounty hunter turned vigilante, He still believes for the most part that he is human, though his reflexes betray him more often than not. His full capabilities and powers are only just beginning to manifest... He has greater than normal awareness, having dealt with one too many ambushes.
Note: You've been free of cult-business for 1 year the last 6 years prior to that was as part of a cult. I won't tell you much (and thus you aren't allowed to write about it) except for it was a bad experience that your character does not like to remember much less speak of.
Loadout: Armor shredding shotgun with a full auto pistol as a sidearm/main weapon, Both are fairly outdated conventional(ballistic) weapons. Armor consists of a nano-mesh that acts to amplify his bio-augment while providing marginal protection. He also carries a blade augmented with a powerful electromagnet and uses it for when he has to breach armored doors, or kill people in powered suits.
Strength-Speed: 8.
Reflex type: Evasive: Mix of Defensive and Stealth, focusing on Defensive first, then if possible, Stealth.
Feel free to suggest one. Don’t be surprised if I tell you to change it though.
Special augment:
Camouflage: His skin (and his light armor) can reflect and bend light around him, turning him invisible as long as he remains immobile. Prolonged camo will drain his energy and force him to seek food, and movement while cloaked will significantly reduce it's effectiveness.
Name: Eiki Yamanaka
Appearance: She is a 15 year old girl. She has obsidian eyes and long, curled, jade-colored hair, worn in two ponytails that always seem to defy gravity.
She wears a black suit covered in zig-zagging power conduits criss-crossing the surface, which can project volumetric images several feet from her body. All of this is powered by paper-thin graphene powerbanks on her back.
Her COMBAT FORM is a buttoned dark viridian overcoat with oversized sleeves and a lot of pockets on the outside. Her ammunition is stored on a long scarf with two trailing ends that hang close to the ground; ammunition is stored on the ends of the scarf, not on the part wrapped around her neck.
She usually puts on her helmet before entering combat.
History/important details: After leaving Alis Nova Renascentia in Monumentis, Eiki made a living on the streets scamming people and telling fortunes as the shrine maiden of the Yamanaka shrine in downtown L.A.
After all this, she still didn't have enough money to get a decent printer. So she sent death threats to a corrupt manufacturing firm and soon found a deluxe printing unit on (someone else's) doorstep. Her new career as an ally of justice has just begun!
Skill: Danger Close (Less likely to get hit by stray bullets, shrapnel, and fully automatic fire)
Loadout:
She carries a heavy cylinder across her back, which transforms into a panzerschreck. It actually contains seven rocket tubes which fire independently, and can be fitted with multiple types of rounds. The cylinder itself contains a large amount of rockets (about 50) which are stored on her combat outfit when deployed (see above). Each rocket is about 5.1 cm in diameter.
Her secondary weapons are two tactical knives hidden in her boots and two electrolaser P.D.W's with lethal and nonlethal settings.
Her rockets (she preloaded the barrels and (hopefully) remembers which rocket is in which):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
9x Force (2 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x 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)
Her cylinder also contains a helmet, a cleaning kit, a gas mask plus two small oxygen cylinders, and plenty of sugary snacks.
Strength-Speed: 3
Reflex type: Offensive
Special augment:
Her skull is reinforced with subdermal ceramic plates which protect against shrapnel, as are parts of her torso, thighs, forearms, and shins.
Oh, this looks like fun!
Name: Leock Vols
Appearance: Tall and lean build, with blond, curly hair and blue eyes.
History/important details: Leock spent his childhood hiding in the slums, learning how to stay out of sight in a tight situation. After his tenure in the cult, he returned to the streets and embraced his old way of life, learning how to turn nearly any encounter into an ambush of his own.
Loadout:
- 7.92mm MG-42 Light-machine Gun with Bipod
- .45 Thompson Sub-machine Gun
- 3 L83A1 Smoke grenades
- Dark gray Overcoat
Strength-Speed: 3
Special Augment: A sensor in the brain allows Leock to detect changes in magnetic fields in a 30 meter radius, allowing him to detect men with guns, circuits in walls, etc. The closer the object is to him, the clearer the detection is.
Reflex type: Stealthy
Name: Sanct Stone
Appearance: Sanct looks is at least over 100 years old but you can't be sure from all the grayish diry blonde beard covering the face. He has a piercing green eyes, a bulbous nose, and full lips. Oh shi... he's a she! Well, you can't be sure now, can't ya?
History/important details: Sanct is a geologist by trade back when such things matter more. Also a professional miner for precious metals, gems, and general excavations and tunneling. If Sanct is most skilled at anything, it's striking the earth.
Loadout: Sanct prefers to wear a cap of sort with goggles resting over it. Today it's a vintage aviator's helm with matching goggles.
A fine chain harness crosses an X over the front and back, that holds a pair of 12" piercing metal pikes, and 16" solid metal bars that can be assembled into digging tools and melee weapon called a "lobo".
Standard body mesh for meager protection, belt harness, and sturdy boots complete the ensemble.
Weapon of choice: rail rifle. prefers kinetic projectiles over explosives, but don't discriminate using either.
Strength-Speed: 6.
Reflexive type: Defensive. Sanct would make a fortress out of rubble.
Special augment:
Burrow - can dig quite fast, try shooting through 6 feet of dirt. Being underground does not seem to affect the need for oxygen, infact, it is quite restful.
Consume Dirt - or something like it. An ability to extract nutrients from inorganic matter such as stones, gems and metals.
Turn 1: ((Remember I'll be looking to add two more characters into the game in a few turns, post a sheet if you want in))
“HOORAY!” Gleeful drunken cries erupt from all over the bar. The clock has struck midnight, welcome to the year 3000.
You all sit apart in the smoggy tobacco air amongst the crowds of bumbling laymen. Even after a year you don’t feel like you want to talk to each other.
You all came here on the promise that the past could be taken away that you may be free to venture into the future. None of you were really convinced that you’d actually be freed from those memories you just came on the faint possibility.
The bar walls are an ugly olive drab dotted with random art. There are chairs and tables about guests sitting at them making loud conversation. The bar table is a large oak piece that ends before the wall at the south side of the room where there is a doorway to the back storage room. The entrance to the bar is at the north middle end of the room.
Andrew Merald (Dustan Hache)
(3) You sit alone at a table situated at the rear of the room. No one comes to you, nor does any even give any looks of recognition.
Whoever it was that made you a promise hasn’t shown up. Your instincts expect an ambush, though you just sit and watch the chattering bar folk.
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: No status issues.
Leock Vols (HighEndNoob)
(2) You sit at the bar table near the south end of the room. By this time you’re sure you’ve been lied to. Whoever promised to do away with your past hasn’t shown up yet.
The guy next to you is giving you a roaring headache. The girl he’s talking to is not into him at all. Some people need to learn when to stop. You don’t think you’ll be able to focus enough to use your sensor augment with this loser around you.
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 MG and SMG ammo.
Status: No status issues.
Eiki Yamanaka (_DivideByZero_)
(2) A bar is sure an exciting place! You order a beer. Yuk it tastes terrible and you are not even capable of getting drunk. What a waste of money.
Whoever made that promise to you hasn’t shown up. You tap your fingers on the hard oak table. You are seated in the middle of the bar table surrounded by gleeful partiers.
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.
Heavy cylindrical container containing (can transform into missile launcher with blast shield):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
9x Force (2 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x 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
Beer and beer mug.
Status: No status issues.
Sanct Stone (Sanctume)
(5) You sit alone near the north west corner of the bar. The commotion is focused in the center rear of the bar leaving you with a good view of the party. Eiki ordered a beer for some reason. Not sure why she did that, she can’t even get drunk.
A guy in front of you is typing away at his phone. What’s this? Looks like he’s making an order of some kind. You watch him type in his bank number and security PIN.
Bank number +PIN memorized.
Strength-Speed: 6
Skill(s):
Geology: you know your stuff when it comes to rocks and gyms.
Reflex type:
Defensive
Augment(s):
Reinforced arm and jaw bone structure (good for digging and eating rock), 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 status issues.
This looks awesome!
I hope this is acceptable:
Name: Anthony Brake
Appearance: About average height, brown hair, blue eyes. A vaguely unhealthy cast to his complexion. Pretty decent looking, if you ignore the eye circles and crooked yellow teeth. Drab clothes, a preference for grays and browns.
History/important details: With the collapse of ANRM, Anton suddenly found himself with a lot more free time on his hands. He's been wandering L.A., experiencing the world from a different perspective. Some of the things he experienced in ANRM made him reluctant to resort to violence, and he tries to solve most of his problems without fighting. He's also been enthusiastically delving into ancient literature with some of his free time, and it's starting to influence how he thinks society should be run.
Skill: Negotiations: Anton is pretty good at talking his way out of things.
Loadout:
- 12ga pump action shotgun
- high powered bolt action rifle (think like .338 Lapua Magnum high powered) with a x25 scope
- laser pistol
- a brush axe
- a concealable ballistic vest made of the best space age materials to be found in the year 299X
- a knife
- a 9mm semiautomatic pistol
- a copy of the well known ancient book Fahrenheit 451, a rollicking adventure story
Strength-Speed: 5
Reflex type: Diplomatic
Special augment:
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. I'd like to also request that my character be able to secrete toxins that he generates through his pores, and that he be able to recreate toxins through his mouth in either a gaseous or liquid state (as is appropriate for the toxin generated). Obviously, I'm guessing that things like this would be more time consuming and heavier on the food than normal.
Also, can I request a list of toxins to have already been exposed to? I'll keep it very reasonable, I promise.
Turn 2: ((Remember I'll be looking to add two more characters into the game in a few turns, post a sheet if you want in))
Shortly after 12:00 the conversation quiets a bit. It seems the outburst at 12:00 took its toll on the bar folk, most now look like they could use a nap.
You hear a faint noise outside,
CLICK
CLICK
It’s the unmistakable sound of the double pull of a M2HB .50 cal HMG charging handle.
Fuck. That’s never good.
BAUM BAUM BAUM BAUM BAUM
The northern wall’s olive cover is shredded in the ensuing torrent of spalling concrete and .50 cal BMG firepower. Nearby guests are showered in fragments, their skin covered in shrapnel wounds.
A terrified guest turns towards the bar table before being hit, his gut explodes outward showering the bar floor with a spaghetti mess of entrails. His spine is served and he falls in half!
Another guest is hit in the head! The contents of his head are thrust across the floor adding a nice pink hue to the growing pools of blood and fragments.
One guest is hit in the arm! It slides across the room propelled by the imparted heavy caliber energy. In shock, the guest reaches out to retrieve his arm.
The door is kicked down! AA12 automatic shotgun wielding goons in black tuxedos enter the bar! They open fire!
The guest reaching for his arm is cut in two by the hurricane force of a mix of 12 gauge heavy slug and buckshot fire! His inners are plastered to nearby surfaces by the unholy storm of shotgun fire leaving nothing but a disembodied pair of legs lying across the floor.
The bar table shrinks, disintegrating into a hailstorm of splinters in the unfolding onslaught!
((I recommend reading each others rolls. Not everything that occurred is recorded in your individual rolls.))
Andrew Merald (Dustan Hache)
(5) FUCK. You figured things would end up like this. Your causal walk to the bathroom turns into a dive into the back storage room of the bar.
You duck. HMG fire cuts throw the wall combing the storage area. Nearby guests waiting for a turn in the bathroom are mowed down.
Prone in a pool of blood and splinters you ready your shotgun. You’re pretty sure they didn’t see you.
Shortly your augment kicks in, you are nearly invisible but if you move or they come near you’ll be seen for sure.
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:
High powered pump shotgun (armor shredding ammo type)
Fully auto pistol (lower caliber)
Electromagnet assisted blade.
Nanoweave armor with metamaterial stealth aiding capabilities
Extra pistol mags
Extra armor shredding ammo
Status: No status issues.
Leock Vols (HighEndNoob)
(6 an overshoot!) Surprised by your sudden aggression the guest quiets down. For a moment he stares angrily at you. As he collects his thought you take the time to scan outside the building.You pinpoint a large metal object.
You hear the first ‘CLICK.’ You dive to the ground, avoiding a shower of .50 BMG bullets.
The loser guest is not quite as fast as you. His leg is shattered by a .50 cal round! He falls off the bar stool screaming in pain.
You lay behind the bar table having the entire length of the table shielding you, though you know it’s only a matter of time before you get hit in this position. You lay, MG bipoded, covering the door.
The goons pour in and open fire but you hold fire not alerting them to your position; however, this screaming moron threatens to draw attention to you!
You notice Andrew prone in the storage room.
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 MG and SMG ammo.
Status: No status issues.
Eiki Yamanaka (_DivideByZero_)
(6 an overshot! Stop rolling so high for fuck’s sake!)
Hearing the double pull of the M2HB charging handle you tumble off your stool. You land, crouching behind your heavy cylinder (which you angled very well with the hopes of deflection). Two .50 cal bullets glance your heavy cylinder but bounce off tumbling and clattering into the celling and southern wall.
The door swings open goons pour in and open fire! You fire back! Eat high explosives you mooks!
Wait.
Your cambered round was a force round. Well. Bye mooks!
The shock wave smacks a line of goons pouring in from the doorway killing the first two but only knocking down the third.
You fly backwards! OUCH! Your back pushes aside stools and chairs at the expense of your physical integrity. You manage not to black out however your spine is in poor condition.
You can fire your rocket launcher from a prone position or you can abandon it and make a leap for better cover. You don’t think you’ll be able to stand with the heavy weight of your launcher baring down on your back.
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.
Heavy cylindrical container containing (can transform into missile launcher with blast shield):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
8x Force (1 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x 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
Status: Damaged spine and heavily bruised back, this threatens to get worse (with a bad roll on a movement action). The pain is very manageable; however, you are likely to move more slowly on your two legs and your balance when burdened will be restricted.
Sanct Stone (Sanctume)
(5. Well I guess no loss of player limbs this turn ;-;)
At the start of the .50 cal. onslaught you kick your table down forming a wall (a very thin one at best) between you and the door. You slide off your chair into a crouching position. You are in the very north west corner of the room you are not in threat of being immediately seen by any who enter.
The goons pour in! You raise your rail rifle. They spread out while firing. You are now positioned to take out a whole line of them with a single round but you hold your fire.
Strength-Speed: 6
Skill(s):
Geology: you know your stuff when it comes to rocks and gyms.
Reflex type:
Defensive
Augment(s):
Reinforced arm and jaw bone structure (good for digging and eating rock), 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 status issues.
Turn 3: ((Remember I'll be looking to add two more characters into the game in a few turns, post a sheet if you want in))
This turn you guys have the initiative so you’ll go first then I’ll roll for the goons and they’ll respond!
Andrew Merald (Dustan Hache)
(3)(in terms of roll order your roll is third after Eiki and Leock) The .50cal fire leaves your position moving back to the main bar area. You get up from your prone position into a squatting crouch which you make your way to the northern wall of the storage area.
No door here. Behind it is the street. There are no immediate signs that the goons expect this at all.
You wait.
BAUM BAUM BAUM BAUM
Under cover of the sound of the .50 cal burst you pump your shotgun once chambering a round. BOOM. Some of the bricks shatter and spall. You quickly pump again and fire. BOOM. A large amount of the bricks fall out of place outside onto the dark nighttime sidewalk.
You dive outside brushing apart the weakened brick wall enlarging the hole you made.
You get a look at their rig, a pickup truck with a tripoded M2HB HMG in the back with a goon loader and gunner. A large number of goons are backed up against the street side of the northern bar door.
(6 response roll for goons) Nearly all of the goons notice your exit. We’ll see what they roll during their goon response roll that will follow your teammate’s rolls
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: No status issues.
Leock Vols (HighEndNoob)
(5 lucky bastard!)(Your roll is first in terms of order.) You open fire! Somehow the .50 cal fire wasn’t drawn to your position.
The leading goon takes the initial burst. The rounds drill a hole in his stomach hitting the next three goons behind him. They all collapse leaving a small pile of corpses at the door and an expanding pool of blood.
You sweep the sides of the northern wall carefully not shooting Sanct Stone. You cut down the goons on the right side they fall (the left side is blocked by the bar table. One is cut in half! His entrails join the messy floor.
After gunning them down you begin nicely paced bursts into the doorway. One of the bursts catches the fingers of a goon outside. He screams and three of his fingers are blown out onto the dark road outside
Click. Click. You’re out of ammo on your current ammo belt.
You’ll have to load a new one, though you aren’t worried considering how fast you are at reloading and the fact that Eiki looks ready to give the goons hell.
You estimate that if you do another long burst you’ll need to change barrels. Lucky for you the MG-42 has a quick change barrel. Shorter, spaced burst can prolong the time needed until a barrel change though you would be firing with reduced firepower.
Focusing on the steel barrels of the Goons’ composite plastic AA12s’ you notice they are all along the outer wall. There is still a considerable amount of them.
You notice Andrew left his prone position in the storage room.
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 MG and SMG ammo.
Extra quick change barrels for MG-42
Status: No status issues.
Eiki Yamanaka (_DivideByZero_)
(1 >:) looks like your first to feel the carnage!)(Your roll is second in order) The .50 cal fire was drawn to you!
BAUM BAUM BAUM!
The line of BMG fire passes through your position while you reach to take hold of a smoke round.
A round strikes your left shoulder severing your arm! It flies back sliding against the floor before hitting the ground. You drop the smoke round onto the floor it fails to detonate!
Another round glances your skull! It pierces and you’re the very left of your frontal lobe splatters on the wall behind you.
Your ceramic reinforced skull keeps the right side of your skull from completely spalling instead you have something of a gash into your brain.
A third .50 BMG round strikes your launcher piercing and striking your chambered high explosive rocket. It explodes! The heavy steel of the launcher prevents the heavy explosive round from decimating you entirely; however, your right arm is burnt and mangled. Shrapnel has entered your thighs though it is safely stopped by your ceramic armor.
(1 damage roll for launcher >>>>:))))The other rockets detonate! All the rounds in the chamber explode simultaneously.
Your launcher turns into a cloud of white phosphors and regular smoke and is propelled backwards the pistol grip of your launcher smashes against your right shoulder and pulls you, twisting your body suddenly throwing you to the ground. It does little to the already damaged right shoulder.
The launcher smashes into the wall behind you. It breaks through and tumbles around somewhere out of your vision.
You now sit in a cloud of white phosphors and regular smoke left arm blown off, right arm out of action and with the right front region of your frontal lope splattered (read ‘Status’ below for details). Your ceramic armor spared you from further shrapnel damage and the heavy steel construction prevented the ammo detonation from taking off your head.
Your knifes and pistols are OK and your remaining inventory items lay in a pile around you all safely nested and secured in your scarf.
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.
Heavy cylindrical container containing (can transform into missile launcher with blast shield):
9x High Explosive
9x Smoke
4x Incendiary/White Phosphorus
5x H.E.A.T
2x EMP
7x 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)
4x 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
Status: Damaged spine and heavily bruised back, this threatens to get worse (with a bad roll on a movement action). The pain is very manageable; however, you are likely to move more slowly on your two legs and your balance when burdened will be restricted.
Damaged frontal lobe, this means you will have less success carrying out multi-actions in one turn. On a bad roll you also might lose focus and botch whatever action you are attempting.
Blown off left arm from the shoulder and mangled, burned right arm that is thoroughly incapacitated.
You may have a good deal of wounds but action is still possible!
Sanct Stone (Sanctume)
(3) (You're are the last roll in order) Shortly after Leock's MG fire finishes you fire! The shot hits a goon in the bicep passing through him and serving the upper half of his body. His body slumps to the ground ribs and severed spine exposed! A goon behind him is also hit his chest explodes into the wall behind him! The round hits the wall penetrates and keeps going.
One goon near the other two now dead goons falls over from the shock. Though soon he'll be back on his feet.
You turn to run toward Eiki only to watch her suffer a torrent of .50 cal HMG fire (read her post for details)!
Passing her you dive past Leock. You crouch right in the door way to the storage room. You have good cover and will be out of vision if more goons enter. At the back of the storage room you notice a hole that Andrew has dived through.
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 status issues.
(3 goon response roll) The goons continue with their original tactic though their numbers have thinned considerably. A second wave pours through the door! The leading ones open fire! Though at nothing in particular.
Three goons leave the group to pursue Andrew they open fire! (5 Andrew's response roll) Andrew dives behind a car and activates his augment. He paces slowly back from the car trying to put some distance between him and the car.
The car is shredded in the goon shotgun barrage a few slugs penetrate but don't hit Andrew. Andrew is not likely to be seen in the dark with his augment.
I'll join.
Name: Recenser Bonum
Appearance: A huge towering man with jet black hair and blue eyes.
History/important details: He has had many names and appearances over the years of his life span. So many he can't even remember them all. After the worst six years of his life he shifted again into a large bear for a year think about his life and his goals. He took on this form when a hunter decided to take a shot at him and he had to show him the error of his ways.
From these years of swapping names and forms he's become skilled at adapting to new situations, being unlikely to become surprised by anything.
Loadout:
-m1911
-Sten gun
-M16 with an underslung grenade launcher.
-Trench coat
-leather work gloves
-torn and bloodied hunters cap
-military style cargo pants
-standard cotton T-shirt
Strength-Speed: 5
Reflexive type: Aggressive
Special augment: Changeling: During restoration you can change your appearance and physical capabilities. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Turn 4: Make sure you all get to the bottom of this post! Two new guests have arrived!
Andrew Merald (Dustan Hache)
(5) (I guess you just don’t do bad rolls)(Your roll is third in terms of order) In the darkness you make your move. Crouch-running towards the side of the pickup truck facing away from the bar, you narrowly avoid the flickering beams of the nearby street lamps. Your three pursuers head towards the car that you were initially hiding behind.
Having reached a decent position you wait for the .50 cal HMG to spray fire into the bar.
BAUM BAUM-
You fire a sweeping burst across the loader and gunner. The loaders neck is hit! He tumbles off the back of the pickup truck, blood spurting from his throat as he makes a terrible gasping noise.
Then the gunner is hit. Once in the shoulder, once in the back of the neck, his head immediately droops into a position only made possible by his snapped spine that can no longer support his head. He slumps over dead!
One of the three goons searching for you yells! He turns and unleashes deadly automatic fire from his shotgun, his fellow goons chime in adding to the firepower; however, this is in vain for you have already moved.
You are crouched behind a heavy set of trash bins with you augment activated watching the goons fire hopelessly at what they presumed to be your previous position.
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: No status issues.
Leock Vols (HighEndNoob)
(4)(your luck has yet to end as well!) (Your roll is second in terms of order) During your short pause to reload more goons enter. They stumble on their fallen and brutalized comrades!
This strikes you as odd considering their losses. You wonder if they have been drugged.
You open fire! Catching them at the door way. Again your rounds drill through the leading goons and strike the goons following. However, during the brief pause between burst you see that instead of running in they just stick their guns through the door. They fire!
This time you don’t escape unscratched! But you only are scratched! Splitters fly past you cutting your hand but inflicting no notable damage.
The bar table is shredded even further by the new barrage of fire. You’re not even really sure if you can call it a table any more. To your surprise a goon has survived the allied onslaught from earlier! He arises from his position in the north east part of the room and fires! Or not! He’s out of ammo. (Read Sanct’s roll to learn of this goons fate)
The goon scrambles to reload. Your barrel is glowing red you’ll be able to fire a couple of more bursts before a barrel change. Your earlier 50 round burst sure put a strain on the current barrel. The goon is at an awkward position for you to fire at, you would need to point your barrel into the wooden remains of the bar table.
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 MG and SMG ammo.
Extra quick change barrels for MG-42
Status: No status issues.
Eiki Yamanaka (_DivideByZero_)
(6 an overshoot, a reversal of luck!)(Your roll is first in order) You successfully put on your transformation show in the solitude of a cloud of smoke.
You kick up a smoke shell catching it in your mouth (You’re fortunate that your cerebellum is intact!). Biting down, it breaks (you had to over activate your jaw a bit to bite through the hard casing). Smoke erupts into your mouth you cough, though you are successful in blowing it out of your lungs.
You are now slightly more towards the front of the bar off to the west side a fair amount in a cloud of regular smoke.
You spit the steel shell casing out of your mouth and begin to take in thermal information, though your vision isn’t very detailed due to the wound to your frontal lobe. It’s enough to spot a goon who bumbles into the room. He falters, stumbling into your sacred newfound realm of smoke.
You lunch a deadly spin kick catching his chin with a deadly whirl of the back of your boot.
He tumbles back towards the entrance presumably dead.
Your attack may warrant more enemy fire!
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.
Heavy cylindrical container containing (can transform into missile launcher with blast shield):
9x High Explosive
8x Smoke
4x Incendiary/White Phosphorus
5x H.E.A.T
2x EMP
7x 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)
4x 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
Status: Damaged spine and heavily bruised back, this threatens to get worse (with a bad roll on a movement action). The pain is very manageable; however, you are likely to move more slowly on your two legs and your balance when burdened will be restricted.
Damaged frontal lobe, this means you will have less success carrying out multi-actions in one turn. On a bad roll you also might lose focus and botch whatever action you are attempting.
Slightly over activated jaw. Just don’t bite on any steel in the next turn and you’ll be fine.
Blown off left arm from the shoulder and mangled, burned right arm that is thoroughly incapacitated.
You may have a good deal of wounds but action is still possible!
Sanct Stone (Sanctume)
(3) (You're are the last roll in order) Leock opens fire! He stops the next wave dead in it’s tracks with multiple bursts.
BAUM BAUM-
The .50 cal starts up again but is cut short! Andrew must have succeeded in taking it out!
You shift your focus to the goons now hiding behind the northern wall and firing in.
Suddenly a goon pops up from north east corner of the room! He threatens to shoot Leock!
Click. Click. He’s out of ammo. You give him a solid rail gun slug in the collar bone! He is propelled into the wall behind him shoulder first it makes a loud slam. He slumps.
Your shot made more than the small hole that your rail rifle usually makes. It seems the constant beating of the .50 cal HMG has significantly weakened the wall. You find that your shot left a sizable hole in the wall exposing a tripoded M2HB .50 cal in the back of a pickup truck with two slumped over bodies nearby.
It looks like things in this bar are coming to a wrap.
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 status issues.
The janitors have arrived! Welcome Recenser Bonum (MidnightJaguar) and Anthony Brake (inaluct)
Recenser Bonum (MidnightJaguar)
(5) You approach the bar from the eastern side. You watch three guns shoot up the other side of the street. They seem flustered.
You never got the same invite to the bar that the others got, kind of figures considering that you were a bear for almost the entire last year. You managed to find out about it anyway and unsurprisingly things didn’t go much different than you thought they would.
You draw up your Sten gun and burst. The three fall one after another onto the dark streets. One falls into the flickering beam of a street lamp a trickle of blood forms in the street.
You aim at the goons at the other side of the street though something stops you from firing.
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. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Inventory:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: No status issues.
Anthony Brake (inaluct)
((I miss read your request for a list of toxins to have been exposed to. You can suggest a few more on top of the ones I said you had.))
(1 oh, the fortune!)The bar’s a mess, no surprise there.
You figured things would turn out like this so you decided to come a bit late. Good choice.
You walk up to the goons on the west outside of the bar. You reach into one’s pocket. You retrieve a small card.
A business card? It seems somebody is over-estimating their lifespan. This is a good clue. Before you can put it away the goon turns pointing his AA12 at you.
Your hands go up. You doubt he’ll actual- BOOM. Your right arm flies off hitting the cold pavement behind you!
Ouch.
Spotting an old friend (that you can’t say you’re too thrilled to see considering your history) you step to the right.
Well aimed 9mm automatic fire rakes the remaining goons. Leaving their corpses crumpled at your feet.
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
Status: Missing right arm up from elbow.
The bar area falls silent! Victory!
It is time to repair your bodies, rearm and find a lead to follow!
Turn 5:
The fight is finished, the M2HB is silenced and the goons dispatched!
The weary ambushies (the first four players) emerge from the smoky bar, navigating the bar floor overlaid with blood, casings, splinters and corpses. Smells like spent smokeless powder.
The totaled bar is one shop of a row of New York style store fronts. The second stories of these buildings each have a couple of street facing windows, they must be the living quarters of the people who run the shops.
Opposite the bar there is the back of another storefront and a chain-link fenced lot. It’s mostly empty with a collection of trash and trash bins in the far corner. Is that a body? It seems there is a body in the stuffed into a trash bin. That is really not that uncommon in L.A.
A few cars parked nearby have been totaled by the goons chasing Andrew earlier.
Nearby is Ivory Arms: weapons and printing!
Andrew Merald (Dustan Hache)
(6 of course. I mean you are Andrew fucking Merald after all)(order doesn’t matter this turn)You unscrew the bolt on the mounted M2HB and pull it off. In the back of the pickup truck you find two more bins of .50 cal BMG ammo and one spare heavy barrel (hence the HB in M2HB). This weapon doesn’t require a barrel change of now.
Prolonged fire will require a barrel change which despite your super human status will take some time. The heavy barrel of the M2 paired with its lower (compared to other MGs) rate of fire will make the barrel hard to overheat. The M2 doesn’t have a stock or pistol grip. You’ll need to secure a rifle strap to fire it effectively on the move. You reach down and plunk one of an nearby AA12. It’s a bit short but it’ll do. You secure it to the weapon.
Checking the bodies of the gunner and loader goon you find nothing of interest.
Wait. Something dons on you.
You stab your blade into the truck and wedge the driver door off its hinges, it crashes into the street below. A goon sits ducking in the passenger seat. He stabs you in the gut with a stiletto. It’s not every successful in penetrating your armor.
In one motion you grab him by the neck lifting him out of the car. He drops the knife, gasping and struggling against your powerful grip.
You lower him to the ground and deter him from running by pointing your blade at his neck.
Surprisingly he doesn’t seem afraid. He must be drugged. All the goons must have been drugged. It would explain why they would they didn’t route after taking heavy casualties.
“What?” He says in his thick east coast accent (Before you ask I know the real L.A. isn’t on the east coast. But what kind of urban goon doesn’t have an east coast accent?)
M2HB, barrel, two bins of ammo obtained!
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
M2HB w/ AA12 carrying strap
M2HB barrel
Two bins of .50 cal BMG ammo
Status: No status issues.
Leock Vols (HighEndNoob)
(3) You unlock the hatch of the quick change barrel system of your MG-42. The glowing barrel falls out landing on the floor below. You slide a new barrel in and reattach the bolt completing the barrel change.
You look through a number of the goons bodies. You find business cards in a few of them.
They read “Man-hunter: Hit and body guard services.” The business card also contains a business address and a phone number. One problem though, they’re all covered in blood and impossible to read clearly!
Still that seemed like an odd attack for a hit service. Those goons weren’t highly disciplined but rather abnormally brave. They must have been given a drug prior to the attack that is most surely not a usual tactic among hit services. Man-hunter must have had one hell of an offer to adopt such unusual tactics.
It’s not cheap to lose a bunch of men like this. If you could just secure the client data for this attack you might be able to figure out who ordered it.
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 MG and SMG ammo.
Extra quick change barrels for MG-42
Status: No status issues.
Eiki Yamanaka (_DivideByZero_)
(2) After thrashing the dead goon with one of your two remaining functional limbs. You stroll into the back of the bar for some Restoration fun! You find a surplus of pretzels, like a shit ton of pretzels. Pretzels go well with beer I guess.
You enter Restoration mode. Your blood pressure increases. Your heart pounds shaking your entire body, then you lose normal consciousness.
You wake up a short time later. Looking around it seems you ate a shit ton of pretzels and you cannibalized one of the corpses in the back room chewing into is bones.
Health restored!
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.
9x High Explosive
8x Smoke
4x Incendiary/White Phosphorus
5x H.E.A.T
2x EMP
7x 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)
4x 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
Status: No status issues!
Sanct Stone (Sanctume)
(6) (You're are the last roll in order) Some of the back room’s reserve is in tack. Booze beyond your wildest dreams and it’s all free! You can’t get drunk but perhaps it doesn’t stop you from enjoying wines and beers.
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 status issues.
Recenser Bonum (Midnight Jaguar)
(1 eep!) You join Eiki in the storage room of the bar and you enter restoration mode. Your blood pressure sores and the beat of your heart shakes your body.
Arms emerge from your sides! Success! But it seems pretzels weren’t ideal for the creation of new limbs. Your body compensated by shifting around muscle and bone mass.
You transformation is a success but both sets of your arms are very weak! It looks like you’ll to re-enter Restoration mode.
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. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Inventory:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms.
Weak arms! All of your arms are unsuited for your usual level of use. Combat would be a great risk in this condition.
Anthony Brake (inaluct)
((I miss read your request for a list of toxins to have been exposed to. You can suggest a few more on top of the ones I said you had.))
(6)You grab your arm an AA12 and a couple of drums from the dead goons. You walk to the bar, you don’t bother announcing your presence as the now silence of the M2HB is enough indication.
You look down at the business card. “Man-hunter: Hit and body guard services.” Interesting, you’d love to get hold of the client data for this job.You might get your wish the business has an address and phone number.
You'll need two secure two cars to make the trip to Man-Hunter HQ. Luckily hotwire and breaking into cars isn't something you are unfamiliar with. The goon truck without a driver-door is one car. Someone would have to ride in the back though.
You walk into the storage room and activate Restoration Mode. Your blood pressure shoots up. Your very heart beat shakes your body!
You regain consciousness. It seems you attached your arm and supplemented the damage with a load of pretzels.
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
AA12 shotgun with carrying strap
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
Extra ammo
Status: No status issues.
I’m trying to post twice a day. Sorry for any errors in my writing I think I catch most of them.
Keep it up guys! You’re a fun bunch to write for.
Turn 6!!!!!: Time for a visit to Man-Hunter HQ. Need some cars though...
The totaled bar is one shop front of a row of New York style store fronts. The second stories of these buildings each have a couple of street facing windows, they must be the living quarters of the people who run the shops.
Opposite the bar there is the back of another storefront and a chain-link fenced lot. It’s mostly empty with a collection of trash and trash bins in the far corner. Is that a body? It seems there is a body in the stuffed into a trash bin. That is really not that uncommon in L.A.
A few cars parked nearby have been totaled by the goons chasing Andrew earlier.
Nearby is Ivory Arms: weapons and printing!
Andrew Merald (Dustan Hache)
(6. I’m not even surprised anymore) “Oh.” The goon looks surprised. I guess he figured he’d be stabbed in the face about now.
“Of course. You know after today-“ He pauses as he navigates the pools of blood, broken skulls and the spilled brains and entrails of his comrades. “-I think I’m gonna quit my job with Man-Hunter.”
You lead him to a table with two chairs in the north western area of the bar which saw the least action. “It just doesn’t seem to agree with me. Ya know?” He produces a cigarette and lights it adding to the bar room’s smog. “I feel like all I got during my time at Man-Hunter’s is a bunch of regrets. You know what that’s like?”
“Anyways… I’ll tell you what I know about the job we got to hit you guys up. It’s not much, but I suppose it’s something.”
He proceeds to explain what he remembers. It seems that they this attack was planned about a week in advance. The AA-12s and a special drug were actually purchased for the operation by the client. Records about the client and transaction should exist at Man-Hunter’s HQ building in down town L.A.
You'll need an address and cars to pay this Man-Hunter company a visit.
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
M2HB w/ AA12 carrying strap
M2HB barrel
Two bins of .50 cal BMG ammo
Status: No status issues.
Leock Vols (HighEndNoob)
(6) You gather up around 5 of the finest condition AA-12s. You notice Eiki behind you gathering up AA-12s as well. You take the arms full of AA-12s to Ivory Arms across the street.
A friendly electronic ring goes off when you enter the store. “Hello, I figured you’d show up when I started to hear the gunshots. The winners always try to sell off the losers guns.”
The store walls are covered in weapons of all kinds; katanas, swords, axes, firearms ranging from 21st
century to early 20th century. Behind the counter there is an array of weapons from the current era; a phased plasma rifle in the 40 Watt range, a few assorted rail rifles and a couple of laser rifles. There is also a K11 assault rifle (it has a built in bullpup 20mm grenade launcher!)
Weapons that you don't find you could ask to be printed. This is a lot more expensive though then purchasing an gun laying around in the shop.
You also notice a peculiar sign. It reads: “This shop is insured and maintained by Garrio Luvinski.”
The worker is a punkish looking man in his late twenties. He’s covered in tattoos, wears an armless black vest and has his hair up in a Mohawk. He seems pretty chill.
“Not a bad catch. AA-12s...” You hand them over the counter. He inspects the AA-12s, lifting them up, pulling back the charging handle and inspecting the chamber.
“Someone must have really wanted you dead,” He offers you a decent price for the weapons you sold him.
“Hey. I like the loadout buddy. You’re not the only nostalgic in this town. Here take these; they’re replicas that haven’t sold.” He hands you a Walther P38, a S84/98 III bayonet in a scabbar and some extra mags for the P38.
P38 and ammo obtained!
German WW2 bayonet obtained!
Money from weapon sales obtained!
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_)
(5) You manage to find a couple more intact AA-12s. Most of the AA-12s have actually been destroyed in the fight, their polymer frames shattered by gun fire. You take them to the gun shop. “Hello.” The worker says as you enter. (Read Leocks post for details about the Ivory Arms store)
You meet Leock in the store and sell the AA-12s to the punk worker for a decent price. During the transaction you tell him about your misfortunes with your launcher.
He starts to break up laughing. “You had white phosphorus loaded? Poor girl Ha ha ha. Well, tell you what. You bring that old exploded tube by and I’ll restore it for you with the printer in the back. You’ll have to pay for the printed ammo replacements though.”
You make another trip bringing back the destroyed launcher. He disappears in the back for some times, later reemerging with a reprinted storage cylinder/rocket launcher and ammo.
Launcher rebuilt! Ammo restored! Extra money from weapon sale!
Your suit is still damaged though. The projector still works.
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):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
9x Force (2 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x 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.
Status: No status issues!
Sanct Stone (Sanctume)
(1) You walk over to the shop joining your Eiki and Leock. (Read Leock's post for details about the shop)
It seems the poor bastard you stole this bank number from wasn't much of a saver. You still manage to buy want you came for put the bank number is useless after your purchase. The C4 had to be printed but the ammo was bought normally.
Obtained six C4 disks! These must be set on a timer to be detonated as you have no remote to manually detonate them with.
Rail ammo restocked!
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 status issues.
Recenser Bonum (Midnight Jaguar)
(6) You reenter Restoration mode. Your body heats up! The beat of your heart shakes your very flesh!
You wake up. You cannibalized a single corpse to secure the materials need for your restoration/bear arms. You left it in a rather grisly (Ha ha bears get it?) condition with out a nose, cheeks or lips and with a missing forearm and some muscle torn off here and there.
Ahh that feels much better! You start to collect AA-12s. One problem... Leock and Eiki already cleaned them up!
No problem though, you gather up the spare drum mags and 12g ammo. Then you make the trip across the street. (Read Leocks roll for details about Ivory Arms)
The man at the counter looks very pleased to see your haul. He has all of these AA-12s with no extra AA-12 mags! You use this advantage to drive up the price. He doesn't seem to mind considering he just works here.
You also sell the mix of slug and buckshot 12g ammo you collected. You get a fair price for them. In a city like L.A. 12g ammo is always in demand!
You're loaded! Money obtained!
Status healed and bear claws gained!
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. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Inventory:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms. The extra arms have bear claws!
Anthony Brake (inaluct)
((You took a while to respond! Or maybe I just update a lot! No worries though, I know what it is like to be busy/not stare attentively at Bay12 Fourms RtD section.
On non-combat turns you'll be allowed to retroactively take an action which I'll sub in and roll for.
On combat turns/high-stakes turns I'll generally wait longer for responses. If you still do not respond your reflex type will be used to generate an action for you. This goes for all players.))
(5) You pull up the website. It's pretty crappy, you can tell that it was made by a intern with no design skills at all.
You navigate the tabs. Hit jobs? No. Body guard services? No...
...
Ah, here it is. Contact us! You tap on your phone opening the tab. Here's the address. You pull it up on a Map/GPS app.
All you need now is another car if you count the goon truck.
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
A nice Iphone 3456! It's got an even bigger camera!
Status: No status issues.
Time to pay Man-Hunter HQ a visit! You'll need to get some cars, it's a long walk.
I’m trying to post twice a day.
Keep it up guys! You’re a fun bunch to write for.
Turn 7:
((I realize that players will likely run out of actions to preform during non-combat turns so it is OK to take an action like "Follows others around and be cooperative." Also next non-combat phase I'll try to push things along better while still giving players the options they would normally have.))
Also read the second to bottom division of this post for an overview of the situation.
The totaled bar is one shop front of a row of New York style store fronts. The second stories of these buildings each have a couple of street facing windows, they must be the living quarters of the people who run the shops.
Opposite the bar there is the back of another storefront and a chain-link fenced lot. It’s mostly empty with a collection of trash and trash bins in the far corner. Is that a body? It seems there is a body in the stuffed into a trash bin. That is really not that uncommon in L.A.
A few cars parked nearby have been totaled by the goons chasing Andrew earlier.
Nearby is Ivory Arms: weapons and printing!
Andrew Merald (Dustan Hache)
(1, Ah ha! There it is, your first shitty roll. Too bad it's not during combat.) You walk across the street with your fellow merc friend. "Yeah, I think I'm going to settle down. My brother runs a small café called the Beatstreet Turbine I'm sure he'll let me work as a sweeper or something."
You enter Ivory Arms with the goon. The worker takes a look at your haul. "A M2HB?" He doesn't seem to excited about it, that's when you notice one of the shops walls is entirely decked out with M2HBs and M2HB accessories!
Ah well.
You sell it at all at a reduced price and split the proceeds with the ex-goon. It's enough to feed a man for a couple of days you feel confident that Mr. Ex-goon will be ok. "Oh yeah. I won't need this anymore" He hands you the keys to the goon truck.
You buy ammo to replace what you spent leaving you with a little (maybe enough for an old pistol) money left.
The ex-goon waves goodbye to which you wave back. You watch as he disappears in the night.
You join your fellow teammates around the cars, you decide to drive the goon truck. Leock joins you in the passenger seat.
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
M2HB w/ AA12 carrying strap
M2HB barrel
Two bins of .50 cal BMG ammo
Status: No status issues.
Leock Vols (HighEndNoob)
(4) You purchase extra MG barrels and some extra belts of ammo. Before hopping in the goon truck with Andrew.
You are on the passenger side. The driver side doesn't have a door.
Ah well.
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_)
You did not post another action but you seemed to have finished what you wanted to do during this non-combat phase. So you cooperatively follow the others around.
You jump into the old 2016 Suburban that Anthony hot-wired. It's a bit of a squeeze with your rocket launcher/storage cylinder but you make it work at the expense of Recenser who sits next to you.
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):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
9x Force (2 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x 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.
Status: No status issues!
Sanct Stone (Sanctume)
(6) You join Anthony, Eiki and Recenser in the suburban!
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 status issues.
Recenser Bonum (Midnight Jaguar)
(4)You find nothing of interest on the body on in the trash. You had to hop a fence to get to it. Wait. Another body... They look kind of alike. Are they brothers? That's just weird.
You enter the damaged bar again take off your shirt/coat and reenter Restoration mode. Your body heats up! The beat of your heart shakes your very flesh! After a short Restoration episode you come to. It seems during it you ate into many of the corpses, leaving a number of exposed rib cages and even one broken rib cage, it seems you ate someone's heart. You have a pair of large white feathered wings! Success. You tear a hole in your shirts and coats to allow your wings to slip through, though you don't do the same for your other arms.
You see everyone else congregating around car's so you join them. You get in the 2016 Suburban driven by Anthony. You wings barely fit but they do. You sit next to Eiki with her huge heavy steel rocket launcher.
Things are cramped but you'll survive.
...
You hope you survive.
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. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Inventory:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms. The extra arms have bear claws!
You have a nice functional set of white feathered wings!
Anthony Brake (inaluct)
(1)You find an old shitty 2016 Chevy Suburban a little ways up the road. You break the driver side window (no car alarm surprisingly) unlock the car and get to work hotwiring. It's somewhat difficult considering all of the different wires but it's possible after you go ripping up the interior to expose all of the needed circuitry.
You sit on spilled popcorn on the driver sit. Shit that sucks.
There, all done. One functional 2016 Chevy Suburban. All those security features are just a waste on someone like you.
You sit in the driver seat ready to drive!
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
Status: No status issues.
All you have to do is drive to Man-Hunter HQ to retrieve the client data!
Andrew + Leock are in the goon truck without a driver side door. Andrew is the driver.
Eiki, Recenser, Sanct and Anthony are in the newly stolen Suburban. Anthony is the driver.
I’m trying to post twice a day.
Keep it up guys! You’re a fun bunch to write for.
"Eliki move over I just grew these wings and your going to break them."
Open the window on my side.
(2)You try to open the rear window. It won't open.
Fucking hell. This car must be just too old! Your wings cramp!
Or maybe...
Nah, why would he do that? I mean he must understand that wings don't come cheap.
Status changed!
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. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Inventory:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms. The extra arms have bear claws!
You have a nice functional set of white feathered wings!
Your wings cramp! Ouch ouch ouch.
Turn 8: Welcome to Man-Hunter HQ.
Since the start of the game it has been around 3 hours. It is around 3 am.
After a noisy, painful but highly amusing (to one of you) car ride you almost reach Man-Hunter HQ
The two cars speed downtown towards Man-Hunter HQ, Anthony's 2016 Chevy leads the way. The front two seats are actually relatively comfortable the spilled trash adds a nice layer of cushion between you and uncomfortably worn down seats. The goon truck is a bit more comfortable in terms of seating but the wedged-off door allows the cold night air to blast into the passenger compartment.
Almost there!
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. The front gate is open which makes sense because it is visited by potential clients; however there seems to be some strange metal str-
That's a spike strip! And the Chevy ran right over it!
Were they expecting you? Even so why this kind of treatment?! 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 goon truck driven by Andrew swerves avoiding the spike strip; however, it does not enter the Man-Hunter compound with the Chevy. Instead it pulls around the compound.
The Chevy is caught! The heavy metal doors of the compound start to close behind you (Eiki, Anthony, Sanct and Recenser) Anthony switches to reverse and stomps on the gas! No luck the car doesn't not respond in a controllable manner with it's tires spiked! An alarm sounds! It seems they expected you yet had no idea when you would come! The Man-Hunter security team must be deploying now!
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.
Anthony parks nicely in a parking spot the best he can while the rest of you tumble out of the Chevy guns at the ready crouched low.
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.
Fuck there's no cover whatsoever.
Out of the southwest corner you see Man-Hunter security troops, they wear black and are fully armored (21st century tactical gear)!
Andrew Merald (Dustan Hache)
(5) You park outside the compound. You'll need to either get in and help your teammates or cut to the chase and enter the Man-Hunter HQ office building to go after the client data.
You park the car near by on the outside of the eastern wall. It doesn't seem like there is any other entrance on this side. Still with by over-activating your muscles and using your blade you feel confident you can get over the towering eastern wall.
You exit the car crouching low in a series of bushes.
You see a trench coated figure wearing sun glasses staring at you.
How does he know where you are? You feel nervous about this guy. A normal guy would not have seen you. You try to get a better look at this guy, he seems to have normal infrared heat patterns. Augments maybe? One thing is clear you won't be able to hide easily from this guy.
He continues to just stare. He has no weapons in hand but you don't know what is under that coat of his.
He kind of looks like Arnold Schwarzenegger.
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: No status issues.
Leock Vols (HighEndNoob)
(3) You tumble out of the truck. You fail to enter stealth but outside of the compound there doesn't seem to be any impending danger.
You notice a trench coated man with sunglasses. (read Andrew's roll for details).
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_)
(4) You open fire as soon as you see the Man-Hunter security force deploy from the south west corner.
The rocket wizzes forth hitting a guard head on on the head. His upper body explodes back wards. Two guards behind the one you hit are covered in entrails, muscle tissue and blood. One of them is cut into by bone and missile fragments but he survives.
The others go to ground and respond with relatively inaccurate fire. You don't want to wait for them to find their aim though!
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):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
9x Force (2 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x 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.
Status: No status issues!
Sanct Stone (Sanctume)
(3) You assemble your hard steel shovel and attempt to dig in. You do not make much progress quickly. You'll have to try a bit harder.
The response fire from the goons was a little too close for comfort.
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 status issues.
Recenser Bonum (Midnight Jaguar)
(2!) Finally your wings aren't so cramped they spread out a bit.
THWAP THWAP THWAP. Shit you aren't used to having wings!
Three 7.62mm rounds pierce your wings ripping some tendons. Flight will be risky right now, your body starts shifting over muscle mass to heal the tore tendons.
Status changed!
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. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Inventory:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms. The extra arms have bear claws!
You have a nice functional set of white feathered wings. Though they have taken tendon damage. If they take no further damage they'll repair without the need of restoration mode.
Anthony Brake (inaluct)
(1 you always seem to make an entrance. Never a good one apparently.)You exit the car after parking.
You turn to look at Recenser, you see his nice white feathered wings spread out...
THWAP THWAP THWAP! They are hit. You are standing right behind him one of the rounds enters your leg shattering your kneecap!
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
Status: Shattered knee cap. You won't be able to walk normally with that!
These guys won't be as easy as the goon hit squad.
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 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 stratigically and what kind of reinforcements they pull in.
I’m trying to post twice a day.
Keep it up guys! You’re a fun bunch to write for.
Turn 9: Welcome to Man-Hunter HQ.
Since the start of the game it has been around 3 hours. It is around 3 am.
After a noisy, painful but highly amusing (to one of you) car ride you almost reach Man-Hunter HQ
The two cars speed downtown towards Man-Hunter HQ, Anthony's 2016 Chevy leads the way. The front two seats are actually relatively comfortable the spilled trash adds a nice layer of cushion between you and uncomfortably worn down seats. The goon truck is a bit more comfortable in terms of seating but the wedged-off door allows the cold night air to blast into the passenger compartment.
Almost there!
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. The front gate is open which makes sense because it is visited by potential clients; however there seems to be some strange metal str-
That's a spike strip! And the Chevy ran right over it!
Were they expecting you? Even so why this kind of treatment?! 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 goon truck driven by Andrew swerves avoiding the spike strip; however, it does not enter the Man-Hunter compound with the Chevy. Instead it pulls around the compound.
The Chevy is caught! The heavy metal doors of the compound start to close behind you (Eiki, Anthony, Sanct and Recenser) Anthony switches to reverse and stomps on the gas! No luck the car doesn't not respond in a controllable manner with it's tires spiked! An alarm sounds! It seems they expected you yet had no idea when you would come! The Man-Hunter security team must be deploying now!
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. Anthony parks nicely in a parking spot the best he can while the rest of you tumble out of the Chevy guns at the ready crouched low.
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.
Fuck there's no cover whatsoever.
Out of the southwest corner you see Man-Hunter security troops, they have black fully armored (21st century tactical gear)!
Andrew Merald (Dustan Hache)
"There will be no chatting!" The man replies in a perfect Arnold Schwarzenegger voice!
(2 He rolls! You gave him the initiative!) He draws a lever action shotgun from his coat and opens fire. You dodge it easily with a nicely executed combat roll.
(2) You draw up your shotgun and fire the round hits him in the side of the stomach! To your surprise he seems completely unphased!
His wound doesn't have the thermal pattern that you would expect. Is he not human?
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: No status issues.
Leock Vols (HighEndNoob)
(5) You witness Andrew take fire from the trench coated man! You take cover behind the goon truck. It's not bulletproof cover but it might deflect some of those buckshot pellets the trench coat man is firing.
You set up your bipod across the hood of the truck and duck low, exposing yourself as little as possible. You're not actually sure if the trench coat man is actively aware of you...
You're ready to fire.
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) You fire smoke at your feet. Good finally some decent cover.
You hear a sudden volley of gun fire! It seems the enemy responded to your smoke by concentrating fire on the smoke! You take a few glancing hits but your big launcher deflects the would-be fatal hits.
Your bleeding! But no actual status change so all it does is make you look badass!
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):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
9x Force (2 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x 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.
Status: No status issues!
Sanct Stone (Sanctume)
(3) You dig harder. Finally some good progress. You work your arms hard under fire, breaking up the tenacious concrete. You successfully dig in; however, it took you longer than you expected so you fail to return fire during this time. You dug a single person foxhole which you take cover in.
You catch a quick glance at the HQ building all of the window's are dark, even with your vision capabilities it seems empty. At least for now.
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 status issues.
Recenser Bonum (Midnight Jaguar)
(6) You whip out your M16 w/ grenade launcher. You fire a grenade at the advancing security troopers. It explodes right in front of two of them! One's leg is blown off! He falls to the ground! The other slumps a bit. He's not dead but the shrapnel has incapacitated him!
BRUUUURAM BRUUURAM! BRUUURAM
You sweep the oncoming troopers with three round burst M16 fire. Three fall in a first series of bursts, two fall in a second! The rest make it to ground and spit out inaccurate return fire.
Excited, your wings spread a little bit!
THWACK they take another 7.62mm round! You won't be making that mistake again. You still will be able to heal it without Restoration Mode though. As long as you don't take bone damage or any of your wing muscles sever.
Your exerting pressure! Firepower like this will keep the situation favorable!
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. Bone sword arms? Why not. (you cannot change your augment though) (Note: this will take a lot of food during restoration mode).
Inventory:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms. The extra arms have bear claws!
You have a nice functional set of white feathered wings. Though they have taken tendon damage. If they take no further damage they'll repair without the need of restoration mode.
Anthony Brake (inaluct)
(3) (good move! Addressing damage in ways like that will help you survive bad luck!) Ugh your close proximity to the car plus your shattered knee keeps you from rolling into prone and pulling up your rifle.
Rounds crash against the old Chevy but thanks to Recensers awesome M16 salvo they aren't accurately aimed enough to pick you off. Still with the rounds smacking near you you don't have the focus to activate your augment.
You tie your axe to your knee like a splint while under inaccurate fire. This will hopefully prepare you for action!
That foxhole Sanct managed to dig into the concrete looks mighty fine. If only it was a little bit bigger.
Something about that other car in the parking lot is bugging you. It's tires haven't been popped.
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
Status: Shattered kneecap! Walking normally will be impossible! Addressed with a crude splint made from your brush axe; it will help you move!
(5 Enemy normal reaction roll!) The enemies respond soundly to their loses inflicted by Recenser's M16. The troops that are still alive go to ground continuing to spread out threatening you with a widening front of fire.
An armored Humvee pulls out behind the inner wall! It mounts a belted 20mm grenade launcher manned by a trooper! It opens fire! This threatens to turn the situation against you!
Two troopers use the inner wall as cover. They might attempt to set up a suppressing base of fire for their allies with their automatic 7.62mm assault rifles!
Two other Man-Hunter security specials deployed! (You don't get to know what they are until they are seen)
These guys won't be as easy as the goon hit squad.
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. Flanking is a great way to secure the situation in fact a good flanking move can end an engagement.
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.
I’m trying to post twice a day.
Keep it up guys! You’re a fun bunch to write for.
Turn 9: Welcome to Man-Hunter HQ.
Since the start of the game it has been around 3 hours. It is around 3 am.
After a noisy, painful but highly amusing (to one of you) car ride you almost reach Man-Hunter HQ
The two cars speed downtown towards Man-Hunter HQ, Anthony's 2016 Chevy leads the way. The front two seats are actually relatively comfortable the spilled trash adds a nice layer of cushion between you and uncomfortably worn down seats. The goon truck is a bit more comfortable in terms of seating but the wedged-off door allows the cold night air to blast into the passenger compartment.
Almost there!
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. The front gate is open which makes sense because it is visited by potential clients; however there seems to be some strange metal str-
That's a spike strip! And the Chevy ran right over it!
Were they expecting you? Even so why this kind of treatment?! 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 goon truck driven by Andrew swerves avoiding the spike strip; however, it does not enter the Man-Hunter compound with the Chevy. Instead it pulls around the compound.
The Chevy is caught! The heavy metal doors of the compound start to close behind you (Eiki, Anthony, Sanct and Recenser) Anthony switches to reverse and stomps on the gas! No luck the car doesn't not respond in a controllable manner with it's tires spiked! An alarm sounds! It seems they expected you yet had no idea when you would come! The Man-Hunter security team must be deploying now!
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. Anthony parks nicely in a parking spot the best he can while the rest of you tumble out of the Chevy guns at the ready crouched low.
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.
Fuck there's no cover whatsoever.
Out of the southwest corner you see Man-Hunter security troops, they have black fully armored (21st century tactical gear)!
Andrew Merald (Dustan Hache) (Your roll is second to Leocks)
You are a lot faster than your friend here. You regain the initiative!
(5) With a sudden burst of speed you are right up in his grill!
BOOM
(5) He draws his face backward but is a bit to slow! You blow his face off! Fuck yeah!
Wait.
You see a metal skull under his freshly mown face. And his eyes! They glow red! You've seen that movie! It's a terminator! It seems you disabled one of his eyes though, that creates a blind spot you might be able to exploit.
"Die." He says with lackluster expression. He jabs you right in the stomach with his hand! Ouch OUCH FUCK! He twiddles his fingers around in your gut.
Status changed! As long as you get this man's- err robot thing's arm out of your intestines you'll suffer zero changes to your ability to wage war.
Restoration Mode with your tore up digestive tract will of course still be possible, you can always count on that.
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: Your stomach has been pierced by the hand of your foe. He tore up your intestines but as long as you remove his hand you'll be OK.
Leock Vols (HighEndNoob)
(1) You fire! BLAM!
It just stopped. It jammed!
Hearing the one round that you did fire the man pulls up his shotgun and fires at you (1 It seems that this guy just clones whatever you guys roll, honestly) all of the buckshot pellets are absurd by the engine block of the truck.
You scramble to address the jam.
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_)
(5) You fire one of your trademark dazzle rounds into remaining enemies on the ground. It hits perfectly. The remaining front-line troopers go into a frenzy unsure how to respond. It seems the fireworks are confusing the troopers, some of them leave their positions to avoid what they fear to be some sort of grenade.
The gunner in the 20mm grenade launcher mount ducks in fear! He stops his suppression fire.
You charge through the smoke in front of you taking advantage of the chaos! You sprint towards a trooper who made it into the rows of black Man-hunter automobiles. You bite right into his neck. Your teeth rip right through his black leatherish suit that complements his kevlar armor you sever his external carotid artery! Hot blood spews fourth.
You didn't quite bite off his head but you fucked him up all right. Biting the necks of spread out troopers is too involved to attempt again in a single turn after also firing a rocket; however it seems to have an additional effect.
You see the last two remaining troopers crawling back in terror! You step forward they inch back in fear!
You are know among the rows of black automobiles at the north west region of the compound. In front of you is a 10m corridor (no roof) formed by the big western wall and the smaller innerwall that boxes in the office building. There is the Humvee with a mounted 20mm belt fed grenade launcher and two last troopers. Behind them is the second enemy special deployed last turn! It's a trooper M806 .50 cal HMG machine gun team. It has a gunner and loader (carrying the weapon) and a ammo carrier.
They start setting up the weapon however, it won't be this turn that they fire back. Also they are in the corridor making it impossible to fire at anyone but you if they fire back. Additionally it would be very easy for you to side step out of the vision allowed by the corridor that they are in.
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):
12x High Explosive (3 currently loaded)
10x Smoke (1 currently loaded)
5x Incendiary/White Phosphorus (1 currently loaded)
5x H.E.A.T
2x EMP
9x Force (2 currently loaded) (A shell designed to propel Eiki through the air moreso than actually deal damage. It creates a giant blast in front of the schrek)
4x 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.
Status: No status issues!
Sanct Stone (Sanctume)
(2) (Your roll is third among your teammates in the compound) You pull up your rifle to fire. You Aim- BOOOOMMMM! (6)(New enemy special revealed! Roof top sniper team! He must have just poked his head out because you looked their recently) Shit! That wasn't you firing!
Your entire upper brain explodes onto the concrete next to you! It's a big pink splat!
You don't feel too good.
Status changed.
Parietal lobe destroyed! Sensory functions limited, you'll have to focus on your limbs to keep track of them. Reading and speaking will be impossible though with your temporal lobe in contact you'll be able to understand what people say!
Frontal lobe destroyed! Focus is nearly impossible, it'll be hard to carry out multistep actions!
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: Parietal lobe destroyed! Sensory functions limited, you'll have to focus on your limbs to keep track of them. Reading and speaking will be impossible though with your temporal lobe in contact you'll be able to understand what people say!
Frontal lobe destroyed! Focus is nearly impossible, it'll be hard to carry out multistep actions!
Recenser Bonum (Midnight Jaguar)(Your roll is second to Anthony's)
(5 I guess one good roll leads to another) You pull the slide of the M203 grenade launcher forward ejecting the spent shell. You quickly ram another one into the chamber. BLUAM, you fire.
Your round hits just at the corner of the wall. The prone trooper was a little to far forward, he takes the full blast of a shell that exploded right above him. He's dead! The second trooper is bombarded by the rubble and starts to pace backwards in wounded confusion. You notice he's bleeding from shrapnel wounds, he trips backwards and is incapacitated!
You fire more bursts.
BUURRAMM! BUURRAM! They went to ground and are significantly harder to hit. You manage to silence one! At this point you've killed six of the advancing troopers and two covering behind the inner wall. You have almost put a halt to their advance. You count only three more stragglers.
You reload quickly ejecting the spent mag and sliding in a fresh one. You also go to ground hoping your teammates will finish off that new gunner on the belt fed 20mm grenade launcher.
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:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms. The extra arms have bear claws!
You have a nice functional set of white feathered wings. Though they have taken tendon damage. If they take no further damage they'll repair without the need of restoration mode.
Anthony Brake (inaluct)(your action is first among the four in the HQ compound)
(3) You fire! Blam. Nice shot, you see the pink spray of the exit wound. Headshot!
Damn it.
The old gunner is quickly replaced he turns the grenade launcher at you and fires! Luckily it'll take time for the gunner to line up a direct hit. He still fires though, your right side is sprayed with shrapnel though none of it pierces deep enough to cause status change.
Right now you can't even consider the possibility of entering the Chevy.
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
Status: Shattered kneecap! Walking normally will be impossible! Addressed with a crude splint made from your brush axe; it will help you move!
(4 A 4 won't do them much good at this point) The enemy security force has been devastated by Recenser's well aimed M16 and grenade launcher fire. There are two stragglers of the initial trooper advance left, they are cowering in fear (and recovering from a stun bomb blitz) from Eiki's wild attack. The first 20mm grenade launcher gunner had his head tunneled by Anthony's sniper fire and the second went to cover in the torrent of fireworks, stun bombs and flashbangs produced by Eiki's dazzle ™ rocket.
The two other specials dispatched by Man-Hunter security have been revealed! One is a roof top (Man-Hunter HQ building) exploded Sanct's head with a high caliber sniper round from his M98b .50 cal.
The other is a M806 .50 cal HMG team. They are setting up in a corridor created by the outer and inner wall to shoot at Eiki. The location they are setting up in poses no threat to the rest of the group.
Enemy reinforcements ceased! Two troopers, a sniper team (two men), a HMG team (3 men) and Humvee with belt fed grenade launcher left!
VIctory is near for those in the compound! Outside you hear gun shots! It seems Leock and Andrew are in a struggle of their own.
These guys won't be as easy as the goon hit squad.
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.
I’m trying to post twice a day.
Keep it up guys! You’re a fun bunch to write for.
Turn 10: Welcome to Man-Hunter HQ.
Since the start of the game it has been around 3 hours. It is around 3 am.
After a noisy, painful but highly amusing (to one of you) car ride you almost reach Man-Hunter HQ
The two cars speed downtown towards Man-Hunter HQ, Anthony's 2016 Chevy leads the way. The front two seats are actually relatively comfortable the spilled trash adds a nice layer of cushion between you and uncomfortably worn down seats. The goon truck is a bit more comfortable in terms of seating but the wedged-off door allows the cold night air to blast into the passenger compartment.
Almost there!
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. The front gate is open which makes sense because it is visited by potential clients; however there seems to be some strange metal str-
That's a spike strip! And the Chevy ran right over it!
Were they expecting you? Even so why this kind of treatment?! 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 goon truck driven by Andrew swerves avoiding the spike strip; however, it does not enter the Man-Hunter compound with the Chevy. Instead it pulls around the compound.
The Chevy is caught! The heavy metal doors of the compound start to close behind you (Eiki, Anthony, Sanct and Recenser) Anthony switches to reverse and stomps on the gas! No luck the car doesn't not respond in a controllable manner with it's tires spiked! An alarm sounds! It seems they expected you yet had no idea when you would come! The Man-Hunter security team must be deploying now!
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. Anthony parks nicely in a parking spot the best he can while the rest of you tumble out of the Chevy guns at the ready crouched low.
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.
Fuck there's no cover whatsoever.
Out of the southwest corner you see Man-Hunter security troops, they have black fully armored (21st century tactical gear)!
Andrew Merald (Dustan Hache) (Your roll is second to Leock)
(1)(Your roll is AFTER Leocks, you better thank the Leock for that!) The stirring of your guts by the terminator's arm takes you off guard you fail to respond. Leocks sudden burst of 45 cal rounds allows you to slip out of the terminators grasp. It cocks it's hand back turns itself tearing a bigger hole in your stomach wall and armor.
Status changed! This tear through your abdominal muscles might hinder you in intense close quarters combat but it won't completely stop you!
(3) The terminator fails to seize the initiative! He grabs out his shotgun and fires a round at you. You duck to dodge it.
This terminator can sure take a hit but it is clearly a lot slower than you!
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: Your stomach has been pierced by the hand of your foe. He tore up your intestines but as long as you remove his hand you'll be OK.
Leock Vols (HighEndNoob)
(5) Ugh. You decide against clearing the jam for a time on target attack! Your Thompson slides down on it's sling from your back right into your hands, you quickly strafe to the left leaving your MG-42 to open up a better shot.
(4 terminator's reaction/damage roll) You batter the arm of the terminator with .45 cal rounds carefully avoiding friendly fire. It doesn't seem to much besides tear up the outer fleshly layer of the terminator's arm. This will surely assist Andrew's attempt to free himself.
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_)
(6! Your rampage doesn't end here!) You consider targets... Why not both! You suddenly load a HE round, a force round and another HE round in that order.
You swing your heavy steel launcher towards the Humvee! You fire! (6 damage roll) The rocket pierces the window and explodes! The stored 20mm grenade ammo explodes! The gunner is turned to a meaty spew in a red and orange geyser that blows from the open hatch!
The whole Humvee's frame puffs out slightly and the doors swing open. It burns with black smoke. Damn they must keep that thing stocked with ammo!
You fire a Force round, you fly up high on route to the sniper team, you fire another HE round! BOOM direct hit! The sniper team limbs and some spalled concrete from the building are blown out into the parking lot area.
You land.
OUCH. You legs break on impact. You sit in a15mm crater creator with minced trooper flesh and armor scraps scatted radially around you. This damage you can heal just by entering Restoration Mode you will not need any extra food.
Status changed! Ammo updated (finally)!
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
9x Smoke
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.
Status: Legs broken!
Sanct Stone (Sanctume)
(1 You can't really fail restoration mode, plus you're in a trench. You'll be fine considering Eiki went full ham) You're heart beat shakes your fleshly coils! You heat like a furnace!
You come to later. You spit dirt and rocks out of your mouth. It worked. But a grown man shoving dirt into his mouth isn't a pretty sight.
Status healed!
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)
((You took a while to respond! Or maybe I just update a lot! No worries though, I know what it is like to be busy/not stare attentively at Bay12 Fourms RtD section.
On non-combat turns you'll be allowed to retroactively take an action which I'll sub in and roll for.
On combat turns/high-stakes turns I'll generally wait longer for responses. If you still do not respond your reflex type will be used to generate an action for you. This goes for all players.))
(3 reflex type: aggressive)(You go last out of the players in the compound!) Eiki goes ham!(read post for details) You follow up squat-walking towards the burning wreck of a Humvee M16 pointed forward.
The smoke of the Humvee wreck makes it impossible to see into the corridor created by the western wall and inner wall, so you stop and downsight the end of the corridor ready to catch anyone who dares to run out.
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:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms. The extra arms have bear claws!
You have a nice functional set of white feathered wings. Though they have taken tendon damage. If they take no further damage they'll repair without the need of restoration mode.
Anthony Brake (inaluct)
(6)(Your action is second among those in the compound) You pull out your laser pistol just in time to watch the fireworks! (Read Eiki's roll for details) You stand up on your axe-splint leg. It's sort of difficult but in a matter of a few steps you're an expert at it!
You take the time to check out the only other car in the lot (courtesy of your diplomatic reflex type). You peer into the passenger/driver compartment. Wait. You see a pile of documents in the passenger seat. They are titled: T-850 Terminator there's also a recite for the purchase of a bunch of AA-12s and a combat drug the date is about a week ago. Strange...
The staff parking lot is on the other side of the entire compound behind the entire HQ office. Who's car is this? There seems to be one looming possibility. It would explain why Man-Hunter is still attacking you.
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
Status: Shattered kneecap! Walking normally will be impossible! Addressed with a crude splint made from your brush axe; it will help you move!
(3) The remaining troopers (a lone HMG squad caught in a corridor) surrender. They walk leaving their weapons behind with there arms up yelling "Don't shoot! We surrender!"
The Terminator does not surrender; however, leaving Andrew and Leock with a fight on their hands.
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.
I’m trying to post twice a day.
Keep it up guys! You’re a fun bunch to write for.
Take a look at the license place of the car. Memorize it. Look for a visible VIN. Memorize it. Look at the documents. Memorize what's visible.
"Sanct, Rens! Come look at this car. I think we found why we're here."
Walk up in front of the corridor, holding my shotgun at the ready.
"You! Step forward, out of the corridor!" Begin to negotiate with the surrendered troopers. Here's what I want:
1. Open the gate, or tell me how to open the gate.
2. I want to know who this suspicious vehicle belongs to.
3. I want to know everything they know about who put out this hit on us.
4. I want all of the food that is readily accessible. Boxes of MREs, packets of M&Ms that someone put in their plate carrier, all of it.
5. I want all Manhunter ID cards that they have on them.
6. I want to know how to get into the main building. Tell me security measures.
7. I want all of them to quit their jobs and get out of here.
Maybe try to build a little rapport with them, but keep my eyes open for anyone trying to pull a fast one.
Turn:11 Welcome to Man-Hunter HQ.
Since the start of the game it has been around 3 hours. It is around 3 am.
After a noisy, painful but highly amusing (to one of you) car ride you almost reach Man-Hunter HQ
The two cars speed downtown towards Man-Hunter HQ, Anthony's 2016 Chevy leads the way. The front two seats are actually relatively comfortable the spilled trash adds a nice layer of cushion between you and uncomfortably worn down seats. The goon truck is a bit more comfortable in terms of seating but the wedged-off door allows the cold night air to blast into the passenger compartment.
Almost there!
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. The front gate is open which makes sense because it is visited by potential clients; however there seems to be some strange metal str-
That's a spike strip! And the Chevy ran right over it!
Were they expecting you? Even so why this kind of treatment?! 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 goon truck driven by Andrew swerves avoiding the spike strip; however, it does not enter the Man-Hunter compound with the Chevy. Instead it pulls around the compound.
The Chevy is caught! The heavy metal doors of the compound start to close behind you (Eiki, Anthony, Sanct and Recenser) Anthony switches to reverse and stomps on the gas! No luck the car doesn't not respond in a controllable manner with it's tires spiked! An alarm sounds! It seems they expected you yet had no idea when you would come! The Man-Hunter security team must be deploying now!
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. Anthony parks nicely in a parking spot the best he can while the rest of you tumble out of the Chevy guns at the ready crouched low.
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.
Fuck there's no cover whatsoever.
Out of the southwest corner you see Man-Hunter security troops, they have black fully armored (21st century tactical gear)!
Andrew Merald (Dustan Hache)
(5!)After breaking away you fire a round right into the terminator! BOOM! You pump! BOOM! It staggers back! BOOM! You fired three rounds into it at point blank!
(4) It draws it's shotgun up! It fires! Misses? That blind spot is handy! You strafe left, the terminator twists in an attempt to fire!
You draw your blade and- It's head flies off.
That blade is impressive.
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: Your stomach has been pierced by the hand of your foe. He tore up your intestines but as long as you remove his hand you'll be OK.
Leock Vols (HighEndNoob)
(1) You dash back to your MG-42. This is not an ordinary jam! What a headache!
THUNK! Oh. Well. I guess that's over.
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_)
(5) You enter Restoration Mode. You're heart beat shakes your body! You heat up!
Wounds healed!
You load in the HE and smoke rounds.
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.
Status: No status issues!
Sanct Stone (Sanctume)
(2) You watch as Anthony issues demands.
You'd have to break the window to get at those receipts. You imagine there would be a alarm.
Might be worth it.
Status healed!
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)
(2 no one shooting at you. You'll be safe.) You're wings finish healing. The left wing features red stains but they are ready for action!
You listen as Anthony lays out his demands, you even chime in courtesy of your aggressive Reflex Type!
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:
M1911
Sten gun
M16 with an underslung grenade launcher.
Trench coat
Leather work gloves
Torn and bloodied hunters cap
Military style cargo pants
Standard cotton T-shirt
Varying types of ammo
Extra grenades for grenade launcher
Status: Extra pair of arms situated under regular arms. The extra arms have bear claws!
You have a nice functional set of white feathered wings. Though they have taken tendon damage. If they take no further damage they'll repair without the need of restoration mode.
Anthony Brake (inaluct)
(5) You walk over to the three surrendered troops, you have a visible hobble to your walk but you have impressive speed and balance despite it. They look pretty happy to not be dead but they seem rather worried.
"Hello! Sorry about the whole- well- shooting you up deal." One starts.
"Yeah, it's just our job!" One chimes in. The one who spoke up first flashes an angry look at the second trooper. The trooper shies a bit. "uh, was our job I mean.... just our job..."
The one who spoke first catches the back of the head. "Um," he starts with a swallow, "You guys qualify for the Man-Hunter special Revenge deal!" He says with pitiable presentation.
Ignoring his marketing pitch you lay it out for him, issuing your demands in full. 1. Open the gate, or tell me how to open the gate.
2. I want to know who this suspicious vehicle belongs to.
3. I want to know everything they know about who put out this hit on us.
4. I want all of the food that is readily accessible. Boxes of MREs, packets of M&Ms that someone put in their plate carrier, all of it.
5. I want all Manhunter ID cards that they have on them.
6. I want to know how to get into the main building. Tell me security measures.
7. I want all of them to quit their jobs and get out of here.
One of the guard immediately runs off into the HQ building. Shortly afterward the gate opens.
"That car? I don't know."
"Um... We can't just disclose our client infor-" Recenser steps in, M16 pointed at the trooper. "-Um I'll see what I can do."
The trooper's hand over their ID cards.
"Um, the buildings main entrance is right there!" The guard points. Recenser takes another step closer with his M16. "Um, there's also side entrances!" Recenser pulls the charging handle back. Click. "Oh yes! And external and interior video surveillance monitored by a special security team for building defense!"
"Quit my job! Hey buddy, your crossing the line there!" Recenser steps forward again pressing the M16 barrel against the trooper's chest, "I have a family you know! And work isn't easy to find!"
The other trooper returns carrying a bin of assorted snacks and rations. "Here, you're doing us a favor this this we never use the rations anyways."
"Give them your ID."
"Why?"
"Just do it."
The trooper complies.
Three trooper IDs added! It seems like it would better to extract client data (and details about the car) from someone more involved with paperwork.
Bin of food secured!
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
3 Man-Hunter Security IDs
Status: Shattered kneecap! Walking normally will be impossible! Addressed with a crude splint made from your brush axe; it will help you move!
Terminator down! The fighting stopped for now. Regroup and enter the HQ building!
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.
I’m trying to post twice a day.
Keep it up guys! You’re a fun bunch to write for.
Turn:12 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)
(2) You lift up the terminator onto your shoulders and throw him into the back of the goon truck. Blood drips down from the terminator onto your armor. It seems that outer shell is actual flesh; it’s a very convincing disguise. That will sell for sure.
You then make the walk around the eastern wall into the compound were everyone else is. Greeted by a bin of food kindly donated by the defeated Man-Hunter security team, you dig in.
Restoration Mode activated! The very beat of your heart shakes your body! You heat up rapidly!
Wounds healed!
You then go about spotting these cameras. It's night and the camera's have infrared flashlights making them too easy to spot for someone with your augments. You pull out your pistol. Blam. Blam Blam!
The compound is no longer under surveillance!
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)
(4) You open the bolt/chamber area and clean it up. You won't have to worry about that problem again for a while.
You walk over to the M806. All the ammo for it exploded with the Humvee except for the box currently attached to the weapon.
It has scrapes from shrapnel but other than that it is in fine condition. It seems Eiki has taken interest in the weapon as well. She undoes the bolt and pulls it off for her self.
…. You feel less safe next her now that she's holding that thing. Not that you ever really felt safe around her in the first place.
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_)
(1) You run past Leock and tackle the M806. You pull the bolt out and take the weapon for yourself. You feel very powerful holding this thing.
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 belt fed grenade launcher
Status: No status issues!
Sanct Stone (Sanctume)
(6) You smash the window. WWWEEEOOOWWWW WWWWEEEEOOOOWWWW
That's very fucking annoying.
CRASH. You stab one of your 12" pikes right through the main circuit killing the alarm.
Let's see... This guy bought a lot of AA-12s from a local supplier, a combat drug from another other supplier and the terminator.
Looks like this guy did some research before buying the terminator there's a lot of information on operation capabilities of the T-850.
Wait.
You look over the receipt. He bought three terminators! Not all of them are T-850s one of them is a I-950. It's circled on the recite. It seems he didn't buy a I-950 terminator but rather an I-950 terminator chip.
Strange.
All the details about this I-950 are torn out of the files or blacked out.
You flip to the next set of files.
What the hell.
Your heart nearly skips a beat. On the front of the file is sloppily written "MOTHER I'M COMING FOR YOU!"
...Mother...
That takes you back to your days with Alis Nova Renascentia in Monumentis. You shudder.
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
Six disks of C4, must be set on a timer.
Status: No issues!
Recenser Bonum (Midnight Jaguar)
(1) Before changing you do some reconnoitering. You flap your wings for the first time. Exhilarating! Again and again and before you know it your airborne. You created quite the breeze back on the ground. You land and survey the compound behind the Man Hunter main HQ building. To the west is a large barracks facility.
You notice there is a lot more security troopers left. This makes sense. Man-Hunter is paid to send out set amounts of troops to make a hit not to complete murder contracts. You guys were just lucky enough to survive the hit.
Guess that means you aren't at war with Man-Hunter. Yet.
On the east side there is a large vehicle hangar. You take a guess that that is where the Humvee came from.
You fly back down to the courtyard and conform to Anthony's plan, it seems the surviving troopers left but they didn't go back to the barracks. You enter Restoration Mode and transform into a close copy of one of the troopers on the ID card. You also get into one of the trooper uniforms. You leave your old gear/clothes in the Chevy.
Goodbye wings and extra bear arms. At least next time you can make sure to grow leathery bat wings.
It seems your disguise works out! (read Anthony's roll for details.)
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)
(6) You convince Recenser to follow along with your plan. You also take the time to help yourself to the rations and heal your leg.
Wow! He really looks like one of them. He takes the ID that matches the trooper he is disguised as.
About a minute later an angry secretary storms out of the HQ building. She's furious!
"All right! Which one of you degenerates shot the security cameras! Just because some bloke pays us to kill you DOES NOT give you the right to go destroying our property! You can instead file a complaint like our other more considerate patrons."
She sees Recenser, "You soldier! Witch one of these morons did it?"
Looks like she bought into the disguise. You hope Recenser's a good actor.
The rest of the surviving troopers watch, they become even more worried. They turn to you, "look buddy, we all got vacation hours. How 'bout we leave you here to whatever your doing and... come back tomorrow."
Another one of the troopers whispers angrily to the one who spoke up, "Good job moron! What if we comeback tomorrow and there is no Man-Hunter? We'd be outta work!"
"What do you want me to do about it? Charge in and try to take them out?! Either they destroy Man-Hunter or they don't. That simple. We don't got much say in it either way." The other whispers back.
They seem to be arguing.
You build up a proteolytic in your glands. You're ready to launch a big wad of acid spit. You can swallow it to cancel.
Status healed!
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.
Keep it up guys! You’re a fun bunch to write for.
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.
Better learn melee because there's going to be a lot of melee if ammo isn't common.
(http://i.imgur.com/uybB43t.jpg)
If you want to pierce armor with a pistol then this might be a good bet.
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fwww.tonyrogers.com%2Fweapons%2Fimages%2Fzeliska%2Fpfeifer-zeliska-1.jpg&f=1)
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fwww.peachparts.com%2Fshopforum%2Fattachments%2Fopen-discussion%2F97736d1323010178-shooting-600-nitro-express-magnum-pistol-600holdgun.jpg&f=1)
Granatbüchse Modell 39
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fwww.antitank.co.uk%2Fimages%2FGrb39.jpg&f=1)(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fedsombra.com%2Fimagenes%2F118-11c.jpg&f=1)
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fwww.ibiblio.org%2Fhyperwar%2FGermany%2FHB%2Fimg%2F30-451-07-17.jpg&f=1)
Great Warknife
It's bigger and heavier than a katana, about 85cm blade length and 1.4kg total weight.
(http://www.albion-swords.com/images/swords/albion/nextGen/knecht-mark-II/smKnecht-mark-II.jpg)
KRISS Vector
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2F4.bp.blogspot.com%2F-ldybYYNZHBQ%2FTlCulmVXcBI%2FAAAAAAAAAZE%2FxREMXYl7N8I%2Fs1600%2FKRISS%2BVector__2.jpg&f=1)
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fwww.adaptivefiringsolutions.com%2Fwp-content%2Fuploads%2F2013%2F09%2FKriss-Vector-SBR-basic-LH.jpg&f=1)
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fwww.recoilweb.com%2Fwp-content%2Fuploads%2F2012%2F06%2FKriss-Vector-Internal-Components-1024x682.jpg&f=1)
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2F1.bp.blogspot.com%2F-e9dPnCoZGBM%2FUhYODK54pwI%2FAAAAAAAAHMw%2FKasAMa-eX9o%2Fs1600%2F322%2B(2).jpg&f=1)
I'm up for this again! I'll have to think about equipment a little.
I agree that the randomness crushed a lot of strategy last time. I think we had a pretty good group, though. People managed to have some fairly distinct emerging strengths even without them being so firmly outlined mechanically, which was great.
Good to have you back!
I noticed that too and I want to keep it that way, I don't like the idea of forcing someone to build a character that is most effective when played in one style, I'd rather characters remain rather flexible while the player decides what kind of style they want to play.
That being said I do plan to hand out a few specialized bonuses.
Also! Everyone, here's a draft of the new mechanics.
Mechanics:
Rolling is for combat. NPCs are going to be diverse in interest and reasonableness so you’re going to want to try to understand them and leverage what you learn about them during dialogue.
Combat is basically always a two roll deal. One roll to ‘hit’ one for ‘effect.’ Rolling to hit is augmented by your skill, rolling for effect is usually augmented by your weapon of choice. Not always though. Sometimes you shoot and yell just to scare the enemy or what nots. A loud MG is going to give you a bonus there. If you are exceptionally skilled rolls for effect can be modified.
NOTE: Both positive and negative and negative modifiers exist and will be also distributed based on situation (damage, cover, etc etc) there are a lot of situational modifiers. Most will be derived through application of common sense.
The general rule is a 1-2 fails 3 passes but with a different than intended effect and a 4-6 passes (to degrees based on the roll), natural 6 on hit convers a +1 to effect, a natural 6 on effect is just fucking awesome and you’ll not only likely kill that goon but also paint the walls. If you roll a 6 to ‘hit’ a 5 for ‘effect’ will count as a natural 6. A natural 1 means -1 effect but if and only if it still hits because of modifiers.
In a combat turn you can choose to take one action at +3 hit +1 effect or exactly two at +2 hit. Any more actions than that will be taken at normal values. Most NPCs will actually have negative modifiers; the world is a lot more lethal to them. When I say actions I’m really only taking about attacks. You can move freely while taking actions unless you want to go into a full on dead sprint or some shit.
NOTE: ‘Dodging’ is not a separate roll instead dodging or rather being fast, attentive and evasive means that the attack will suffer a penalty on their hit.
An action does not cancel if you roll low to ‘hit,’ a low ‘hit’ but high ‘effect’ means collateral. And inversely if you roll high to ‘hit’ but low ‘effect’ you’re a just a sad chump. I guess there was no real catch for the second case.
AUGMENTS AND COMBAT:
I will rarely allow augments to directly effect rolls. They will help in the sense that they give you access to actions others cannot take. What I mean is a poisoned blade (See ‘venomous’) is not giving you +1 on effect. Instead it will take effect based on the effect roll and then likely apply its own modifier.
There are some exceptions.
SHOOTING FOR A PURPOSE:
You can and are highly encouraged to embellish your actions beyond the tried and hackneyed “shoot them.” You can shoot to suppress, aim for specific body parts (this will help against stronger NPCS), start fucking screaming while shooting to scare NPCS; be creative.
The most common form of this embellishment will be aimed shots for specific body parts or suppression. Suppression will allow you to cover allies that want to get close without taking fire (enemy MGs are a big target for this action) also stop enemies from spreading out and also you can also advance while suppressing them.
NOTE: Suppression is an attack. It can generate casualties. The main deference is that during suppression you'll expend a lot more ammo and generally higher degrees of success will not translate to more slaughter but instead more of them moving less. In extreme success cases they might panic.
CLOSE COMBAT:
In close combat I want players to take embellishment to an extreme. Are you keeping distance and making yourself harder to hit? While popping out high powered kicks? Or are you grappling and wrestling them to confer modifiers and restrict their movement? Or are you a fucking acrobatic ninja? Please say yes and write cool attacks.
Also if you have less than 5kg of gear on you get one re-roll in CQ that is used on your first failure or lowest success (picks higher success or failure for result).
NOTE: close combat is going to be a lot more lethal. It’s going to be easier to land aimed attacks and to inflict specific wounds on your enemy. We'll call this the commando benefit.
STRENGTH-SPEED AND COMBAT:
This will be represented in combat. Bear with me here, this is going to be how it works:
1-4 is considered very very strong, like I said in OP you are still much much faster than regular people, however in this range you have taken strength to a new level. If you are faster than someone in your bracket (higher number) -1 to their hit rolls against you and +1 to your to hit rolls. If you are stronger than them +1 to your effect roll.
5-10 is considered very fast. The same rule applies here: If you are faster than someone in your bracket (higher number) -1 to their hit rolls against you and +1 to your hit rolls. If you are stronger than them +1 to your effect roll.
Now if you are in the speed bracket you get -2 to attackers to hit roll and a +2 to your own to hit roll against someone in the strength bracket. While if you are the stronger one you get a +2 to the effect roll and -1 to an attackers effect roll.
Before you complain about how this system is weighted remember that generally effect rolls are what actually confer damage, so woo hoo your more accurate and harder to hit but if you’re not rolling high effect rolls your effort is wasted.
Strength-Speed utility: you might want to run somethings by me. Strength or speed can give you advantages not represented by numbers, say if you are very very strong, I might let you, say, crush weapons or other things.
NOTE: Normal NPCS you’ll just be faster and stronger than, you’ll get flat bonuses against them.
ALSO NOTE: You might fight someone that is just on an entirely different level than you. You can expect penalties if that is the case.
FUCK THAT SHIT ABOUT STRENGTH-SPEED (over activation):
Over activating your muscles is a good way to fuck someone over or to get that one nice shot you wanted. This confers +2 effect, +2 to hit and also the tasty -2 to their hits; however notice it does not weaken their effect roll. This stacks with your strength-speed and normal modifiers except you count as being in the same Strength-Speed bracket as your opponent.
You can expect to very hungry and maybe have damaged your own body by using this. Generally the greater the ‘effect’ roll the more you hurt yourself.
This also confers utility, so you may want to use it in a way that doesn’t necessarily modify your rolls.
TRYING TO NOT GET HIT:
You can focus your attention on an actor or grouped actors to try to avoid getting hit. This is an action for the purposes of deciding what bonuses your actions will confer. The selected actor/s will get -1 to hit against you. Group is ill specified here, but generally count heavy weapons separately (MGs and shit) and closely deployed people with similar weapons as a group.
NOTE: if the group is really big don’t expect modifiers.
Taking cover is not an action, moving into cover will give you a good modifier.
HEALTH AND COMBAT:
If you are without any major wounds and are not starved or shit you get one reroll that applies to your first 'failure' of the turn. If you still fail I'll choose the higher failure.
THE AWESOME FACTOR:
If something you attempt is awesome or I think will advance the plot in an unexpected and interesting way I'll reroll that shit if it RnG decides to screw you.
Only one re-roll per case and also you are absolutely not allowed to make any appeals before the action is made or after it resolves. You can try to meta game this, but trust me it won't work. The reason I give it to you might be for you crushing plot in an awesome way that you couldn't possibly have known or I might decide that what you want to do is just too badass not to do.
Think grit.
SUPPRESSING PLAYER CHARACTERS (This one is important)
Suppressing is generally a warning, before an action in a heated firefight you'll want to note whether or not you will allow yourself to be suppressed. If you chose yes and the enemy rolls high on their effect roll then you might cancel an action to not get a mean lead spanking.
If again, they roll high and you said no they will, having succeeded their action, instead hurt you.
What I mean by this is I don't want suppression against players to be beyond their control. However, the main way ranged normal sensible NPCs will try to engage you is with overwhelming fire. This is generally going to be their best option as they aren't as good at hitting you purposefully and efficiently so instead they'll just lay down as much fire as they can and try to interrupt your actions which they see as a great threat.
If you think an action is important and objectively sound, then I encourage you to purposely ignore suppression and take the hits.
INVENTORY AND NON-COMBAT MECHANICS:
You need bags, belts and straps. And lots of them.
I will give items in your inventory a generalized mass. You can carry 50kg (+5 for every 1 less speed-strength you have under 5) without losing combat effectiveness, any more than that and you'll lose combat effectiveness. However a common sense rule comes in play, if your items cannot be reasonably secured to your body (bags, belts, straps) you will need to use your arms and thus will need to drop things to fight (I mean. I guess you could just kick...) and will also lose the utility of having available arms.
You'll also want to stock up on food.
NOTE: Artillery (referring to any ranged firepower) is a great advantage. You may want to tolerate the debuffs so that you can in turn make massive munition expenditures into your foes. Also why not just drop extra gear when you reach combat? This is a respected and sensible move.
Also, the more gear you carry the more likely that something will get hit when you do. I'm not beyond making belts, bags and straps break in combat.
FEXIBILITY:
This system is purposely flexible for me. Don't be afraid to suggest something in combat. If, say, you're in close quarters and you're very very strong and you want to just drop an awesome two handed haymaker on their skull but the mechanics don't really feature that kind of move, I'll give it some mechanics like say, +3 effect -1 to hit, only action for the turn does not stack if one action bonus.
The rules are common sense.
You can suggest stats these abnormalities but you have to do it in the post with the action as to not slow down the pace of the game or spawn long mechanical debates. Also don't be over insistent on appealing or suggesting.