XCOM: Enemy Unleashed

Game Master JDPhipps

Originally assigned as UN Peacekeepers after a mysterious incident in the Middle East, a group of exceptional individuals have been recruited by a mysterious government organization after it's discovered that Earth is facing an imminent alien invasion.


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Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Oh damn, I feel tired... The hell are you staring me at for? Do I have something on the beard? I sure have nothing on my glass... Wait, why is the train slowing?" he comments, still dizzy and sleepy, before the others bring him up to speed.

Do we ended bringing our old gear or some fancy silenced new stuff? In any case, Jacob gets his stuff and gets ready


Lockpick: 1d8 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Wild: 1d6 ⇒ 5

I don't believe the Thief bonuses or penalty apply to wild roll, but let me know if that's incorrect.

Naomi moves to the locked doors, shaking out her Lockpick set as she goes. Kneeling at the lock, she applies her skill smoothly, feeling the tumblers fall and click as she goes.

"Way's open. Ready to move."


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

All bonuses and penalties to your skill die are also applied to the wild die. If you ace, meaning you roll the maximum on a die and then roll again, that second roll does not have any of the original bonuses or penalties.

"You aren't looking too good." Dr. Stein stands up and looks at Jacob, and almost loses his balance as the train finally lurches to a stop. "Neither are any of them. I'll stay here and see if I can't figure out what's wrong with the rest of them. I can come along, of course, but I think I may be better served staying here for the time being." Naomi takes a bit of time working on the door, but soon after the lock gives a slight click and the doorway opens to allow passage to the next car up.


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

"Something's effecting the whole train I think," Rosa says, reaching up and pulling out her vest to slip on under her jacket. "I have a feeling whatever is doing this will be coming our way shortly, so I'd keep my head down if I were you doctor."

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Well Doc, you ain't a morning beauty neither... Just kidding, I'm not really happy with the whole situation." says the Irish with a smile as he puts on the vest and grabs a Sig Sauer p226 As those are listed as the standard British pistols other than Glocks, so unless Jon corrects me, enjoy the 007 style

After checking the clip and cocking it, Jacob looks outside the window "This is worst case scenario so we better play it smart, even if part of me wants to go to the train's roof. Always wanted to do that." the olf man turns to Borax with his weapon lowered but ready and smiles again "Instructions, chief?"


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Once the whole team is awake, Gavril calmly pulls down the luggage case with his gear and opens it on a seat. He quickly removes his suit jacket and shirt to don the concealable vest beneath, and after redressing he slides the pistol and its suppressor into the hidden pocket of the suit. The tomahawk, snug in its holder with a special rig, goes around his midsection; the weapon itself fits mostly in the small of his back, all but hidden under his jacket. (I'm assuming XCOM would have provided us with at least somewhat effective concealed holsters, and the tomahawk rig is something Gavril would have had since his special forces days.)

Once he's ready, he nods at the rest of the team. "I can stay with the doctor. You see what's going on, call me if you need help."


Richard grins at Naomi. "I'll be keepin' my diary away from you, then.", he lets out a chuckle, then nods towards the rest. "I'll go in first, yeah?", he says, reaching into his bag and drawing two narrow headed axes. and his vest. "You strap mine I'll strap yours, ye?", he whispers, holstering the hatchets under his sizeable marshmallow jacket. If it was any other situation, I'd be excited about fighting in a train., he thinks, staring forwards.


Naomi takes the hint and dons her own undercover vest.

"No sweat, big man, I'm not the kind to go prodding in other people's secrets like that."


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Borax offers a grimace, "Now we know how they stole those kids. Vasquez is right, with the train stopped, the aliens are most likely going to hit every cabin. They are looking for something, possibly kids, or they know we are on board.

"Stein, Vasilescu, Vasquez, and I, will stay here. Get your gear on, hide your weapons, and we'll pretend that we're all still tranced. When they come, let's see how long we can keep up the charade and see what they are doing. Use knives and silencers if you can.

David and Makeba, you two are the best sneaks we've got. Get us info, but do not engage. If it does go down here, use the diversion to steal any tech. We need answers.

Farrell, if you're up to it, I'd like you with David and Makeba.

Remember, our goal is to figure out what is going on. Right now, we need info more than dead bodies. If we start a fire fight, they'll know we're coming and chances are they'll flee the area and we'll lose those kids for good."

As always, this is merely Borax's suggestion, if players feel strongly about doing something else, that's fine by me.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

As the three sneakier members of the team head forward toward the front of the train, Naomi quickly works her way through the locks as they head to the front of the train. Interestingly, the farther up they go the more people they find, almost as if the front of the train had been cleared out. As they near the last doorway, they can all make out a faint, purple glow emanating from the doorway along with what sounds sort of like a gutteral chant. It's quiet, but even the bit of sound you get is distinctly non-human. From here it seems no one's noticed you, but any closer and you might risk discovery. There's no one in their seats here, for whatever reason.

Those waiting behind sit patiently in their seats after donning their gear, looking around to see what they can find before they hear any sign of intruders. Dr. Stein in particular looks around at some of the people on the train, examining their eyes. "That's interesting." The doctor waves you all over with one hand while he holds one of the passenger's eyes open with the other. "There, you see that? How their eye is twitching back and forth? They're... dreaming. Almost like they're asleep."

Front train crew, roll me Stealth if you want to get a closer look. You'll see it regardless, but it determines whether or not you're noticed when doing so.

Back train crew, roll Notice if you want to try and figure out more. Rosa, you could also assist Stein with Knowledge (Medicine) if you want to try and figure out more of what's going on. Keep in mind, looking around could make it harder to pretend to be affected if something happens.


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

Rosa leans in, careful not to disturb the passenger too much. As much as she'd like to wake everyone up, that would just cause a panic when whatever was doing this inevitably showed up. "Curious. Something forced them straight into REM sleep. But for what purpose? Did it want them dreaming specifically?"

Knowledge Medicine: 1d8 ⇒ 4
Wild: 1d6 ⇒ 4


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Borax keeps a vigilant eye and ear.

Notice: 1d6 ⇒ 41d6 ⇒ 5


1d8 + 2 ⇒ (5) + 2 = 7 Sneaking
1d6 ⇒ 3 Wild

"Some kind of purple glow, and chanting. Cults, or something stupid like that? They don't seem to have noticed us as of yet."

Naomi slides his pistol out and ensures the suppressor is attached correctly.

"Any suggestions?"


Bumping into the door, Richard bites his lip. Drawing his axe, he nods at Naomi. "We go and see wha's what?", he whispers, peeking towards the doorframe. Let's hope they didn't hear that...

Rolls:

Stealth: 1d10 ⇒ 3
Wild Die: 1d6 ⇒ 3
Wow. Damn you, non-wilderness!

I'm spending a Bennie.
Stealth: 1d10 ⇒ 8 That's better!
Wild Die: 1d6 ⇒ 6


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Doctor Stein examines them along with Rosa, before he points to their legs. "No, not asleep. Look." He picks up one of their arms and moves it upward, then releases it; unlike what she might expect from a person asleep, the passenger slowly settles their arm back into place. "They still have conscious control of their muscles. Their breathing is normal too," he says, grabbing one of them by the rest as he checks their pulse. "Pulse is the same. Your body slows down when you're asleep. It's more like they're in a trance of some kind, I think. Literal daydreaming." Stein frowns, and he pries open one of their eyes again. "But why bother?"

Borax takes a look around, although there isn't much to find. He pauses to sort through some of the things in the compartments above their heads or to look out the windows, but he doesn't see anything particularly of note. However, he does hear something off in the distance. It's faint, but it sounds almost like the rattle of chains. The sound is a bit off somehow, but the similarities are unmistakable. As it draws closer, he also catches labored breathing and the faint sound of footsteps. As the noise gets louder, he starts to feel a bit of pounding in his temples.

Naomi and Richard move forward while Jacob guards the rear, with the two of them looking in through the window. Inside, they spy two small grey creatures chanting in some sort of alien language, while the third of their number sports a grotesquely swollen head. A strange purple aura floats around the two smaller creatures as it funnels toward the largest of them, its spindly fingers latched around the head of the personnel inside the cabin. For the time being, none of them have noticed the two XCOM personnel outside.

Notice: 1d6 ⇒ 1


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

Rosa strokes her chin absently, examining the dead to the world passengers. "They've managed to do something that I didn't even realize was medically possible until right now. I'm almost more interested in how than why. What the hell are we working with here?"


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Gavril sits on standby, ready to draw a weapon if needed, but otherwise passive. Vasquez and Stein are medically minded, and Bohan is certainly capable of looking around a train car. Having someone who might not be as obviously capable could be advantageous, and besides, there isn't much to do at the moment. Best to conserve energy and strike when necessary.


"Two aliens spotted. Ones got a big swollen head, and some purple energy wavy things all around him. The other two look similar, squat bodies and big heads, but not as swollen, and no weird purple stuff. They haven't spotted us, yet, what's the play?"

Naomi whispers over her comm, looking at the door handle and trying to guess if it's locked or not. She eases her pistol out, fingers squeezing tightly along the grip.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Sorry for the delay, Jacob would surely want to babysit the newbies... I mean, going in a scout mission with them

Stealth: 1d8 ⇒ 41d6 ⇒ 5

Jacob's face turns to disgust as he comes closer to view the grey's Naomi spotted "Some ugly motherf... Some ugly hostiles, sir, really ugly and doing eldritch stuff." he whispers through the comm. "Permission to engage sir, possible dangerous alien stuff being done to the civvies."

The irishman draws his old trusty combat knife that sat around his ankle and 'dual wield' both the knife and pistol in a sort of tactical style "If we go in fast and hard we can take them out without alarming the rest of greys. Call your target, I take the big wobbly head one, and wait for the Chief's order." he whispers waiting for the door to be opened and the order to be handed.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Borax whispers back over the comm. "Can you rig a concussion bomb to take them out as the leave the cabin? Don't kill the leader, but you have to knock it out. Don't go stingy on the bombs."

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Concussion? Not exactly, but lemme check if I can do something simmilar with things lying around, chief..." comms the irish bomber as he turns around and walks the hall looking for odds and pieces he can use.

Notice: 1d8 ⇒ 31d6 ⇒ 4
Close one, I hope the penalties you talked about applied to Repair
Repair: 1d8 ⇒ 51d6 ⇒ 1
Crap. Depending on the penalties I might want to benny that... Remember guys we got an extra one from the Interlude.


"There are some ugly people in this part of England, ye?", nods Richard at Jacob, as he pulls out the handles from the backpack, and shoves it on an empty seat. Two heavy axes lie in his hands. Aliens? What? Why am I okay with this?, he shakes his head in disbelief, then sighs, grinning at Naomi. "You take left, I take right, ja?", he suggests, feeling the blade of the axe, as Jacob begins scrounging for explosive materials.

Was there a rule in SW where one can attempt to do subdial/non-lethal damage? If so, Richard might be able to smack some of the aliens with the flat side of the blade in their big noggins.


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

You take a -1 to hit unless you have a blunt weapon like a club or something else that's easy to knock someone out with, but otherwise it's exactly the same as a normal attack. Incapacitation is simply replaced with 1d6 hours unconscious from the blow.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Jacob wonders through the train car to find supplies for his makeshift bomb. While it takes a few minutes, he manages to find the fire extinguisher along with some leftover luggage; he rigs the pin and plugs the nozzle, before tying the other end to the door and mounting it to strike the creatures inside when the door is opened. Taking a few steps back, he readjusts and finds some blunt shrapnel to bludgeon the aliens into unconsciousness before he steps back and admires his work. It's no military grade hardware, but he's reasonably certain it'll do what he's looking for.

Back in the cabin, Dr. Stein just shrugs. "I'm not sure why, but it's certainly strange." As he speaks, the group hears another large shuffle from the car behind them. Giving them just enough time to take their seats and pretend to be entranced before the door slides open. Several of the small gray creatures they fought before each hold a tether wrapped around the head of a tentacled monstrosity. The monster's eyeless face writhes with a mass of tentacles around its head, and it pants heavily as it strains against its restraints. Its arms, muscular with pale white skin stretched across it, grasp at the walls of the train car as it meanders slowly forward. It pauses as it sniffs the air with its open mouth, and its heard turns eerily toward the squad. Its eyeless gaze lingers for several moments too long, before it shakes its head violently and growls under its breath.

What do you guys do?

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

I, for one, welcome our new non-eucledian and tentacled overlords. Praise Cthulhu and that shite


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

"Now!"

Borax draws his weapon and will attack one of the small gray creatures.


Richard stares with part amazement, part horror as Jacob assembles the improvised explosive. He spins the hatchets in his hands, nodding at the door. "Ready for breaching.", he suggests. I sure am glad I had a month to wrap my head around this..., he thinks, feeling sweat appearing on his brow.

Ready for fireworks!


Naomi draws a bead on her assigned target, ready to double-tap it in its big oversized dome.

"Ready on your mark. Target in sights."


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

Rosa pulls her silenced handgun from her shoulder holster and fires into the tentacled monster's face. "I guess that answers one question."

Shooting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 1

Benny
Shooting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 1
Damage: 2d6 ⇒ (3, 3) = 6


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

When the aliens first appear in the car, Gavril does his best not to react... but then Bohan and Vasquez start moving, so his tomahawk comes into his hand and he's ready to attack.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

As Borax stands and fires on one of the aliens, they little gray creatures shriek with surprise. The tentacle-headed creature merely stares with its eyeless face, the fleshy tendrils moving on their own. Rosa feels confident as she raises the handgun to fire, but as she goes to pull the trigger she feels her mind grow cloudy. Despite that, she clears her mind enough to fire and strikes the creature on the shoulder. The flesh around the bullet warps and collapses, wrapping around the bullet as it stumbles backward. It moans low under its breath and grumbles, bearing its fangs in her direction. She feels a chill run down her spine, as a feeling a dread envelops her; despite its lack of eyes, she can feel the monster staring through her.

With the sound of the gunshot, the aliens at the head of the plane respond quickly. They burst through the door and stumble forward, their feet pulling the cord that punctures the fire extinguisher. The extinguisher explodes as its punctured, throwing the aliens backward and giving the group ample time to react. The alien with the larger head spins around, still in the room with those controlling the train. The purple aura in the room dissipates, but it seems to be stunned by the sudden drop.

For the time being, it seems the group's quick response has caught them off guard. Despite feeling as though their heads are swimming, those with the tentacled monster have the upper hand for the time being.

The squad is up!

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

The handmade explosion triggers a laugh on Jacob "Go get those greys, newbies,
I'm going for the purple gobshite!"
he exclaims as he runs past them, through the door and inside the control room with quickness unlikely for a man his age.

Got the quick edge so I figure I don't need to run to get inside. If I need to, tell me
"Wrong train, ya fokken bógan! Go back to yer fokken planet!" yells the Irishman as he rises his gun and aims for the weirdo's.

Double tapping here, I'm assuming Damage is 2d6+1 like most of the pistols on the Core book, if it is 2d6 like a Glock substract one
Shooting: 1d8 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (6) + 1 = 7
Ace: 1d6 ⇒ 2
Total of 9
Damage: 2d6 + 1 + 1 ⇒ (1, 5) + 1 + 1 = 8
Raise: 1d6 ⇒ 6
Ace: 1d6 ⇒ 3
Total of 17


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

Rosa grits her teeth against the strange sensation and aims again, then fires two shots for the creature's center of mass.

Shooting: 1d8 - 2 ⇒ (2) - 2 = 0
Wild: 1d6 - 2 ⇒ (4) - 2 = 2

Benny
Shooting (Double Tap): 1d8 - 1 ⇒ (4) - 1 = 3
Wild (Double Tap): 1d6 - 1 ⇒ (5) - 1 = 4
Damage: 2d6 ⇒ (1, 6) = 7 Ace: 1d6 ⇒ 1 Total: 8


Ducking under Jacob's barrage, Richard is a terrifying sight. A wide grin appears on his face, as he stares down the tiny aliens, bringing his hatchets up. "What the captin said, ja?", he hisses, lunging forwards with a wide double overhead slash.

The two hatchets land into flesh with a loud thwack, as blood flies into the air, the South African's smile growing wider with bloodthirst. "We should take one alive, ja?", he asks.

Rolls:

Fighting: 1d10 ⇒ 8
Wild Die: 1d6 ⇒ 4
Fighting: 1d10 ⇒ 2
Wild Die: 1d6 ⇒ 2
Spending second Bennie, now at 2/3.
Fighting: 1d10 ⇒ 10
Wild Die: 1d6 ⇒ 6
Now that's what I'm talking about!
Fighting: 1d10 ⇒ 9
Wild Die: 1d6 ⇒ 6
And Again.
Wild Die: 1d6 ⇒ 1

Damage 1, AP1: 2d8 ⇒ (7, 8) = 15
Damage 2, assuming Parry 6, AP 1: 4d8 ⇒ (3, 2, 1, 2) = 8 [ooc]Bahaha.[/dice]


After taking aim, Naomi double taps the Grey on the left, the target she was provided.

Take Aim, Double-Tap Shooting: 1d10 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Wild: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Damage: 2d6 + 1 ⇒ (4, 4) + 1 = 9

Think I did that correctly, let me know if I have to change stuff around


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Gavril simply rushes at the tentacle-headed monstrosity, figuring that for the most dangerous target, and hacks in with his tomahawk.

Fighting: 1d10 ⇒ 3
Wild: 1d6 ⇒ 4 ...maybe?
Damage: 1d8 + 1d6 ⇒ (2) + (2) = 4


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Borax, focuses on one of the small grey creatures. Pulling his Desert Eagle, he unloads single shot rounds, hoping to avoid hitting Gavril

First shot: 1d10 ⇒ 41d6 ⇒ 2
Damage: 2d8 ⇒ (6, 7) = 13

Second Shot: 1d10 ⇒ 101d6 ⇒ 1
Damage: 2d8 ⇒ (1, 5) = 6

Second shot Damage Raise: 1d6 ⇒ 2

Forgot I had already decided to fire on the little guys in the last post.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Jacob moves into the room past the two stunned aliens and guns for the obvious leader; the bullets slam into the creature's head and tumble to the ground, but two large bruises are already forming on the monster's pulsating head. Richard's axes, even as he remarks on taking one alive, rip into the flesh of one of the aliens before it sloughs off the blade of the weapon and onto the floor. Naomi's quick pistol shots punch through the creature's chest and then head, and it twitches at her feet. The only living creature is the leader, a purple aura floating about its head. It crouches over the still form of the humans still in the front of the train, its eyes narrowed.

Gavril swings at the monster with his tomahawk, but despite its lack of sight it seems to sense his location and swats his weapon away. However, it creates the opening for Rosa to wing some of its tentacles with a pair of bullets. It stumbles backward and shakes its head, dazed and off-guard. Borax's first bullet blows through the chest of one of the little aliens, and the second narrowly avoids its target as it dives for cover behind a seat of the train. It stays there cowering, still exposed but trying to cover itself from Borax's assault.

The tentacled headed monster swings its meaty arms for Gavril's head, with him being the closest target. The monster has impressive strength and nearly makes the big man off his feet, but he holds his ground and avoids the brunt of the damage. After Gavril blocks the attack, the tentacled headed monster growls and pants in the big man's face, with its fangs exposed toward his face. The little gray alien remains cowering, making no attempt to pop up and attack. In the front train car, the big-headed alien raises one shriveled hand and a wave of psionic power blasts forth as those nearby feel a psychic shriek inside their skulls. As the team is left reeling, it scampers up the front of the train and clings to the window before placing its plasma weapon against the glass to try and blast its way out.

Group at the front of the train, make a Smarts roll versus a Target Number of 8. If you fail, you're Shaken. If you fail by 4 or more, you take a -2 to the Spirit roll to Unshake.

Rolls:
Spirit: 1d6 ⇒ 2

Spirit: 1d8 ⇒ 7
Wild: 1d6 ⇒ 5

Vigor: 1d6 ⇒ 5
Wild: 1d6 ⇒ 2

Vigor: 1d6 ⇒ 5
Wild: 1d6 ⇒ 1

Spirit: 1d8 - 1 ⇒ (3) - 1 = 2
Wild: 1d6 - 1 ⇒ (6) - 1 = 5

Fighting: 1d8 ⇒ 1
Fighting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 5

Psionics: 1d8 + 1 ⇒ (1) + 1 = 2
Wild: 1d6 + 1 ⇒ (2) + 1 = 3

Psionics: 1d8 + 1 ⇒ (4) + 1 = 5
Wild: 1d6 + 1 ⇒ (5) + 1 = 6

Psionics: 1d8 + 1 ⇒ (7) + 1 = 8
Wild: 1d6 + 1 ⇒ (1) + 1 = 2

Initiative:

Borax - 2 of Diamonds
Gavril - 8 of Spades
Jacob - King of Clubs
Naomi - 3 of Clubs
Richard - Queen of Hearts
Rosa - 7 of Spades

Big Head - 5 of Diamonds
Tentacle Face - 6 of Spades

GaVril, Jacob, Richard, and Rosa are up!


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

Rosa keeps firing, aiming for the creature's center and continuing to fire bullets into it.

Shooting: 1d8 ⇒ 7
Wild: 1d6 ⇒ 3
Damage: 2d6 ⇒ (6, 5) = 11 Ace: 1d6 ⇒ 6 Ace #2: 1d6 ⇒ 2 Total: 19

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Smarts: 1d8 ⇒ 71d6 ⇒ 4
The eldritch blast catches Jacob square, the Irishman mutters as he blinks multiple times...

Unshake: 1d6 ⇒ 11d6 ⇒ 6
Ace: 1d6 ⇒ 1
I unshake but didn't raise so the bugger will manage to escape... Using a benny to Unshake!.

... But his will overcomes the little magic trick and he spits on the ground [b]"Damned bugger, you ain't escaping!" he says before following the alien.

Jacob stops and shoots, aiming for the gray's weapon arm to try and disarm it.

Attempting to Disarm and Double Tapping to help the effort
Shooting with Called Shot to the Arm: 1d8 + 1 - 2 ⇒ (4) + 1 - 2 = 31d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5
Ace: 1d6 ⇒ 2
Damage: 2d8 + 1 + 1 ⇒ (2, 6) + 1 + 1 = 10


Letting the severed bodies shuffle off his axes, as his gaze is drawn to the larger leader. "Eish!", he comments, seeing the gray matter and viscera flood the ground. As his sight gazes into the unearthly, purple aura, he feels his resolve weaken.

Until he takes a long, loud sniff of the stale and filthy train air, the smell of alien blood in his nostrils. He takes a step forward. "I have your scent now. Isibindi!", he roars, swinging the axes in an arc with the blades on the outside.

Rolls/OoC:

Smarts: 1d8 ⇒ 6
Wild Die: 1d6 ⇒ 6
Raise: 1d6 ⇒ 2Score one for Earth!

GM - Is there any way I could approach for non-lethal takedown? Smacking it with the blunt end of the axe, or kicking it in the face? Not sure if it's even possible, so I'll roll, and you apply the penalty?

THWACK!: 1d10 ⇒ 6
Wild Die: 1d6 ⇒ 4
Damage: 2d8 + 1 ⇒ (8, 4) + 1 = 13
Raise: 1d8 ⇒ 6
6 to hit, 19 damage

THWACK!: 1d10 ⇒ 10
Raise: 1d10 ⇒ 3
Wild Die: 1d6 ⇒ 4
Damage: 2d8 + 1 ⇒ (2, 4) + 1 = 7
13 to hit, 7 damage


1d8 ⇒ 1 Smarts
1d6 ⇒ 4 Wild

Benny time! (3 remaining)

1d8 ⇒ 5 Smarts
1d6 ⇒ 6 Wild
Ace: 1d6 ⇒ 5

Seeing such creatures in the flesh, and experiencing the weird pulse of psionic energy, Naomi grits her teeth and adjusts her grip on her pistol.

"What in the hell are they? I read the reports, but, for real?"

Despite the sweat beading on her brow, she remains resolute against the mental assault.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

I was waiting to see if Gavril would post, but he let me know to bot him as he's out of commission for right now.

Jacob goes to fire on the creature's weapon hand, but just as he fires he realizes the weapon is strapped to the alien's wrist. He does his best to blow it off, but the strange alloys that comprise the alien weapon don't budge from the force of the bullet. Richard shakes off the monster's mind control and comes in swinging with the blunt edge of his axes, trying to knock it from the window. His first swing misses—the back edge of the axe isn't quite weighted for a strike in the same way, and the creature's positioning already makes the swing a bit odd to begin with—but the second thwacks the creature's massive, pulsating skull. The blow stuns the creature for a moment, but it chitters in an alien tongue before blasting through the front window of the train and running off.

In the train car, Rosa puts a well-placed shot into the tentacle-headed monster's heart—or at least where she figures it's heart should be—and it stumbles backward as purple liquid gushes from the wound. Gavril takes advantage of the opening and rushes the monster again with his tomahawk, and this time the big man manages to chop deep into the alien's neck until it lies still on the floor, still bleeding.

For the time being, it seems the passengers on the train are still entranced, although how long that will last is anyone's guess.

Rolls:
Spirit: 1d8 - 1 ⇒ (6) - 1 = 5
Wild: 1d6 - 1 ⇒ (1) - 1 = 0

Fighting: 1d10 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 + 2 ⇒ (5) + 2 = 7
Damage: 1d8 + 1d6 + 2 ⇒ (4) + (1) + 2 = 7

Richard, you take a -1 to inflict nonlethal damage.


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

"Right. Let's get these bodies under wraps before anyone wakes up. I hope someone brought body bags. Or a box we can shove them in until later."


Naomi looks around in stunned silence, checking for more targets and keeping her pistol low and close to her body out of habit.

"Sitrep? Are we clear, hostile down?" she stage-whispers to her companions nearby.


"It's thick-skulled!", Richard replies, slightly embarrased. He reaches for his radio, wiping an axe on the navy-blue upholstery of the train. "It seems to be runnin' away in the countryside, ja?", he points towards the broken window."I can track it, should I pursue, Boss?", he asks over the comms, while looking at Jacob. A grin suggests that whoever of the two gives the order to go, he'll obey it. Pushing a severed limb from the smaller creature with his boot, he raises an eyebrow at Naomi. "If I was to say now - The hunter becomes the hunted.", his grin widens. "How cliched would I be?"

Will probably go for the one who got away - unless the others appear to need assistance.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Corblyme!" exclaims the Irish kicking some debris in the process "He will alert his ugly mates if he hasn't already, we need to bring him down"

Jacob checks the ammo on the clip and turns to Richard "Hope you can keep up with my pace, Richie Boy"

Okay, I support pursuing. Jacob's faster than usual so I might have a chance of getting him but I am not sure if we would be going sideways regarding the Mission and I definiteoy don't want to slow down the Campaign so here I am waiting for Jon's words.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

I hate this website.

Jacob and Richard look out the front of the train, watching as the little gray alien drops down off the tracks and scampers out of site. The creature certainly doesn't move as fast as them—how could it, given it's diminutive frame—but it's hard to tell what the alien's escape plan could be. They could chase after it, but they'd need to get outside before that; there's no door in the cockpit of the train, and the hole in the window is too small for them. They could backtrack or break the window further, but both options take time. It's possible the alien has some means to escape quickly, and that any time spent to try and track it down could be wasted. Now that it's out of side, it's hard to tell. It could be a waste, or it could mean capturing a monster to take it back to the lab... alive.

Back in the cabin, Gavril answers Naomi. "We're all fine back here... but we need to take care of these bodies." Dr. Stein takes a look at the bodies, before frowning with a glance at the passengers.

"It's just a hunch, but if this... thing induced a REM-like state, it might last until that cycle naturally completes itself in the body. It varies slightly from person to person, but assuming we weren't out for too long, I'd say we probably have at least half an hour. Maybe a little more, maybe a little less. We should try to get these bodies on ice, if at all possible. I don't know where we'd get it; maybe where they keep the food?"


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

"I've heard worse ideas," Rosa comments. "And I'd bet they'll have boxes of some kind there that we can store them in too. Given the circumstances, I don't think we really have a choice other than 'borrowing' what we need." She clearly doesn't like the idea, but they have little choice at the moment. "I hope you're ready for a field autopsy once we have a private space. I doubt they'll keep until we get back to base, even if we get them on ice."


Richard stares at the small frame quickly disappearing, as he murmurs a phrase questioning its parentage. Nodding at Jacob, he frenziedly swings his axes viciously towards the window, sending shrapnel of glass and plastic out onto the tracks. As he gets ready, he nods at Jacob. "Get 'im, Captin Farrell.", he grins, tapping on his ear. "This is Makeba, in pursuit of survivor. If the cart lady comes by, I'll take a coffee. What's your status, over?", he replies, before jumping out the window.

Smashing the windows:

Actually, train windows are fairly fragile, in the event someone needs to escape from a crashed or derailed train.

Attack: 1d10 ⇒ 1
Wild Card: 1d6 ⇒ 3 Does that hit a window?
Attack: 1d10 ⇒ 7
Wild Card: 1d6 ⇒ 1

Damage 1: 2d8 + 1 ⇒ (2, 6) + 1 = 9
Damage 2: 2d8 + 1 ⇒ (5, 8) + 1 = 14
Raise: 1d8 ⇒ 3
9 and 17.

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