Artemis Entreri

Alpha One's page

150 posts. Alias of inxpitter.


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Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha lands and makes his way into the base, Gamma and Beta having already checked inventory and Gamma donning clothing. Alpha takes a few minutes to get dressed, double checks his gun is working, and waits for debriefing. At Thomas' comment, he gives a slight grin.

"I think the usual "not dying today" is our reward for a job well done. Any excess would most likely be to help us in future missions."


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

I'm cobbling the stats that Enkidu uses, and given that he doesn't have experience with fighting in the were-form (or realistically, a change to claw attacks vs his normal weapons) I thought the negative modifier appropriate.

Gamma reports back.

"The football is on its to the goalpost. .... Yes, you're the football. ... It's a term to describe the former hostages, you remember that you were. .... Why are you upset? ..."

Alpha one, still in wolf form, begins to revert back.

"That's spine-tingling stuff Enkidu..." he comments. He reaches out to touch Dark Angel, And soon the naked man is sprouting a pair of wings."[/b]


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha morphs into the were-form, and then rushes to ravage a new arrival.

Attack: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (5) - 2 = 3 Damage: 1d12 + 3 + 2d6 ⇒ (2) + 3 + (4, 3) = 12


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Just finished with finals week and moving back home for the holidays.

Seeing that combat was continuing, it would be foolish to teleport the team out piecemeal. They needed to secure the area first. AS he was unarmed due to the teleportation constraints, he reached for the most familiar weapon.

Alpha will rush to Enkidu to replace his teleportation power-copy with shapeshifting again. Not sure if I need to roll if its willing, but I'll roll Fighting in case he needs to thread through the combat to get a hand on Enkidu.

Fighting: To grab Enkidu and copy Shapeshifting: 1d8 ⇒ 31d6 ⇒ 4


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"Turns out there's a learning curve to this...." Alpha says, as he looks to take in how quickly the scene has changed.

Okay, did more of a deep reading. At this stage, we're assuming Alpha and Beta have dropped the hostages off at the safehouse and have come back to randevou with the team. However, if the hostages aren't safe without guards, Alpha and Beta can stay with them, or we could assign Angel and Gamma to the task.

If the hostages are fine without Alpha and Beta, then we'll move ahead with extraction.

Alpha Teleportation Grabbing Enkidu: 1d4 - 2 ⇒ (1) - 2 = -11d6 ⇒ 4
Beta Teleportation Grabbing Continuum, or waiting for Thomas: 1d4 - 2 ⇒ (1) - 2 = -1


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha and Beta glance at each other, puzzled for a moment.

"Didn't Continuum do..."

"No...I'm sure it was more like..."

Alpha Teleport, this time with feeling!: 2d4 - 2 ⇒ (4, 2) - 2 = 41d6 ⇒ 2

Beta: 2d4 - 2 ⇒ (4, 3) - 2 = 5

There we go....


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

I don't think Alpha's doubles get his wild dice, so hopefully that doesn't change too much.
Once again, sorry I had to dip out to study for an internship interview.

Round 6

If I understand correctly, both Alpha and Beta are out having teleported out, so now they should head back in for more pickups. No need to get into a drawn out fight, right?

Alpha Smarts: 1d4 ⇒ 31d6 ⇒ 4
Beta Smarts: 1d4 ⇒ 1


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

I'm back! Sorry for the absence, but on the bright side I now have a paid internship for the summer! Finals are coming up, so I may become spotty the next week, but should able to post okay for this one.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

[ooc]Oh, new idea. I bloody myself with the guard's gaping chest and play dead, arranging the body as if it died valiantly fighting and slaying me. With the missing body, that makes one fake guard (Enkidu), one "not" dead monster (Alpha), and the second guard who died in the fight.[/occ]


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha nods in the were-form, picking up the other body with relative ease with the forms enhanced strength.

If there are any convenient oversized vents he'll stash the bodies in there, using their uniforms to mop of the blood.

If not, what's the room like? I'm looking for objects or ideas to hide the body. Can Shapeshift be used to morph into an object?


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha-moth will will release his moth form and move to mimic the main holder of his ability. Providing solid back up has always been the value that others sought in him, and as a second were-tiger forms, while not as effective, but capable of severe threat.

Copying most of your moves Enkidu, just to double up if they have some sort of redundancies to keep them up and fighting.
Single attack as I can't copy your ambidextrous and two fisted abilites
Attack: 1d12 - 2 ⇒ (11) - 2 = 92d6 - 2 ⇒ (6, 3) - 2 = 7 Damage: 1d12 + 3 + 2d6 ⇒ (1) + 3 + (4, 5) = 13

Stealth roll: 1d12 ⇒ 22d6 ⇒ (6, 2) = 8

I "think" I did that okay. Copying something as specialized as shapeshifting is tricky...


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Gotcha, I'll be focusing on teleporting out the hostages.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Apologies, school ramped up as we move into Thanksgiving break

Alpha, Beta, and Gamma ready their guns, doing a quick check that each is fully loaded and ready.

"Immediate extraction take precedence in this case. The hostages are not expendable, and I doubt they'd survive in a firefight. The plan is a good one. I for one am ready for execute."


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

I'm essentially using Alpha, Beta, and Gamma as backups for the others. They intend to copy their movements and keep pace with each of them. In the event that an obstacle appears or a secondary objective occurs, they can split off from the "main" character and address the new issue. That's how I see Alpa considering the best chance of absolute success.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Gamma nods, and grabs Continumm on his wrist. The internal energies line up to temporarily mimic that of Continuum's. Hopefully, the actual implementation of the ability wouldn't be too life-changing.

Alpha sticks with Enkidu, switching to mimic Enkidu's shapeshifting to also be a small non-descript creature, Gamma sticks with Continuum as he realizes he has the same conditions to use the newly copied teleportation, and Beta soars in the skies with Angel.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha Notice: 1d6 ⇒ 31d4 ⇒ 2
Beta Notice: 1d4 ⇒ 2
Gamma Notice: 2d4 ⇒ (4, 3) = 7

I'll say Gamma is with Continuum to get some last minute tips on teleporting. Alpha is with Enkidu, and Beta is with Angel, both of them having copied wings for maneuverability.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

I think we're good to go then?


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"I can handle it," Gamma offers. "I'll provide backup teleportation support, and should it prove unharmful, Beta and Alpha can join the collaboration. For now, I believe Enkidu's series of plans should work. Let's start with stealth and cause mayhem should the need arise, agreed?"


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha frowns at Continuum's dissent.

"I'm a power copier, but if you're saying that using your power could damage the psyche...I'm not sure that'd be the best route. Still, we've done worse to get the job done and I'll respect your decision on "borrowing" your powers."

Just in case Continuum has in-game reasons why borrowing his powers would be a bad idea.

"If we a non-obvious distraction, then we need tertiary targets. Do they have supply depots we can hit? Let's drop a lead to our friends underground of a good raid location. Is there a power plant supplying the target site? Enkidu and Dark Angel can be brawling it out and "accidentally" crush the lines. If we need an accident to happen, we can make it happen."


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"I'll have to agree with what Continuum's proposed. I can send Gamma with him to provide support, and an extra teleporter if he allows it. If I and Beta split up into different groups, then we can maintain communication even if comms go down.."


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"Well if the Doctor sent you, then you must be useful by his standards. And if I've learned anything in this...'job", its that he has high standards. I don't suppose he also sent you with instructions, his latest orders?"


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

There is a brief moment of Alpha, Beta, and Gamma pausing their maintenance work. While Alpha and Beta continue their work, Gamma set's his equipment down and moves to greet the newcomer.

"Welcome to the team." he says simply. "I trust you're not an invading force?"


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha is doing maintence on his equipment, Beta and Gamma (his duplicates) both working on their own equipment as well. After they finish, they swap to make sure no one has missed a critical error.

"Anyone know when the new recruit is dropping by?" Alpha asks.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Just a mix of school obligations and the site being spotty made for a long absence.

"Moving in to engage."

Which then Alpha and Beta will begin to dive, their guns ready and will fire when possible on Enkidu's (if not decmiated then Continuums) target ( and if not that then just random survivor guards).

Alpha Shooting: 1d8 + 1 ⇒ (5) + 1 = 61d6 + 1d6 ⇒ (6) + (1) = 7
Damage: 2d6 ⇒ (2, 6) = 8

Beta Shooting: 1d6 + 1d6 ⇒ (6) + (3) = 9
Damage: 2d6 ⇒ (5, 1) = 6


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Hope everything's all right for you.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"This is Alpha. Ground forces are scrambling but now movement at ground zero. Should we commence picking off the perimeter or circle the area to ensure prime directive has been destroyed?"

Enkidu and Continuum seem to be taking lead on this op so I'll wait for approval so their plan goes off well.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"Wings are so....odd, when you're not flying. How do you manage?" Gamma asks Dark Angel.

Enkidu seems to have the idea. The Triplets can do air recon and dive for survivors while Dark Angel maintains prime air control.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha, Beta, and Gamma will copy Angel's flight abilities and be positioned on the perimeter.

That is, if she'll let him.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha, Beta, and Gamma watch as Continuum moves to enact the plan.

"Demolitions are being set, hopefully the target's inside and not ready for us. We should be ready to move in to finish the target off if neccessary."


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

School's out for summer, or what's left of it at least.

Alpha, Beta, and Gamma wait for Enkidu's return, each taking a watchpoint to call out potential patrols or ambush points they may not have seen coming.

Just a bit of flavor before our scout returns.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Once again, as they are all technically the same guy, just rolling for the main Alpha.

Smarts: 1d6 ⇒ 51d4 ⇒ 1


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"Okay, this should be enough..." Beta remarks as he and Gamma look over the supply Continuum has found and returned to the base.

"From some preliminary scouting, I think we may have suitable points to target, but we are limited supply."

Alpha spreads the scrawled blueprints onto the table, and starts trying to figure out which points they should actually target.

Smarts?: 1d4 ⇒ 21d6 ⇒ 2

A roll to figure out the best spots to target, but...


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"We have a location of the base, so if it really is the central point in this nervous system of radicals, squashing it will produce effective results. But I doubt a psionic powerful enough to serve under the aliens will go down that easily, but it will take out a lot of infrastructure and equipment, which is good."

"We don't want to be caught out and off guard, or surrounded and pinned down. The munitions is a decent plan in my opinion, but if we're discovered, we may not have enough time to place them all. I'd suggest we start by probing their outer defenses, and should we be discovered, we have Continuum move in to set the charges quickly while the rest of us draw the heat off him."


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Streetwise: 1d4 - 2 + 1d4 ⇒ (4) - 2 + (3) = 51d6 ⇒ 4
As its a knowledge style roll, I'll stick with one guy, but got a success!


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

So are we square with the underground folks? Do we need to make rolls or any such thing?

"Alien Tech you say? I smell an opportunity to grab an upgrade to the regular Equipment."

"The psionicist will be trouble though. I have some power to negate, but it requires physical proximity and it still isn't a sure bet. As for an attack plan, if they're heavily fortified, then we should probably avoid a full frontal assault. Perhaps infiltrating the infiltrators."


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

I agree with Continuum's plan, sounds spot on. Also, I have a feeling we're gonna get a call from the boss very soon.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

With that knowledge in hand, Alpha plans to have a shipment down here ASAP. If the other member's of the group need to receive orders or address other matters, the three of him will get together a supply cache to repay the debt and keep the ally in a positive relationship.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"Should be an easier task now that the boss got what he wanted. We can make a drop-off, and what we don't have we can acquire. Is there a priority on type of supplies? Food? Medicine?"


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha notice: 1d6 ⇒ 21d4 ⇒ 3
Beta notice: 1d4 ⇒ 1

"So...is there an on switch?" Alpha asks, looking around the machine.

"Usually, we make people stop moving, not really versed in making mad science start working..." Beta adds.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha and Beta are available to help lift if they copy enhanced strength, otherwise, they hold perimeter and check for additional threats.

Alpha Notice: 1d4 ⇒ 21d6 ⇒ 5
Beta Notice: 1d4 ⇒ 3


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"Gamma!"

Alpha and Beta are royally pissed, but th job needs to get done.

More negation!

Alpha Touch Attack: 1d8 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (2) + 2 = 4
Beta Touch Attack: 1d8 + 2 ⇒ (3) + 2 = 5

Alpha Spirit: 1d6 ⇒ 21d6 ⇒ 4
Beta Spirit: 1d6 ⇒ 1


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpa Wild: 1d6 ⇒ 2


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Huh, that word didn't make into the final post... I was going after it's Vigor as I suspect that's its "toughness" after its actual toughness.

Spirit Beta: 1d6 ⇒ 2
Spirit Gamma: 1d6 ⇒ 1


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"Tougher armor than I thought!" Alpha calls out, and he assesses the assets available.

With limited firepower available Alpha, Beta, and Gamma switch to subdual tactics.

All three attempt to close the distance and go to reduce its overall.

No idea if this will work, but here are some touch attacks.

Alpha: 1d8 ⇒ 71d6 ⇒ 1
Beta: 2d8 ⇒ (8, 5) = 13
Gamma: 1d8 ⇒ 4


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"Giant Robot? Why is it always giant robots?"

Alpha, Beta, and Gamma (is it alright to say they had their weapons drawn as they were running towards a combat situation?) immediately try and find cover before taking shots at the Robot.

Alpha Attack: 1d8 + 1 ⇒ (4) + 1 = 51d6 ⇒ 2
Beta Attack: 1d8 + 1 ⇒ (5) + 1 = 6
Gamma Attack: 1d8 + 1 ⇒ (6) + 1 = 7

Alpha Damage: 2d6 + 1d6 ⇒ (1, 6) + (1) = 8
Beta Damage: 2d6 ⇒ (5, 2) = 7
Gamma Damage: 2d6 ⇒ (5, 1) = 6


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Running, running, running


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Back from finals! Sorry for the absence!

"We can go separately for copying abilities, but that power has a capacity (lvl 6). It's not always as potent as the original as though, but a rough copy serves well enough most of the time. However, I think it best to stay at our current flexible point. Should new elements be introduced, we can respond faster."

Not copying any powers currently for any of the dupes, everyone has their gun pulled out and is ready to move in to subjugate or eliminate.

"I appreciate the offer of a firearm, but I only trust equipment I've worked on personally."


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha shakes his head.

"Me and the other two are more of combatants. We do copy powers so if one application of either of your powers doesn't work, what about four?"


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Back. College nailed me harder than I anticipated.

Smarts: 1d4 - 4 ⇒ (2) - 4 = -21d6 - 4 ⇒ (5) - 4 = 1


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha frowned as two members went off to scout ahead. It would have been better to send Gamma or Beta with them, at least to keep a lookout and relay back to Alpha...but Enkidu might have taken that gesture as an insult, and Alpha didn't want to be on the shapeshifter's bad side if he could help it.

"Beta, Gamma, stay on the ready. Just in case."
I'm assuming with a small opening at two feet diameter, we on the other side have no idea what's going on.

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