Well, Argentina was a clusterfuck. We're down several field operatives andf the long-term hospitalization outlook isn't good. Get Well cards well be accepted after the briefing.
Nonetheless, we did disrupt Werwolf-77's ritual and acquired the Tomes of the Silent Observer. Decontamination teams are on-site right now and making promising reports. Nothing major is up, and beyond Indigo Seal and Green Sparrow dealing with that sentient nest of mega wasps in Australia, we're mostly in the clear.
So we're sending you on one of the lower-alert level missions.
Suburbia, Anyville, mainland US. Local hospitals are reporting a spike in patients with similiar symptons. Dizziness, loss of short-term memory, loss of motor control, anemia, seeming dementia, the list. We wouldn't normally even notice this but this is the third time SysWatch flags the place and it makes the people down in Statistics excited. A bit of digging has revealed the local homeless population has collapsed and that animal shelters are reporting an all time low in rescued animals.
We've plotted the spread of total cases, and after Statistics churned it over they believe they've tracked ground zero to a small building in a recently developed residential area. This is where you come in.
Luis Morgan
We're not entirely sure what to expect in there. Observation's tagged at least 3 people, but going into the building was inadvisible.
The clues all indicate that this is a Class-3 hemophagic feral outbreak with some snags. The reckless feeding pattern, the spikes, the fact we could trace it with minimal effort. Usually these blow over as the culprits get themselves murdered by a cop but unfortunately this doesn't seem to be happening in this instance. We've tracked some payments to the local police through backchannels, and it seems someone is actively paying them to avoid patrolling in the areas that have been hardest hit.
So be careful. Could be someone is using the situation as a testing ground for something.
Easton Turner
[off-topic]
>Hexes and square buildings.
There's got to be a better way.
Sebastian Scott
You're clear to bring some of the heavier gear, and to be on the safe side we've brought a box of the special grenades. Indigo Seal took most of the motorized equipment to Australia, so there's no vehicle support on this one.
Gear up. -- Equip:
Vit Ap Skill Will Per Def
Special:
Justin Wood
>I wiiiiiiiiiiiiiiiiiiiiiiiisssshhhhhhhh >Mostly that would be in mapping things out properly and putting the angles right. You can make fairly convincing buildings on a hex map that way.
>Alt it's possible to do straight lines within the hex curve at a slightly thicker demarcation marker, then treating each half hex as being on either inside or outside.
>Or just following the lines, creating hex shaped buildings.
>I'm sure there's plenty of ways to do it properly.
Cooper Morris
Can people just make chars and join using a Trip? Or is there a playerbase already?
Ryder Rogers
People are always welcome to join. It's just sometimes you get 40 PCs and 1 GM, but new players ALWAYS get priority play
Nolan Cox
Rolling for Extra Human Resource Stuff, and Secret of the Past
Lincoln Diaz
...
Jordan Walker
Rolled 5, 1, 2, 3, 1 = 12 (5d6)
bloody typing dice stuff
Cameron Bell
Okay, Ill-blooded Inheritor, with a 6/2,3,1 for secret of the past. What does that mean
Luke Carter
Where do I make hex maps like the one in the OP?
Cooper Ross
Personally familiar with Photoshop - just google photoshop hex pattern. It's a auto-type for your paintbucket tool, drops a hex pattern. Resize to fit. Adobe Illustrator has the same capacity. Gimp has its own version (installing that is a bit wonk). I was once told how to do it in paint-net, and it involves installing a plug-in. I forgot how.
Sign up. We're short on manpower ever since Lime Rat and Blue Viper walked themselves into three ambushes on the same mission. >It's Veeky Forums, people come and go. Anons are always welcome.
>Actually, it's 1d6 for the six types, and I use the 2nd D6 to denote a sub-type specific thing.
Nr. 17. We have you on file as a
Shadow Inheritor - +1 Will, +2 Vit [Deep Shadows] - Cover improves a step [Darkness] - Magic Key to use Darkness.
Secrets of the Past is 2, 3, 1 = 6 [Old Scars] - Sometimes when it comes to wounds, "gone" isn't "healed". >-1 Will, +2 AP / +2 Ap Rec >+1 Skill
Michael Adams
Now I know what he is like, I'll add Threatening and Claws that Catch No. 17 Shadow Inheritor
Equip: Combat Knife [Melee]/[Vitals][Charge] 2AP per attack, no limit Forensic Thaum Kit (+1 Will for Magic) NorAdre, Good Luck Charm
Vit: 14 Ap:12/+7 Skill:12 Will:10 Per:11 Def:8/-4
Special: [Threatening] [Claws that Catch] [Old Scars] [Deep Shadows] (Cover improves a step) [Darkness] (Magic Key to use Darkness)
>No 17 is very happy to be outside of his box, and to not have an exorcist walking behind him like normal.
Benjamin Brown
Hold on the insertion, we're getting an update. Looks like a delivery. So who ever they are in there, they're partially active during the day.
Let's just wait for the delivery guy to leave, minimum of fuss. Besides, Oversight frowns on us getting civilians caught in the cross fire.
[45 minutes later]
Any minute now.
Any. Minute. Now.
Samuel Bennett
Rolled 4, 5, 4, 3 = 16 (4d6)
"This isn't a haunted house, is it?"
Equip: Combat Knife: 6dmg, vitals, charge, Atk, 2 AP per attack, crit 5 C7: 7dmg, 7ammo*3, BF+1 / M3 / H2, Atk 0/-2/-4, Reload 3AP Armour Inserts (DR 3) Mundy 2x (-2 skill to throw, dispel in AOE 1)
Special: Lycanthrope Secrets of the past Beacon Sprinter
Matthew Ramirez
Rolled 2, 3, 3, 4 = 12 (4d6)
Well before I take gear, lets see how this works with the dice rolls. Taking Blessed (first d6) and secret of the past d6's 2-4 >Gear up. >-- >Equip: >Vit 12 >Ap 10/+5 >Skill 11 >Will 10 >Per 11 >Def 8/ -4
>Special: Blessed. Secret of the Past, Sprinter, Beacon
Kevin Turner
>No. 17 looks up at you. "Hmm. You're hairy. And probably right.The dead are fun." "And you are hairy as well. But you are also too shiny."
David Thompson
Tentatively update the observation to 3 hostiles and 1 bystander. If they're not out by now, they're probably unconscious on the floor with a sudden onset severe bloodloss. Watch you movements in there. Who orders an anchovie, pineapple asparagus pizza during daylight hours, anyhow?
While we're waiting for the rest of the team to get into position, we can bring some more gear to bear.
>SecPhase 2 >Pick a deployment position if you're deploying on the map >Full access to standard field HQ allows for some meta-game inquiries or actions.
I see the Company track and field team can still boast of having high membership.
Mundies require access to a higher weapon clearance. There's some discussion about that rule, but field staff gets nervous when people with your... condition ... get access to our more experimental gear.
>Lycan - Partial >Beserk at 0 Vit >+4 Vit, +2 personal DR (stacks) >[Regen5] - Spend 5 Ap to [Recover] 5 Vit >[Strength3] - +3 to any melee attack.
Secrets of the Past 12: That one time, in Berlin? We still don't know what happened in the Metro. >+3 Vit, -1 Per
Secrets of the Past 10: Perfectly Normal Trauma. >-1 Will, [Unfazable] quality.
>Blessed - Fury >+1 Skill, +1 Per >Melee Skill 1 >[Fire] Key >[Choir Call] - 3 Ap to give everyone in AoE 2 +1 Skill.
--
[Field Ops] 1 - Claire 2 - ?? 17 - 17.
Connor Peterson
Deploy at B4 I'll sneak in behind them, you sneak in in-front of them! >No 17 slips around the side of the house, ducking under the window, making for the side door.
No. 17 Shadow Inheritor
Equip: Combat Knife [Melee]/[Vitals][Charge] 2AP per attack, no limit Forensic Thaum Kit (+1 Will for Magic) NorAdre, Good Luck Charm
Vit: 14 Ap:12/+7 Skill:12 Will:10 Per:11 Def:8/-4
Special: [Threatening] [Claws that Catch] [Old Scars] [Deep Shadows] (Cover improves a step) [Darkness] (Magic Key to use Darkness)
Special: Lycanthrope -Berserk at 0 Vit -[Regen5] Spent 5 ap to recover 5 vit -[Strength3] +3 melee attacks Secrets of the past Beacon Sprinter
Jaxon Brown
"Hairy? No my friend, I am most certainly not Hairy. I can't even grow hair out after a minor incident from years ago. Now who wants to come with me and purge the evil that has taken hold of this home?" >Deploy at A2 "Looks like we'll be heading in through the front door. Say, don't you think burning heretical monstrosities down along with the house would be fun?"
>Barratiel >Equip: C-K >C7 Service >MorMorph x2 >InSin-3 x2
>Vit 12 >Ap 10/+5 >Skill 12 >Will 9 >Per 12 >Def 8/ -4 >Special: Blessed - Fury >Melee Skill 1 >[Fire] Key >[Choir Call] - 3 Ap to give everyone in AoE 2 +1 Skill. >[Grenadier] >[Unfazable] >Drawback: Cursed
Aaron Ramirez
The team is moving into position. We've managed to get a clear sweep with a scaner, and we're running the files now.
There are concentrated heat signatures in the kitchen area, and faint traces throughout the building. Probably lingering remnants. Of all the building materials to make a roof with, it looks like they chose a particularly good insulator so we're actually having some trouble getting a proper read.
Almost certainly not.
Grayson Johnson
"I don't want to take any chances. We should burn it down, just to be safe."
Jonathan Hill
"tut, tut, tut shiny. If Im not allowed to play hide and seek with Father Calohan when he tries to stop me doing magic, you can't burn down a house."
William Gonzalez
Rolled 4, 3, 4 = 11 (3d6)
let's see what we get for combat thau
Luke Johnson
Force Direct, Time. Yer a chronomancer Harry!
Aaron Miller
That's electricity not time
Charles Cooper
[Field Ops] 1 - Claire 2 - Barratiel 17 - 17.
The lack of heat signatures is a good sign. But we're bleeding daylight here, and if we're facing a feral hemophagic group that's not a good idea. Downtown gridlock already ate our prefered window.
It's quiet, so scout it out. We're prepping an additional team to send in for support if it goes awry.
Looks like they've barred the window with duct-tape, newspaper and trashbags. You can clear it out easily enough if you're within range. >Triangles indicate windows - they're currently covered in Stuff and admit no light. Clearing them is 2 AP >Blue lines are Doors. You can barge through them as a normal move, or open them quietly for 1 Ap.
[Player Phase]
Get in the car! GET IN THE CAR.
Landon Long
>Move 2,1,2 (3AP) >Open door quitely (1AP) >Move 2,4,4 (3AP)
No. 17 Shadow Inheritor
Equip: Combat Knife [Melee]/[Vitals][Charge] 2AP per attack, no limit Forensic Thaum Kit (+1 Will for Magic) NorAdre, Good Luck Charm
Vit: 14 Ap:12/+7 Skill:12 Will:10 Per:11 Def:8/-4
Special: [Threatening] [Claws that Catch] [Old Scars] [Deep Shadows] (Cover improves a step) [Darkness] (Magic Key to use Darkness)
Juan Garcia
Barratiel looks over at Claire. "Ok, lets go in quietly, set them on fire, then say a prayer to the lord as he takes them in his eternal warmth."
>Move11 >Open door quietly >move 61
>Equip: C Service >C-K >MorMorph x2 >InSin-3 x2 >Vit 12 >Ap 10/+5 Current AP count: 5/10 >Skill 12 >Will 9 >Per 12 >Def 8/ -4 >Special: Blessed - Fury >Melee Skill 1 >[Fire] Key >[Choir Call] - 3 Ap to give everyone in AoE 2 +1 Skill. >[Grenadier] >[Unfazable] >Drawback: Cursed
Special: [Forces] [Direct] [Electrical] [Secret of the past] [Twitchy]
Henry Russell
Claire stares at the other person. "Who are you?" She asked before clearing the door and hoping inside. "Alright knifegun, let's breach and clear this house."
Good the Field Team down there are getting some ground support for stranger stuff. Provisionally we've assigned you a deployment, but you may act as if on any indicated possibility and move from there.
---
Wait, hold the camera Claire: that delivery guy is trying to say something.
[Player Phase]
Justin Perez
"Camera!? What camera, you put a camera on me?"
>Remove camera >Mov 1 >Listen to delivery guy >Search delivery guy >Put him out of his misery if he's dying
Special: Lycanthrope -Berserk at 0 Vit -[Regen5] Spent 5 ap to recover 5 vit -[Strength3] +3 melee attacks Secrets of the past Beacon Sprinter
Ayden Gray
Rolled 5, 1, 1 = 7 (3d6)
"Ah yes, the sweet sound of stealth. Sounds like... Breaking windows." Barratiel moves further inside. Time to check the bedroom. Or, as Barrattiel calls it, the palace of sin against the one true god unless you're married.
>Move 22321 >Investigate for anything hidden, using 1 points to do so (so I have to roll under... 12?)
>Equip: C Service >C-K >MorMorph x2 >InSin-3 x2 >Vit 12 >Ap 10/+5 Current AP count: 4/10 >Skill 12 >Will 9 >Per 12 >Def 8/ -4 >Special: Blessed - Fury >Melee Skill 1 >[Fire] Key >[Choir Call] - 3 Ap to give everyone in AoE 2 +1 Skill. >[Grenadier] >[Unfazable] >Drawback: Cursed
Luke Lopez
Rolled 5, 3, 5 = 13 (3d6)
>Move 3,3 >"Darkness" Focusing 3 AP. Move through the shadows under the door to enter the Study without a sound. Target number 12 > Prepare to Attack anyone who sees him with his knife, if they move next to him No. 17 Shadow Inheritor
Equip: Combat Knife [Melee]/[Vitals][Charge] 2AP per attack, no limit Forensic Thaum Kit (+1 Will for Magic) NorAdre, Good Luck Charm
Vit: 14 Ap:12/+7 Skill:12 Will:10 Per:11 Def:8/-4
Special: [Threatening] [Claws that Catch] [Old Scars] [Deep Shadows] (Cover improves a step) [Darkness] (Magic Key to use Darkness)
Juan Adams
Rolled 1, 5, 4, 4, 5, 1, 1, 1, 1 = 23 (9d6)
What's that Claire? Yes, standard field uniforms comes with cameras. It's so we can watch you from field HQ. Sometimes the video picks up something you don't see. Plus, it allows you all to see where you all are--
wait! the feed just cut Agent Claire, is everything okay?
Charles Turner
With magic, is it possible to make things easier by putting more AP into a spell? Like if you were focusing on the spell more?
Lucas Hall
I have one more to roll it was 2, 3, 6
Equip: Forensic Thaum Kit Good Luck Charm Uplink Interceptor C-K
Special: [Forces] [Direct] [Electrical] [Secret of the past] [Twitchy] [Unfazable]
Hunter Martin
Indeed it is, Inheritor. R&D tells me you can Concentrate on a singular spell effect to make it easier - unfortunately it's rather hard to deploy good amounts of force when trying to conduit it carefully.
>It's Aiming, but for spells. It's entirely possible, yes. 1 Ap = +1 Will, for effective purposes. But of course, extra Ap needs to go to the spell itself; it ends up costing a good amount of potential power.
Kayden Campbell
You need to indicate that you're picking the same option twice a good bit clearer for swifter resolution.
Secrets of the Past 11: Six years of service. Six years of getting shot, clawed and burned. You learn to duck. >+1 Def, +2 Vit -1 Skill. --
17, what just--- sorry, must'ave been a camera glitch. Did you close the door after you? It's dark in there! Are you seeing anything?
Barratiel finds the original owners of the house. They were under the bed. They've been there for a while. Curiously the bed itself is untouched. No one's slept there in ages.
Does anyone have contact with agent Claire? Her camera is lost and we can't re-connect!
[Reaction Phase]
James Murphy
Ahem.
Austin Jenkins
They don't like it when I take the camera off. Apparently it makes the guards "nervous" to not be able to know what Im doing. You're going to get soooo told off....
Owen Murphy
Alright sorry bout that. What's my number then
>deploy
Equip: Forensic Thaum Kit Good Luck Charm Uplink Interceptor C-K
Special: [Forces] [Direct] [Electrical] [Secret of the past] [Twitchy] [Unfazable]
Jayden Gray
An affinity for Darkness means Inheritor 17 hears a soft rustling sound of light moving a moment before something tries to break his neck. He lashes it out.
It flees, leaving a trail of faintly smoking blood.
--
We're still not getting anything from Claire, can anyon get eyes on her? You're not supposed to take the cameras off; there's a method to these things field team!
>Armoy is lacking pretty vital information >Combat Knives have [Charge] - you get 1 free attack if entering melee range with a knife. That's 1, max. >Combat Knives have [Vitals] - you're aiming for soft spots, and ½ effective enemy armor DR since you bypass it.
>"Darkness" focused to gain darkvision (1 AP to cast, 1 AP for effect, 1 Ap to "Aim") (3AP) 13 TN >Investigate room for [2 AP] 13 TN >Prepare to attack anything hostile that moves next to me (2AP)
No. 17 Shadow Inheritor
Equip: Combat Knife [Melee]/[Vitals][Charge] 2AP per attack, no limit Forensic Thaum Kit (+1 Will for Magic) NorAdre, Good Luck Charm
Vit: 14 Ap:12/+7 Skill:12 Will:10 Per:11 Def:8/-4
Special: [Threatening] [Claws that Catch] [Old Scars] [Deep Shadows] (Cover improves a step) [Darkness] (Magic Key to use Darkness)
Benjamin Lewis
Game looks great. Is it too late to join? If so, how long do you expect this mission to last? I'll happily wait for the next one.
Justin Ross
I get a free attack from Claws that Catch, and had an attack prepped. So I should have got two attacks then. >"Darkness" Gain Darkvision. (3AP, 1 to cast, 1 for effect, 1 for focus) TN 13 >Investigate [2] Attempt to work out which way the thing fled. >Prepare an attack if anything moves next to me
No. 17 Shadow Inheritor
Equip: Combat Knife [Melee]/[Vitals][Charge] 2AP per attack, no limit Forensic Thaum Kit (+1 Will for Magic) NorAdre, Good Luck Charm
Vit: 14 Ap:12/+7 Skill:12 Will:10 Per:11 Def:8/-4
Special: [Threatening] [Claws that Catch] [Old Scars] [Deep Shadows] (Cover improves a step) [Darkness] (Magic Key to use Darkness)
Jackson Fisher
I'm thinking we can finish this tonight. I mean; this is clearly a completely normal mission where nothing untoward will happen to the field team.
So you're welcome.
Yep. Unfortunately, your prey seems...
... slippery.
Ryan Baker
Rolled 6, 2, 5, 4, 3, 3 = 23 (6d6)
first 3 for Spell, second 3 for Investigate
William Edwards
Hold steady 17 - there's something on that cupboard.
****, that's a grenade! It was set to catch anyone opening the door. Thank the stars you didn't. >Gre-12, easy to pick up now it's spotted.
Else there's a lot of sand around, but it's not the type from the garden. Have they been redecorating? And that's saw-dust in that corner.
Looks its been scuffed by at least 4 pairs of feet so we have an unaccounted running around. Or maybe a visitor? They were dragging something heavy.
Special: Lycanthrope -Berserk at 0 Vit -[Regen5] Spent 5 ap to recover 5 vit -[Strength3] +3 melee attacks Secrets of the past Beacon Sprinter
Jaxon Kelly
Rolled 4 (1d6)
Great. Thank you. Building an Operative. Rolling for Service Skill. Will choose Career enhancements and armory based on roll result.
Justin Gomez
"Oh, so you're not fluffy. But I thought you were a moon-thing?"
Aiden Myers
Dammit, Claire! Put you fucking camera back on! That was a *human* *ARM* What is HAPPENING --
The delivery boy took a lot of stabbing, the first two didn't do it. Most people give up when they lose their arm. He only had a drivers license and a pair of scuffed jeans, along with a propensity not to bleed at all despite losing a vital limb and most of his head. The organs are rancid, rapid decay.
>Rage! Claire AP refilled.
>Rolled Reaction phase into player phase on account of time.
I see the treatments are mostly working, then? I'm sorry about the accident, Barnaby.
Secrets of the Past 12: That one time, in Berlin? We still don't know what happened in the Metro. >+3 Vit, -1 Per
>Revenant >Tireless. -2 AP, no Ap recovery. AP always max from turn to turn, can't be shocked, stunned or shaken. >Gravewalker. +6 Vit. >Old Eyes. -2 Perception. >DeSynch - full turn to leave vessel. Next turn, take over other viable corpse.
Welcome aboard Kowalski. Y
You can both pick a deployment marker and act from that position, given this is player phase.
Special: [Threatening] [Claws that Catch] [Old Scars] [Deep Shadows] (Cover improves a step) [Darkness] (Magic Key to use Darkness)
Mason Evans
Rolled 5, 2, 1 = 8 (3d6)
Oliver Roberts
Rolled 6, 6, 1, 1, 6, 3 = 23 (6d6)
"Hi ! Combat Thaumaturge Nilrem, reporting for duty. First off, let me say that I'm not an ancient wizard shapeshifting for kicks. No sir. That would be preposterous."
>rolling for magical studies >rolling for secrets of the past
Nilrem Vit : 12 AP : 10/+5 Skill : 11 Will : 10 Perception : 13 Defense : 8/-4 Special : Conduit, Secret of the Past, Threatening Inventory : Forensic Thaum Kit (+1 Will for magic use), 2 MorMorph, Good Luck Charm
Easton Foster
That would be preposterous, Nilrem. Welcome aboard. You can act on an indicated square on your turn, if you'd like. >6, 6, 1 Mind - Sense - Emotions.
>1, 6, 3 Perfectly Normal Trauma. >-1 Will, [Unfazable] quality.
>That 3d6 bell curving on that skill roll gets a lot trauma thrown around, hm.
Caleb Morgan
"Calm down, it's just a limb. More importantly there isn't any blood. Ruined the fun, what a shame."
Special: Lycanthrope -Berserk at 0 Vit -[Regen5] Spent 5 ap to recover 5 vit -[Strength3] +3 melee attacks Secrets of the past Beacon Sprinter
Jacob Ramirez
Pick a location B1-B4 A1-A4
Act as if on that location. You deploy on that spot, and you're welcome to act immediately.
Phase ends in 9 minutes.
Cooper Morales
Rolled 2, 2, 4 = 8 (3d6)
"Thank you very much, Command." >move 22333 "Let's see..." >concentrate on [Sense Minds] for 2 AP "Tracking..."
Nilrem Vit : 12 AP : 3/+5 Skill : 11 Will : 9 (10 when using magic) Perception : 13 Defense : 8/-4 Special : Conduit, Secret of the Past, Threatening, Mind, Sense, Emotions, Unfazeable Inventory : Forensic Thaum Kit (+1 Will for magic use), 2 MorMorph, Good Luck Charm, Combat Knife
Camden Carter
>move 111 >over watch 3 electric shocks 2 with 2 wil 1 with 3 wil Equip: Forensic Thaum Kit Good Luck Charm Uplink Interceptor C-K
"Argh! oh, ok. Ok. I see how it is. Heretical monsters not willing to see the just form of the lord."
>Ready pistol to shoot enemy on burst if it comes out of that room. >Ready knife to stab it if it gets up to me. >Just shoot and stab till its dead or I am.
>Equip: C Service >C-K >MorMorph x2 >InSin-3 x2 >Vit 12 >Ap 10/+5 Current AP count: 4/10 >Skill 12 >Will 9 >Per 12 >Def 8/ -4 >Special: Blessed - Fury >Melee Skill 1 >[Fire] Key >[Choir Call] - 3 Ap to give everyone in AoE 2 +1 Skill. >[Grenadier] >[Unfazable] >Drawback: Cursed
Chase Gray
"O, your soul feels dead. I like it." "And you two taste sparky!"
Jayden Morales
>Deploy on B2 >Advance to hex north of doorway(2AP) >Wait for next turn
>Move 2,2 >"Darkness" Cause the shadows of area to lash upwards and grab hold of the hemophage, wherever it is. (investing 4 AP, 1 to cast, 2 for effect, 1 for focus) >Prepare to step back 5 if the Hemophage turns around or is not grabbed by the spell.
No. 17 Shadow Inheritor
Equip: Combat Knife [Melee]/[Vitals][Charge] 2AP per attack, no limit Forensic Thaum Kit (+1 Will for Magic) NorAdre, Good Luck Charm
Vit: 14 Ap:12/+7 Skill:12 Will:10 Per:11 Def:8/-4
Special: [Threatening] [Claws that Catch] [Old Scars] [Deep Shadows] (Cover improves a step) [Darkness] (Magic Key to use Darkness)
Jack Cooper
"Fockin' pea shoot'r this is..."
>Move 2211 3222
Barnaby Jones [Revenant] - No Shock, Stun, Shaken |VIT 21| AP 8| SKL 11| WIL 10| PER 8| DEF 8/-4|
== [Weapon] DeSync - Full turn; can take over bodies C-7 Service - 7 DMG 7x3 Ammo | Bf+1, M3, H2 | RLD 1 C-K - 6 DMG, Crit 5 | [Vitals], [Charge] | 2 AP
[Inventory] BreachKit x4 - 20 EX DMG, RAD 3 | 3 AP [Prime] + 1 AP Det
== [Beacon] +2 vs Magic [Speedy Hands] - Reload -2 AP
Xavier Morris
I'm a little tired. Keep my protected guys
>fire electric pulse at X1 1 w/2 and another w/3
Equip: Forensic Thaum Kit Good Luck Charm Uplink Interceptor C-K
Field Op, that divider wall isn't in the original floor plan. They must have built it in to make the structure more maze-like, but you could probably break through it if you tried.
[Reaction Phase]
Brody Taylor
Rolled 1, 6, 4, 5, 6, 2 = 24 (6d6)
"JIGGS IS HERE EHEHEHAHAHA! THE DARKNESS WILL TREMBLE AT MY MAGICKS!"
>Deploy at Site A or where the last slot is >Roll for magic studies and secret of the past
=Jiggs= Combat Thaumathurge
=Equip= Forensic Thaum Kit Armored Inserts Good Luck Charm C-K
>Move 3,2 (2AP) >Attack 3 times (1 from Charge, 2 from AP) TN 12
No. 17 Shadow Inheritor
Equip: Combat Knife 6 Damage [Melee]/[Vitals][Charge] 2AP per attack, no limit Forensic Thaum Kit (+1 Will for Magic) NorAdre, Good Luck Charm
Vit: 14 Ap:12/+7 Skill:12 Will:10 Per:11 Def:8/-4
Special: [Threatening] [Claws that Catch] [Old Scars] [Deep Shadows] (Cover improves a step) [Darkness] (Magic Key to use Darkness)
Lincoln King
"Hah. Argen-fockin'-tina... you wanna know what happened in Argen-fockin'-tina?
What happened in ye olde' Argen-fockin'-tina is that the muppets in command found us possibly the worst agents in history. The whole lot of them got slaughtered by loike, foive guys.
What happened in ye olde' Argen-fockin'-tina is that I, personally, killed nearly every single fockin' wanker in that compound by me goddamn self. Ye know what I got fer it? Nothin'. Nothin' at all! What a bunch of ungrateful muppets! So I goes out to sauce up an 'ave a bit a fun. Oi get so fockin' smashed an also steal this one bint's coke an snort et all that oi black out. 'pparently oi doied from tha coke, but et doesn't fockin' matter 'cause oi 'pparently can't just simply doi. Weird, roight? AN NOW OI CAN'T 'OLD ME FOCKIN' GUN NO MORE."
"Oh fock this. Oi got a better oidea; 'ave fun wit tha'."
>Move 5556 111(2.5)
Barnaby Jones [Revenant] - No Shock, Stun, Shaken |VIT 21| AP 8| SKL 11| WIL 10| PER 8| DEF 8/-4|
== [Weapon] DeSync - Full turn; can take over bodies C-7 Service - 7 DMG 7x3 Ammo | Bf+1, M3, H2 | RLD 1 C-K - 6 DMG, Crit 5 | [Vitals], [Charge] | 2 AP
[Inventory] BreachKit x4 - 20 EX DMG, RAD 3 | 3 AP [Prime] + 1 AP Det
== [Beacon] +2 vs Magic [Speedy Hands] - Reload -2 AP