Vanguard II: Neighbourhood Watch [Skirmish]

>Previously:suptg.thisisnotatrueending.com/archive/47837763/

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.

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.

[off-topic]

>Hexes and square buildings.

There's got to be a better way.

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:

>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.

Can people just make chars and join using a Trip? Or is there a playerbase already?

People are always welcome to join. It's just sometimes you get 40 PCs and 1 GM, but new players ALWAYS get priority play

Rolling for Extra Human Resource Stuff, and Secret of the Past

...

Rolled 5, 1, 2, 3, 1 = 12 (5d6)

bloody typing dice stuff

Okay, Ill-blooded Inheritor, with a 6/2,3,1 for secret of the past. What does that mean

Where do I make hex maps like the one in the OP?

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

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.

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.

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)

Vit: 12
Ap: 10 /+5
Skill: 11
Will: 10
Per: 11
Def: 8 /-4

Special:
Lycanthrope
Secrets of the past
Beacon
Sprinter

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

>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."

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.

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)

>Deploy A1

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)
NorAdre

Vit: 19
Ap: 10 /+5
Skill: 11
Will: 10
Per: 10
Def: 8 /-4
DR: 5

Special:
Lycanthrope
-Berserk at 0 Vit
-[Regen5] Spent 5 ap to recover 5 vit
-[Strength3] +3 melee attacks
Secrets of the past
Beacon
Sprinter

"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

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.

"I don't want to take any chances. We should
burn it down, just to be safe."

"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."

Rolled 4, 3, 4 = 11 (3d6)

let's see what we get for combat thau

Force Direct, Time. Yer a chronomancer Harry!

That's electricity not time

[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.

>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)

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

Rolled 2, 5, 3, 2, 3, 6 = 21 (6d6)

Almost ready

Gear up.
--
Equip:
Forensic Thaum Kit
Good Luck Charm
Uplink Interceptor
C-K

Vit: 12/12
Ap: 10/+5
Skill: 10[capd]
Will: 10
Per: 13
Def: 8/ -4

Special: [Forces] [Direct] [Electrical] [Secret of the past] [Twitchy]

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."

>Mov 1, 2
>Clear window
>Mov 1

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)
NorAdre

Vit: 19
Ap: 10 /+5
Skill: 11
Will: 10
Per: 10
Def: 8 /-4
DR: 5

Special:
Lycanthrope
-Berserk at 0 Vit
-[Regen5] Spent 5 ap to recover 5 vit
-[Strength3] +3 melee attacks
Secrets of the past
Beacon
Sprinter

All right, 17 - move in and then the others will cover you. Standard pincer. If you see anything untowards, just say into the microphone.

Speaking of, they haven't cleaned this area in a while. That's a lot of flies.
--

That's the pizza. But where's the delivery guy?

Ah. Scratch one.

[Field Ops]
17 - 12 / 12
Claire - 10 / 10
Barratiel 10 / 10

[Reaction Phase]

Welcome aboard Twitch.
2, 5, 3 = 10
>-1 Will, [Unfazable] quality.

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]

"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

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)
NorAdre

Vit: 19
Ap: 10 /+5
Skill: 11
Will: 10
Per: 10
Def: 8 /-4
DR: 5

Special:
Lycanthrope
-Berserk at 0 Vit
-[Regen5] Spent 5 ap to recover 5 vit
-[Strength3] +3 melee attacks
Secrets of the past
Beacon
Sprinter

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

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)

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?

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?

I have one more to roll it was 2, 3, 6

Equip:
Forensic Thaum Kit
Good Luck Charm
Uplink Interceptor
C-K

Vit: 12/12
Ap: 10/+5
Skill: 10[capd]
Will: 9
Per: 13
Def: 8/ -4

Special: [Forces] [Direct] [Electrical] [Secret of the past] [Twitchy] [Unfazable]

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.

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]

Ahem.

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....

Alright sorry bout that. What's my number then

>deploy

Equip:
Forensic Thaum Kit
Good Luck Charm
Uplink Interceptor
C-K

Vit: 14/14
Ap: 10/+5
Skill: 9[capd]
Will: 9
Per: 13
Def: 9/ -4

Special: [Forces] [Direct] [Electrical] [Secret of the past] [Twitchy] [Unfazable]

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.

[Field Ops]
17 - 11 / 12
Barratial 9 / 10
Claire 9 / 10
Twitch 10 / 10

[Player Phase]

Rolled 4, 4, 2, 4, 6, 3 = 23 (6d6)

>"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)

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.

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)

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.

Rolled 6, 2, 5, 4, 3, 3 = 23 (6d6)

first 3 for Spell, second 3 for Investigate

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.

Rolled 1, 2, 6, 2, 2, 4, 4, 1, 6, 2, 3, 3 = 36 (12d6)

"Shush Command, I need silence for my next art project."

"First you insult me, now you're telling me off, who do you think you are!?"

>Brandish knife and carve up V1 four times (10 damage)
>Search body if dead

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)
NorAdre

Vit: 15/19
Ap: 10 /+5
Skill: 11
Will: 10
Per: 10
Def: 8 /-4
DR: 5

Special:
Lycanthrope
-Berserk at 0 Vit
-[Regen5] Spent 5 ap to recover 5 vit
-[Strength3] +3 melee attacks
Secrets of the past
Beacon
Sprinter

Rolled 4 (1d6)

Great. Thank you.
Building an Operative. Rolling for Service Skill. Will choose Career enhancements and armory based on roll result.

"Oh, so you're not fluffy. But I thought you were a moon-thing?"

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.

17 : 12 / 12
Claire 10 / 10
Baratiel 10 / 10
Twitch 10 / 10

[player phase]

Rolled 2, 4, 2, 6 = 14 (4d6)

"Oi you bunch a roight cunts fergot about me!"

>Extra Human Ressource
>Revenant

[Secret of the Past]
[Beacon]
[Speedy Hands]

|VIT 12| AP 10| SKL 11| WIL 10| PER 11| DEF 8/-4|

>move 211 11
>overwatch electric shock 3ap

Equip:
Forensic Thaum Kit
Good Luck Charm
Uplink Interceptor
C-K

Vit: 14/14
Ap: 10/+5
Skill: 9[capd]
Will: 9
Per: 13
Def: 9/ -4

Special: [Forces] [Direct] [Electrical] [Twitchy] [Unfazable]

Ah.

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.

[Field Ops]

[Field Ops]
1 Claire
2 Barratiel
3 Twitch
4 Kowalski
5 Barnaby

17 - 17

>Move 2,3, pick up grenade
>Move 4,4,3
>"Darkness" to move under the door again, 2AP spent, TN 12
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:11/12 [+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)

Rolled 5, 2, 1 = 8 (3d6)

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

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.

"Calm down, it's just a limb. More importantly there isn't any blood. Ruined the fun, what a shame."

>Mov 1, 1, 1, 2, 2

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)
NorAdre

Vit: 19
Ap: 10 /+5
Skill: 11
Will: 10
Per: 10
Def: 8 /-4
DR: 5

Special:
Lycanthrope
-Berserk at 0 Vit
-[Regen5] Spent 5 ap to recover 5 vit
-[Strength3] +3 melee attacks
Secrets of the past
Beacon
Sprinter

17! Don't move! That's a hemophage all right! But it looks mutated! Just freeze, it might not spot you if someone---

It saw something. What did it see?

[Rolled reaction into phase]
[Player phase]

[Field Ops]
17 : 10 / 12
Claire 10 / 10
Twitch 9 / 10
Barratiel: 10 / 10, but he has a headache.

"Well then, I have my work cut out for me, eh ?"
>deploy at B

Nilrem
Vit : 12
AP : 10/+5
Skill : 11
Will : 9
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

Since you ask so nicely.

Rolled 1, 6, 1 = 8 (3d6)

>"Darkness" to creat a shadowy illusion to run past the Hemophage into the Lounge (Investing 5AP, 1 on casting, 1 on focus, 3 on effect)

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)

This is a nest all right. That delivery boy could have been anything, but this is clear evidence.

Weapons free everyone. Bring them down.

[Now with weapon ranges!]

"Agent Kowalski, reporting in. Heads up, weapons ready."
Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
SpMax: 7 dmg, 4 ammo*4, Bf+3/ M3 /H1, Atk -2/-3/-4, Reload 1AP(Speedy Hands)
Armored Inserts
UV-Nadex | x2

Vit: 14
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -7

Special: [Focus] [Determined] [Speedy Hands] [Threatening]

"Fockin' bloody christ, what did you tarts do to me 'ead? Oi can't even 'old me fockin' weapon no more!"

"Sucks to that, Oim takin' all yer bricks fer that one!"

>Deploy

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 (0), M3 (-2), H2 (-4) | 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

Rolled 5, 5, 2 = 12 (3d6)

>Move 6
>Aim
>Burst fire on X2 (3 ap)
>Prepare knife attack 1

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)
NorAdre

Vit: 15/19
Ap: 10 /+5
Skill: 11
Will: 10
Per: 10
Def: 8 /-4
DR: 5

Special:
Lycanthrope
-Berserk at 0 Vit
-[Regen5] Spent 5 ap to recover 5 vit
-[Strength3] +3 melee attacks
Secrets of the past
Beacon
Sprinter

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.

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

>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

Vit: 14/14
Ap: 10/+5
Skill: 9[capd]
Will: 9
Per: 13
Def: 9/ -4

Special: [Forces] [Direct] [Electrical] [Twitchy] [Unfazable]

>B4
>Will act next turn

"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

"O, your soul feels dead. I like it."
"And you two taste sparky!"

>Deploy on B2
>Advance to hex north of doorway(2AP)
>Wait for next turn

Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
SpMax: 7 dmg, 4 ammo*4, Bf+3/ M3 /H1, Atk -2/-3/-4, Reload 1AP(Speedy Hands)
Armored Inserts
UV-Nadex | x2

Vit: 14
AP: 10/+5
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -7

Special: [Focus] [Weapons 1] [Determined] [Speedy Hands] [Threatening]

Bullets ring out, shadow flies, something red flies through the air and goes clean through a wall.


[Field Ops]
1 Claire 9 / 10
2 Barratiel 10 / 10
3 Twitch 5 / 10
4 Kowalski
5 Barnaby
7 Nilrem 8 / 10
17 - 17 12 / 12

[Reaction Phase]

Rolled 5, 2, 4, 3, 1, 1, 1, 6, 4, 4, 1, 2 = 34 (12d6)

Wait! Watch out!

Good reflexes, Twitch.

[Player Phase]

( Units in fog aren't necessarily where they are on the map; I mark last known location from /before/ the FOW hides )

Rolled 4, 5, 1 = 10 (3d6)

"...Of course. DIE HERETICAL BEAST!"

>move 661
>Aim... Aim...
>Shoot it in the back.

>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

Rolled 4, 2, 2, 2, 6, 6, 3, 6, 4, 2, 2, 3 = 42 (12d6)

"Think you're quick huh?" Clarie looks at the broken wall. "Oh, you're not the same one, but whatever, let's see how you dance."

>Mov 3
>Cut up X1 four times

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)
NorAdre

Vit: 15/19
Ap: 10 /+5
Skill: 11
Will: 10
Per: 10
Def: 8 /-4
DR: 5

Special:
Lycanthrope
-Berserk at 0 Vit
-[Regen5] Spent 5 ap to recover 5 vit
-[Strength3] +3 melee attacks
Secrets of the past
Beacon
Sprinte

Rolled 4, 5, 1 = 10 (3d6)

>move 333
>prepare spell [Emotion] : Inspire Love, use it on any enemy entering line of sight
"There's no need to fight."

Nilrem
Vit : 12
AP : 3/+5
Skill : 11
Will : 9
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

>Move to hex just south of Nilrem(5AP)

Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
SpMax: 7 dmg, 4 ammo*4, Bf+3/ M3 /H1, Atk -2/-3/-4, Reload 1AP(Speedy Hands)
Armored Inserts
UV-Nadex | x2

Vit: 14
AP: 10/+5
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -7

Special: [Focus] [Weapons 1] [Determined] [Speedy Hands] [Threatening]

Correction:
>Move 4,3,3,4,3

Rolled 1, 4, 5 = 10 (3d6)

>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)

"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

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

Vit: 14/14
Ap: 10/+5
Skill: 9[capd]
Will: 9
Per: 13
Def: 9/ -4

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]

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

=Stats=
Vit: 12/12
Ap: 10/+5
Skill: 11
Will: 11
Per: 13
Def: 8/ -7

=Special=
[Determined][Secret of the Past][Threatening]

Keep those cameras steady people, we only have so many eyes.

>Now with proper FoW

Rolled 4, 1 = 5 (2d6)

>Be confused about what happened in Argentina
>Roll Extra Human Resource

Rolled 5, 1, 5 = 11 (3d6)

>Move 2
>Prepare to Investigate+3 as soon as the door opens

"Nilrem, get the door, would you?"

Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
SpMax: 7 dmg, 4 ammo*4, Bf+3/ M3 /H1, Atk -2/-3/-4, Reload 1AP(Speedy Hands)
Armored Inserts
UV-Nadex | x2

Vit: 14
AP: 10/+5
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -7

Special: [Focus] [Weapons 1] [Determined] [Speedy Hands] [Threatening]

It's wobbling people; it's trying to break away!

Biology - Sense - Animals

Secrets of the Past 13:
"When we found Ottershal's Library, we burned it to the ground.
Six months later, we found it again"
+1 Will, +1 Per, -4 Vit

[Field Ops]
1 Claire 6 / 10
2 Barratiel 9 / 10
3 Twitch 5 / 10
4 Kowalski 10 / 10
5 Barnaby 8 --
7 Nilrem 9 / 10
8 Jiggs 10 / 10
17 - 17 12 / 12

[Player Phase]

Rolled 1, 6, 3, 2, 2, 2, 1, 1, 1 = 19 (9d6)

>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)

"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