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William: Oi ya goshites. We dun killed ya boss before ye can even spit at us and now there a few somethin or other bashin at te door.

Les say ye surrender and we all try te make it out of this ol shithole alive now?

Smugglers: Yes we give up!

William: Good. Now I have'e few questions after we outta this mess. Mostly concernin why the hell Eldson of all nobbers's using our technology and plasterin his name on it. That and these things behind the door dun sound like anything around'ere.

Samantha:.....psshhtttt....Wil....am..bzztttppshhhh....you..pshhh...hear us? Come in!

William: Well issnat some good news? Looks like ye blokes are done here. If I'm hearin Sammy then you've gots a way out. Follow my crew through. As for everyone else, I'll be needin volunteers to check this cave out.

William unhooks a vocaven from his belt and turns a knob. Samantha Gyre can be heard clearly from the small device.

Samantha: Willi you idiot. Why'd you block the entrance? We've got more recruits on standby waiting for you, and the current crew might want to end their shift.

William: Mighty sorry lassee. Had te keep ye out of thick of it ya know? The other Sam may have me 'ead not to mention te ole man. Anywhat listen Sammy. We found the gobshites who stole our merch but on top of it all they have some unreleased models. Ever do some work with Eldson? I might be jussa handyman but dun think te ole man might not like that you've been goin around your agreements.

Samantha: Eldson? SON OF A BITCH! He was the first to offer us help but that asshole wanted all the credit. I wasn't letting that rat take credit for my father's work. I thought we trashed all our prototypes but he must have kept some around.

William: Dun worry your pretty little head lass. Our friends down'ere were usin'is models. They're shite.

Samantha: Even so that's not good. William, you have to find the rest of the gear they stole. We're still not ready to market and there's plenty of people out there that could beat us with the work we have already.

Willaim: Aye, will find it lass. Willi's on te case.

Quen: Wait...I want to help. Those things took one of my other friends. I have to get something from them...

William: Oh? Right then. Guess ye hired. Jus dun fuck up or'll your friend here might not make it back to Laissez.

Quen: Yes I know. Anyways I know where your stuff is...I just don't think you can get to it.

William looks at the crew.

William: I think'll be fine.


William explains to the crew that Samantha must have found a way back inside the caves. All current agents who do not volunteer for [Overtime] will [Clock out]. Agents who ran the first mission may not adjust their loadouts and PRTS. All new players may join
>>
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NEW PLAYERS WELCOME

Welcome to Gyrocite.

You play as an all-around "handy man" for an upstart company whose invention could change the world along with its partners. Your current job is finding some stolen prototypes and possibly finding a way through an old abandoned passage which may or may not be filled with cave spiders.

Don't worry about catching up or trying to understand it all. Just play along

Previous thread: http://suptg.thisisnotatrueending.com/qstarchive/1609123/

A quick start guide is there to explain general concepts. Please find the rest of the manual here:

https://docs.google.com/document/d/1hRb7fQuzeSfjKbbYNOWa6V1xWs3-CM9lKBBDkJFcQ8I/edit?usp=sharing

Don't worry about all the math. A character calculator is provided to make things easier here:

https://docs.google.com/spreadsheets/d/1fnAZgltRByC8EJflcxyiUpb8UCy_nGM3qx3Owt9t8eg/edit?usp=sharing

In over your head? Feel free to ask questions here:
https://kiwiirc.com/client/irc.rizon.net/

Channel name is #skirmish
>>
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>but anon I don't have time to read and commit to a game

Sure you do! Turns are done daily, so if you have time to spare in 18 hour intervals you'll likely get a turn in and if not someone can always bot you for a turn.

All new and old players. Please post your stat sheet if you will be volunteering for another shift. The first turn will start around 6:00pm EST.

New players. Use the following template:

NAME:
Att CC 12
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
Example
Example

PRT/PQR:
[Example] [@Example] {Example}

Also, you can get more updates on my twitter:

https://twitter.com/GearCommand
>>
>"[dying person noises]"

Don't have the time to read through the doc just right now, are there any changes from last time?
>>
>>1655534
Nothing new!....yet

Also you were all treated during the intermission. All previous players should consider their Energy refilled and any wounds/res damage restored.
>>
Reporting back in. Seems we've a tough road ahead.


Mer 1 RES 7 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ


CC 12/12
Supplies 8/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns. 6/8
3 Field Smock 2/4
3+1 Helios
1 Quick Patch
>>
>>1655557
What about consumables and boosts on timers?>>1655250
"[Overtime] pays time and a half, right? I'm in."

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4 (Venticine: 3? Turns remaining)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
>>1655534
>>1655557
>"[living person noises]"
>"..."
>"I hate caves so much right now. Let's get this over with."

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1655250
Julien looks at the dying person for a moment, his face unreadable.
"...you, peon(quen). Your friend..what happened to her?"
Julien Delacroix de la Fleur
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:

[e]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

[e]Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Fleshe][extra Padding][bandolier][extra pockets]
>>
A question concerning melee and the Aegis GFE. It's written that the field violently expels GFE's that are within MER radius. If a character was to use [Lunge] or [Fleche] to dash forward and strike a GFE-equipped enemy, would the enemy be continually pushed back, making melee impossible?

Or, if the character was equipped with an Epee and hit an enemy with [Pin] via the weapon's extra range, how would that pan out?
>>
>>1656339

Those are still active. You haven't been able to replenish supplies just yet.

>>1656749
Quen gives Julien an annoyed look.

Quen: Her name is Catrina. We were running towards here when something grabbed her from the ceiling. Our shields didn't protect us worth a damn. I can barely remember what happened. All I remember was running.
>>
>>1656974
You'll have to try and find out!
>>
>>1656995
This ought to be interesting.


NAME: Jack Haversham
Att CC 21/21
Mer 2 RES 8
Mar 3 AP 14
Ven 5 MOV 3
Jup 2 MOD 6

Equipment:
"Epee" 4d4; +1 reach (Hit 11<, ignores DR), 4AP (8EN if attack lands.) Fnc/Prc EQ: 2.
SP-29 "Silver Dollar" 3d2 cm; 3AP 3EN 4R, AM: 6/6. EQ: 1

LA-GFE "Aegis" EN: (48+6)/(48+6) (+6 per [*link]), RE: (9+3), LI: 8, EQ: 6, -2MOV
"Theseus" Capaci-Coat EN: +6, RE: +3, EQ: 2

2x "Lily's Quick Patches" Treats 1d3 wounds. EQ: 2
2x "Mar-Aid" Heals 2d3 RES. EQ: 1
4x ".22 Jellybean Mag" 1 Reload, EQ: 1

PRT/PQR:
{Fencer}
[%Parry]
[Pin]
[Fleche]
[*Link]
[*Field Emitter]
>>
>>1656981
Julien frowns for a moment, his mouth opening briefly before closing again, with a grunt he decides to say
"Bah, what're you worrying over? She'll be fine, and with a master swordsman like me along WE'LL be fine as well!"
>>
>>1657001
Just so you know your current CC is 11

Its 3(Jup)+Ven

Also the Aegis affects all fields. Friend and foe alike.
>>
>>1657282
My bad. Don't know how I got 21 out of that. I'll just drop the extras.
I suppose that makes Aegis a touch less than optimal for a frontline fighter. Is there a deadline for when you're starting the next phase?
>>
>>1657307
within the next hour. It's alright if you don't make it for the first turn I can always get people in.

Seriously just swap out the aegis for anything else and you should be kosher
>>
>>1657312
I'm good. Rough physical description: Tall and broad-shouldered, Jack boasts a fiery red beard that he refuses to trim.

NAME: Jack Haversham
Att CC 11/11
Mer 2 RES 8
Mar 3 AP 14
Ven 5 MOV 5
Jup 2 MOD 6

Equipment:
"Epee" 4d4; +1 reach (Hit 11<, ignores DR), 4AP (8EN if attack lands.) Fnc/Prc EQ: 2.
SP-29 "Silver Dollar" 3d2 cm; 3AP 3EN 4R, AM: 6/6. EQ: 1
GFE Mk.2 “Athena” EN: (20+6)/(20+6) RE: (6+3) LI6: EQ: 3
"Theseus" Capaci-Coat EN: +6, RE: +3, EQ: 2

1x "Lily's Quick Patches" Treats 1d3 wounds. EQ: 2
1x ".22 Jellybean Mag" 1 Reload, EQ: 1

PRT/PQR:
{Fencer}
[%Parry]
[Pin]
[Fleche]
[#Absence of Blade]
[#Pris de Fer]
>>
>>1655250
Unfortunately, I am very busy and must return to the lab as quickly as possible. William, your Gyre.

> [Clock Out]
>>
>>1655250
NAME: Andrew
Att CC 13
Mer 3 RES 12
Mar 3 AP 13
Ven 4 MOV 4
Jup 3 MOD 6
CC: 16/16(+3 Pockets)
Equipment:
-GFE Type 1 “Helios”
EN: 30/30; RE5(+3 Wire) LI6 EQ3
-Basil Audoplate
1DR (+1DR vs Guns) 2EQ
-LR-11 “Emil”
4d2 cm 8AP 8EN R10(3+3+4)
AM:3/3 3Pen 3EQ
-.501 “Liquorice” mag 1 Reload +1R 2EQ ×4
-Mar-aid Heals 2d3 RES 1EQ
PRT/PRQ:
Armor
[Extra pockets] +3EQ
[^Bandolier] -1EQ
Rifle
[Ammo check]
[#Stake out]
[@Hold Breath] -2AP +1R
GFE
[^Solide Wiring] -1EQ +3RE
[*Boost+] Spend -2AP to produce MAR energy
[!*Jupimer grav system] -4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective

Desc: 25, average height but strong build, brown hair and blue eyes.
>>
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William: Alight crew. We'll be headin in to unknown fuckery real quick. Senzei and Aleid, >>1657335 Take these lowlifes with ya. I figure ye might want them armed with whatever has been walkin round right.
Get yeselves and te gobshites to te surface. We'll be headin in te god knows what. It's lookin like we better take a light with us.

William returns Senzei the Aegis and takes his back

Quen: We left some of the merch at the end of this pass. I don't hear anything now so they likely left. It's probably really dark now.

You can always come back at no penalty.

>>1657319
>>1657356

William: Oi welcome ye two. Good timin. We justa'bout te start.

[ACTION PHASE]

https://youtu.be/iX_XfgBsuEY?list=PL1A3044EBC796E3DC

[1] Alexander 30/30 (5); 8/8
[2] Tarbor 30/30 (5); 7/7 supplies at 8
[3] Julien 24/24 (6); 12/12
[4] Jack 26/26 (9); 8/8
[5] Prefect 30/30 (5); 8/8 Venticine boost until turn 9
[6] Andrew 30/30 (5); 12
>>
>>1655250

"Ready and willing for [Overtime], I don't want to miss the excitement!"

Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 30/30 Re: 5 LI: 6

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR

[e] CHAIN - DR2

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1657470
sure thing. You may act this phase.
>>
>>1657442
Lead the way then, Peon(quen), I'll be right behind you, we'll do this *Catrina* some vengeance.

>Move E,E,E
>OBSERVE(!) Look/listen south into passage
>Take torch, put lement into inventory


Julien Delacroix de la Fleur
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12/(0)
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:

[e]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

[e]Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Fleshe][extra Padding][bandolier][extra pockets]
>>
>>1657535
Please remember that [Observing] takes a roll to complete.
>>
>>1657442
"This looks like a dead end. Wonder how the things got out."

>move 3W, S til the wall

Mer 1 RES 7 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ


CC 12/12
Supplies 8/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns. 6/8
3 Field Smock 2/4
3+1 Helios
1 Quick Patch
>>
Rolled 3 (1d24)

>>1657535
>>1657592
"Where are you going coward? Running already?"

(you wanna move east broski)
>>
Rolled 11 (1d24)

>>1657442
"Something that stuck with me from last time - make sure you watch /up/."

>[4 AP] Activate Jupimer Grav System
>[3 AP] Grab torch E1
>[6 AP] Move Up3 S1 E2 S1
>[2 AP] Observe
or, if I can't hold a torch with these gauntlets on:
>[5 AP] Observe

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1657622
Forgot the number, my bad.
>>
>>1657442
Hopefully the enemy is as punctual as us, my trigger finger is itching.

>Toggle Grav -4AP
>Move ENEEEE -6AP
>Prone -3AP

NAME: Andrew
Att CC 13
Mer 3 RES 8(-4)
Mar 3 AP 13
Ven 4 MOV 6(+2)
Jup 3 MOD 6
CC: 16/16(+3 Pockets)
Equipment:
-GFE Type 1 “Helios”
EN: 30/30; RE5(+3 Wire) LI6 EQ3
-Basil Audoplate
1DR (+1DR vs Guns) 2EQ
-LR-11 “Emil”
4d2 cm 8AP 8EN R10(3+3+4)
AM:3/3 3Pen 3EQ
-.501 “Liquorice” mag 1 Reload +1R 2EQ ×4
-Mar-aid Heals 2d3 RES 1EQ
PRT/PRQ:
Armor
[Extra pockets] +3EQ
[^Bandolier] -1EQ
Rifle
[Ammo check]
[#Stake out]
[@Hold Breath] -2AP +1R
GFE
[^Solide Wiring] -1EQ +3RE
[*Boost+] Spend -2AP to produce MAR energy
[!*Jupimer grav system] -4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
>>
>>1657442

>[3ap] Move E1
>[3AP] Grab Torch
>[6AP] Move
> W1 N2

Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 30/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1657718
You might want to double check that movement. Do you want to grab the touch that's west of you and then move north?
>>
Phase ends at 9pm EST so I can process this first turn.
>>
Rolled 7, 5, 6, 16 = 34 (4d24)

>>1657442
>Free Move 3N
>Observe N, trying to see in tue darkness, 4AP (4dice? 1?)
>Overwatch Emil N, 8AP

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4 (Venticine: 3 Turns remaining)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
>>1657592
>>1657611
>Fug
>3E, S til wall.
>>
File: beta cave06aa.png (6.6 MB, 3467x2600)
6.6 MB
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William: Alrigh, less get this shit over with.

Blimey'ell you can't see'anythin. Sammy gave me some flare te....BY THE SEVEN WHAT ON VITAS!!

Quen: Those damn bugs. Don't let those hairs touch you!

William: Oi fookin'ell phantasmites!?! No wonder te fookin pass is abandoned. Time te earn ye keep erryone!

Strange creatures appear. Ones naught seen in these mountains in a long time.

[Scree Phase]

[1] Alexander 30/30 (5); 8/8
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
[4] Jack 26/26 (9); 8/8
[5] Prefect 30/30 (5); 8/8
[6] Andrew 30/30 (5); 12/12
[7] Aleid 30/30 (5); 10/10
>>
File: beta cave06b.png (6.36 MB, 3467x2600)
6.36 MB
6.36 MB PNG
Two precise shots keep the handyman unscathed

[ACTION PHASE]

Please post all actions by 6PM EST

[1] Alexander 30/30 (5); 8/8
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
[4] Jack 26/26 (9); 8/8
[5] Prefect 22/30 (5); 8/8
[6] Andrew 30/30 (5); 12/12
[7] Aleid 30/30 (5); 10/10
>>
>>1657969
"By the Four Above Y'er an ugly one!"

NAME: Jack Haversham
Att CC 11/11
Mer 2 RES 8
Mar 3 AP 14
Ven 5 MOV 5
Jup 2 MOD 6

Equipment:
"Epee" 4d4; +1 reach (Hit 11<, ignores DR), 4AP (8EN if attack lands.) Fnc/Prc EQ: 2.
SP-29 "Silver Dollar" 3d2 cm; 3AP 3EN 4R, AM: 6/6. EQ: 1

GFE Mk.2 “Athena” EN: (20+6)/(20+6) RE: (6+3) LI6: EQ: 3
"Theseus" Capaci-Coat EN: +6, RE: +3, EQ: 2

1x "Lily's Quick Patches" Treats 1d3 wounds. EQ: 2
1x ".22 Jellybean Mag" 1 Reload, EQ: 1

PRT/PQR:
{Fencer}
[%Parry]
[Pin]
[Fleche]
[#Absence of Blade]
[#Pris de Fer]

>Spend 6 AP: move 2E, 3N
>Spend 3 AP: equip Epee
>Spend 5 AP: Prepare to [%Parry].
>>
>>1657969
>Move W,N,N
>Prepare parry (6ap)

Julien Delacroix de la Fleur
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12/(0)
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
[E]Torch
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Fleshe][extra Padding][bandolier][extra pockets]
>>
>>1658162
You already have both equipped friend. And equipping items is 6AP.

Also please put the green text at the top. The bottom messes me up.
>>
Rolled 18, 12, 9, 16, 22 = 77 (5d24)

>>1657969
>[6 AP] Move N1 W2 N4.
>[3 AP] Move N1. (2 tiles' movement left over in case alternative route is needed.)
>[3 AP 4 EN] Elbow drop 3 tiles onto phantasmite for 5d3 cm. Regain 3 EN.
>[0 AP] Move from prone to standing.
>[3 AP] Move Up3. Regain 3 EN.

Can we roll for phantasmite lore?
---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
Rolled 13, 18, 15, 20 = 66 (4d24)

>>1657969
>Reload, 4ap
>Boost+, 2ap, +4EN=26/30
>Shoot closest surviving Screeee, 8AP, 8EN=18/30 (if none are stil, alive, overwatch)
>-RE5=23/30

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4 (Venticine: 3 Turns remaining)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:2/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×2
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
>>1657969
>Take torch E
>Remember my Jupimer is still active
>Move SSSESES
>>
>>1658589
If I can't have it active since last thread it was, I'll turn it on and take as much of that move as I can.


Mer 1 RES 7-4 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ


CC 12/12
Supplies 8/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns. 6/8
3 Field Smock 2/4
3+1 Helios
1 Quick Patch
>>
>>1657969
>Get up -3AP
>Move WWWNNN -6AP

NAME: Andrew
Att CC 13
Mer 3 RES 12
Mar 3 AP 13
Ven 4 MOV 6(+2)
Jup 3 MOD 6
CC: 16/16(+3 Pockets)
Equipment:
-GFE Type 1 “Helios”
EN: 30/30; RE5(+3 Wire) LI6 EQ3
-Basil Audoplate
1DR (+1DR vs Guns) 2EQ
-LR-11 “Emil”
4d2 cm 8AP 8EN R10(3+3+4)
AM:3/3 3Pen 3EQ
-.501 “Liquorice” mag 1 Reload +1R 2EQ ×4
-Mar-aid Heals 2d3 RES 1EQ
PRT/PRQ:
Armor
[Extra pockets] +3EQ
[^Bandolier] -1EQ
Rifle
[Ammo check]
[#Stake out]
[@Hold Breath] -2AP +1R
GFE
[^Solide Wiring] -1EQ +3RE
[*Boost+] Spend -2AP to produce MAR energy
[!*Jupimer grav system] -4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
>>
File: beta cave07a.png (6.36 MB, 3467x2600)
6.36 MB
6.36 MB PNG
William: Oi, crew. Don't get confident... these bastards ah much mo cleva then ya think.

Quen: Oh no.....

William: What now ye gobshite?

Quen: Those aren't the ones...

William: ?!

Quen: SHIT THEY DID GET THROUGH!

[1] Alexander 30/30 (5); 8/8 Alexander changes direction while on the ceiling causing him to fall. He manages to vanquish the Phantasmite. roll observe or recall for lore
[2] Tarbor 30/30 (5); 7/7 Tarbor hears something after he grabs a torch
[3] Julien 24/24 (6); 12/12
[4] Jack 26/26 (9); 8/8 Jack is bumped forward by Andrew but Jack maintains focus Players be careful of bumping other players. That will {Interrupt} them
[5] Prefect 23/30 (5); 8/8 With a reload and another shot. Prefect finishes the Phantasmite
[6] Andrew 30/30 (5); 12/12
[7] Aleid 30/30 (5); 10/10
>>
File: beta cave07b.png (2.04 MB, 1600x1200)
2.04 MB
2.04 MB PNG
The smugglers' negligence puts a caretaker in danger.

[1] Alexander 30/30 (5); 8/8
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
[4] Jack 26/26 (9); 8/8
[5] Prefect 23/30 (5); 8/8
[6] Andrew 30/30 (5); 12/12
[7] Aleid 30/30 (5); 10/10

If everyone gets their actions in I can process a turn for tonight too.
>>
>>1659477
[Action Phase]

Also I should note how Observe and Recall work. You roll a d24 and your MAR adds a bonus to it. It's important to carefully interpret information though.
>>
>>1659477
"Why are you even going in this direction anyway peon?!"
"I could see the supplies on the other tunnel! I swear if this is your idea of a joke, or an inept attempt at a trap I will end your insignificant life!"
>Move S,S,E(6ap)
>Move E(3ap)
>Prepare parry with rest of AP, face south.
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12/(0)
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
[E]Torch
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3
PRT/PQR:[Fencer][Riposte][Parry][Fleshe][extra Padding][bandolier][extra pockets]
>>
Rolled 10, 10, 22, 12 = 54 (4d24)

>>1659477
>Venticine Move 1S, 3E
>Fire Emil at the screee 2E 7S, 8Ap, 8EN
>Boost+ thrice, 6Ap, +12EN=27/30
>-RE5=30/30
"You might get out of there now, T."
>>1659436
>Bumping is a thing. Can we get a card of who's who, then?

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4 (Venticine: 2 Turns remaining)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×2
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
Rolled 3, 21, 2, 7 = 33 (4d24)

>>1659477
Sorry about that buddy

>Prone -3AP
>Hold breath -2AP
>Fire Emil at closest scree R10(+2)

NAME: Andrew
Att CC 13
Mer 3 RES 12
Mar 3 AP 13
Ven 4 MOV 6(+2)
Jup 3 MOD 6
CC: 16/16(+3 Pockets)
Equipment:
-GFE Type 1 “Helios”
EN: 22/30; RE5(+3 Wire) LI6 EQ3
-Basil Audoplate
1DR (+1DR vs Guns) 2EQ
-LR-11 “Emil”
4d2 cm 8AP 8EN R10(3+3+4)
AM:2/3 3Pen 3EQ
-.501 “Liquorice” mag 1 Reload +1R 2EQ ×4
-Mar-aid Heals 2d3 RES 1EQ
PRT/PRQ:
Armor
[Extra pockets] +3EQ
[^Bandolier] -1EQ
Rifle
[Ammo check]
[#Stake out]
[@Hold Breath] -2AP +1R
GFE
[^Solide Wiring] -1EQ +3RE
[*Boost+] Spend -2AP to produce MAR energy
[!*Jupimer grav system] -4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
>>
>>1659477
I will try this instead if you don't mind.

Ioseph
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 CC 12

Sabre
Sabre
CHAIN
Helios

Mar-aid
Patches

{Ambidextrous}
[Extra Pockets]
[Solide Wiring]
[Vento Corto]
[%Passing Strike]
[%Deflect]
[%Parry]
>>
>>1659477

>[4ap] Activate Jupimer
>[6+3ap] Move + Half Move 5E 2S

Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 30/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1659715
Welcome! Please include your item stats. It's easier for me to process that way. Also Give me a physical description. Mainly skin, eye, and hairstyle.
>>
>>1659828
Ioseph is black with dark hair, wears a mail coif. Over his CHAIN he wears a simple surcoat of red and gold split vertically down the middle.

Here is the character sheet with item stats included. I was trying to make things cleaner.

Ioseph
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 CC 12

"Sabre" 2d6 8+ *AP damage x2
CHAIN-armour 2DR
Helios GFE 30EN 2RE 6LI

Mar-aid 2d3RES
Patches 1d3W 2/2

{Ambidextrous}, [Extra Pockets], [Solide Wiring], [Vento Corto], [%Passing Strike], [%Deflect], [%Parry]
>>
"Gettin' a touch crowded in here..."

>Attack the closest Scree with [Pin]. -4AP, -4EN
>Follow up with a regular "Epee" strike. -4AP, -8EN if it lands.
>Prepare a 3AP [%Parry], facing North.
>All attacks from [#Pris de Fer] are to be pointed North, or back at whoever attacked me.

NAME: Jack Haversham
Att CC 11/11
Mer 2 RES 8
Mar 3 AP 14
Ven 5 MOV 5
Jup 2 MOD 6

Equipment:
"Epee" 4d4; +1 reach (Hit 11<, ignores DR), 4AP (8EN if attack lands.) Fnc/Prc EQ: 2.
SP-29 "Silver Dollar" 3d2 cm; 3AP 3EN 4R, AM: 6/6. EQ: 1

GFE Mk.2 “Athena” EN: (16+6)/(20+6) RE: (6+3) LI6: EQ: 3
"Theseus" Capaci-Coat EN: +6, RE: +3, EQ: 2

1x "Lily's Quick Patches" Treats 1d3 wounds. EQ: 2
1x ".22 Jellybean Mag" 1 Reload, EQ: 1

PRT/PQR:
{Fencer}
[%Parry]
[Pin]
[Fleche]
[#Absence of Blade]
[#Pris de Fer]
>>
>>1659887
With 3 Jup, 3 Ven, and extra pockets, your CC is 15. Which is great, because we'll soon have our hands full. Of supplies, that is. These creeplies are chumps. This is most surely a working hypothesis and I will leave its investigation to the people with swords.

>>1659739
Noticing a collision of you and Julien. The square SW of him is a prime spot to set up a parry, though. I'm taking W of him.

>>1659477
>Move 6N 2E

Mer 1 RES 7-4 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ


CC 12/12
Supplies 8/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns. 6/8
3 Field Smock 2/4
3+1 Helios
1 Quick Patch
>>
{Foreman} please order any remaining workers please. You have a 15 minute window before I finish processing.
>>
Rolled 21 + 4 (1d24 + 4)

>>1659436
>Alexander changes direction while on the ceiling causing him to fall.
Not quite sure what you mean by this, or how it affected my turn. Regardless, I'll go with:

>[0 AP] Stand up if necessary.
>[12 AP] Move Up3 S7 E3 S1
>[3 AP] Roll for lore.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1659955
This is a good time to get this. Basically the Jupimer Grav system imbues your Gyre Field with anti-gravitational forces. This enables you to be practically weightless. When running on the ceiling you're effectively staying up there via your momentum. Changing directions means you lose momentum and subsequently you'll fall unless you have a means of holding on.

Basically if you do a 180 you'll fall off the ceiling.
>>
>>1659968
Good to know. I guess this means I need a surface to run on at all times, and can't just fly around while hovering 1 tile above everyone's heads.

I don't suppose I could target immovable surfaces like walls with knockback effects to propel myself and get around the direction change limitation?

Still trying to wrap my head around the physics, though.
>>
>>1659952
Overriding Aleid if possible:
>9AP EEEESS
>4AP Parry E
>>
File: beta cave08a.png (2.05 MB, 1600x1200)
2.05 MB
2.05 MB PNG
https://youtu.be/wP8Lnp_X-K0?list=PLu6_FOgZp3ej7yPm4YoyDbfHoOZWpQ1iR

Aid comes to the caretaker quickly. Yet their front is left open.

Players please do me a favor and use tap actions to denote what effects you have on you such as if you have Jupimer activated you can denote it like so:

>-JGS

Also some house cleaning. Please include the number you're given as it makes processing easier just typing a number rather than your whole name to find your posts.

On to another thing. It seems I can keep this consistent schedule of 5pm and 10pm posts. I can knock out at least 2 turns a day at this rate. Would it work for the majority of you to continue at this pace?


>>1660005
No override only bot much responsibility many salt otherwise

[1] Alexander 30/30 (1); 8/8 Alexander recalls hearing about Phantasmites from Maple Bloom

Maple: Now Phantasmites are fairly rare as they live deep within cave structures but from what I gathered they are some vicious bastards. Like most wildlife once they're worn down they tend to be easier to kill . Not a ton is known except that they tend to eat their own and apparently can recover extremely quickly via feeding. They grow rather large as it is but I've heard some exaggerated claims before as well from some old line workers.

[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
[4] Jack 26/26 (9); 8/8
[5] Prefect 30/30 (5); 8/8
[6] Andrew 27/30 (5); 12/12
[7] Aleid 30/30 (1); 10/10
[8] Ioseph 30/30 (5) 12/12
>>
>>1660045
5 and 10 EST, I'm guessing? Suits me fine except Thursday, where I'll need someone to bot me for the second update.
>>
File: beta cave08b.png (2.07 MB, 1600x1200)
2.07 MB
2.07 MB PNG
William: Oi fook te Seven thas'a'lot
Quen: SHIT SHIT SHIT SHIT SHIT SHIT SHIT!

The foul creatures come out in force seeing an opportunity arise.

[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12 Julien finding this all beneath him parries a phantasmite's advance slowing it down (Yellow numbers are AP damage)
[4] Jack 26/26 (9); 8/8
[5] Prefect 30/30 (5); 8/8
[6] Andrew 27/30 (5); 12/12
[7] Aleid 18/30 (1); 10/10 A phantasmite tries to take a bite out of Aleid but her Gyre holds true
[8] Ioseph 30/30 (5) 12/12

https://youtu.be/DocjCEDZqTA

[ACT PHASE!]
>>
Rolled 20, 17 = 37 (2d24)

>>1660165
>Slash at the parried bug(4ap)
>Slash at the other bug(4ap)
>Use rest of ap for parry/riposte(4ap)


Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12/(0)
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
[E]Torch
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3

PRT/PQR:
[Fencer]
[Riposte]
[Parry]
[Fleshe][extra Padding]
[bandolier]
[extra pockets]
>>
It's looking like we need at most 2 fighters to secure the supplies. It's carrying any of it that's going to be the problem, because we're all equipped to the tarsals. So. Anyone in my vicinity with Parry who volunteers to take the northern hallway gets a Booster (it takes effect next turn) so I can drop this smock.

Everyone up north, that's a pretty solid position you're holding. Try to arrange it so that if anyone has to be end and exposed to 4 tiles or more, they're someone with Parry. It may also be worth it at times for you to push up and deny the dead bodies. Coordinate and stay safe if you see the opportunity.

>3AP: Recall if it's possible to attach a Helios to a crate to make it easier to move.
>>
>>1660259
>arrange it so that if anyone has to be /at the/ end...

whoops
>>
Rolled 5, 23, 10, 7 = 45 (4d24)

>>1660165
>Hold breath -2AP
>Fire Emil at closest scree (R12) -8AP
>[*Boost+] -2 AP

Effects:
>Grav system

NAME: Andrew
Att CC 13
Mer 3 RES 12
Mar 3 AP 13
Ven 4 MOV 6(+2)
Jup 3 MOD 6
CC: 16/16(+3 Pockets)
Equipment:
-GFE Type 1 “Helios”
EN: 19/30; RE5(+3 Wire) LI6 EQ3
-Basil Audoplate
1DR (+1DR vs Guns) 2EQ
-LR-11 “Emil”
4d2 cm 8AP 8EN R10(3+3+4)
AM:1/3 3Pen 3EQ
-.501 “Liquorice” mag 1 Reload +1R 2EQ ×4
-Mar-aid Heals 2d3 RES 1EQ
PRT/PRQ:
Armor
[Extra pockets] +3EQ
[^Bandolier] -1EQ
Rifle
[Ammo check]
[#Stake out]
[@Hold Breath] -2AP +1R
GFE
[^Solide Wiring] -1EQ +3RE
[*Boost+] Spend -2AP to produce MAR energy
[!*Jupimer grav system] -4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
>>
>>1660259
Roll next time or you will auto crit fail.

You remember a dynamo engineer with a Jupimer catalyst moving heavy shipments back at the air docks of Laissez.

I'm going to ask everyone to be more specific when you post your actions. Smart processing makes shit harder on my end.
>>
>>1660286
Sorry, managing other stuff on my end atm.
>>
>>1660259
I could run up north, if you'd like. Looks like there's enough guys south for now. You'd have to overwatch your Boost for when I pass adjacent to you though, if that's even possible.

>>1660045
Might miss the 5 o'clock slot due to timezones on my side.
>>
>>1660447
Might actually want to keep you around. A Concussion Cannon could speed things immensely.
>>
>>1660529
How so? It's not a cone as far as I know, so I'd only be attacking one target at a time. And of course, my default approach is punching things to death.
>>
>>1660545
The Push does have a range of 2, though. I expect Helioses on a pair of crates will glide like a charm.
>>
Rolled 10, 10, 18 = 38 (3d24)

>>1660165
>>1660617
If we get a ruling that things can work like that, I'm fine with someone overriding my turn to remain in the area and act as appropriate - I'd do it myself but I probably won't be around at the time.

For now:
>-JGS
>[0+0 AP] Fall to ground level. Stick the landing and remain standing.
>[3 AP 4 EN] Pike Buster N1 phantasmite for 3d3 cm. Expend 1 ammo, 1/2 remaining.
>[6+6 AP] Move N2 Up3 W3 N4 E1, if N2 tiles are vacant (I have to not roll all 1s for damage); else E1 N1 Up3 W2 N1 W2 N4. Regain EN to full.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1660165
Ioseph will provide support where he can, everything is just a touch out of range.

> Move NN, E (-6AP)
So that I am in the middle of the doorway;
> [Vento Corto] x2 -{Ambidextrous} (-6AP, -8EN)
-20% damage, slicing the pale spiders to my north by north east and east by south east in a spinning strike.

Ioseph
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 CC 12+3

"Sabre" 4AP (6EN) 2d6 8+ *AP damage x2
CHAIN-armour 2DR
Helios GFE 22/30EN 2+3RE 6LI

Mar-aid 2d3RES
Patches 1d3W 2/2

{Ambidextrous}, [Extra Pockets], [Solide Wiring], [Vento Corto] 6AP 4EN, [%Passing Strike] AP2, [%Deflect] AP6, [%Parry] AP1
>>
Rolled 17, 19 = 36 (2d24)

>>1661008
That did not work, was it because I capitalized 'dice'?
>>
>>1660165
>-Venticine: Move 1E 1S
>Stow Emil, 4Ap
>Borrow Tarbor's Torch, ??Ap (3 if misc act, 4 if weapon, 6 if other object interaction)
>Light the Scree(corpse) S on fire, 3Ap?
"Say, you don't mind if I borrow this a moment, right?"

(If Borrowing the torch isn't an option, I have the movement to go SW and get the torch from the wall, just not sure if I can do it without bumping into people)

Prefect
Attributes || CC 11/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4 (Venticine: 1 Turns remaining)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×2
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
Rolled 12, 1, 5, 17, 22, 19, 24, 12 = 112 (8d24)

>>1660165
Aleid

>-JGS
>[2AP] Charge+
>[4ap] Attack (NW first)
>[4ap] Attack again
>[3ap] Parry

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 18/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
{Foreman} Please order any remaining workers.
>>
Rolled 1, 14, 11, 18, 3, 8, 22, 1, 14, 19 = 111 (10d24)

>>1661300
>>1660165
Botting jack
*Insert something suitably heroic here*
>Slash at the bug to my NW with epee
>Fire silver dollar at bug Just behind that one
>Fire another shot at the same bug
>Prepare parry with rest of ap

NAME: Jack Haversham
Att CC 11/11
Mer 2 RES 8
Mar 3 AP 14
Ven 5 MOV 5
Jup 2 MOD 6

Equipment:
"Epee" 4d4; +1 reach (Hit 11<, ignores DR), 4AP (8EN if attack lands.) Fnc/Prc EQ: 2.
SP-29 "Silver Dollar" 3d2 cm; 3AP 3EN 4R, AM: 6/6. EQ: 1

GFE Mk.2 “Athena” EN: (16+6)/(20+6) RE: (6+3) LI6: EQ: 3
"Theseus" Capaci-Coat EN: +6, RE: +3, EQ: 2

1x "Lily's Quick Patches" Treats 1d3 wounds. EQ: 2
1x ".22 Jellybean Mag" 1 Reload, EQ: 1
>>
Rolled 5, 4 = 9 (2d24)

>>1661010
Looking back at this, I think that I was supposed to roll two more dice. Here they are.
>>
>>1660165
Jack
>Overwatch 3 Pins on anything approaching NW square
>2AP Parry

Tarbor
>-JGS
>3ap Move 2S
>4ap Slap Booster on Alexander, last of Smock supply
>5ap start discarding smock

phoneposting and so many rules im not familiar with help
>>
>>1661338
This too is fine.
>>
>>1661357
You're damn right it is
>>
File: beta cave09a.png (2.05 MB, 1600x1200)
2.05 MB
2.05 MB PNG
Quen: Bullets don't work on those glowing one!
William: Ye but te damn pointy thins do!

[1] Alexander 30/30 (1); 5/8 Alexander flanks the Phantasmite ending what Julien started. Tarbor boosts Alexander. The drug takes its toll but the pugilist may be able to use it. (use the 6ap for the next round)
[2] Tarbor 30/30 (5); 7/7 Getting rid of the armor would mean you're naked and hold less supplies for free. Supplies are 2/2 1EQ
[3] Julien 12/24 (6); 12/12 Julien kills his adversary and deeply wounds another
[4] Jack 26/26 (9); 8/8 Jack's stab pierces the glowing Phantasmite but the shots to the other one bounce right off?
[5] Prefect 30/30 (5); 8/8 Prefect uses Tarbor's torch to torch the bug (Your sprite is giving me trouble. Assume you don't have the Emil equipped)
[6] Andrew 20/30 (1); 12/12 Andrew fires at the Phantasmite that devoured it's kind. The shot is deflected for some reason.
[7] Aleid 23/30 (1); 10/10 Aleid tries to strike at a foe but there are none left to take.
[8] Ioseph 27/30 (5) 12/12 Ioseph unleashes a Cross Corto but it fails to reach its mark (yeah it has to be "dice 1d24" or "dice+1d24" etc.. I already rolled backend.)

[Enemy Phase]

[Blue] This turn was difficult to process. I changed some stuff slightly in the document to clarify some rules/things

Helios can't be imbued by a Dynamo. Noone is using that atm so it's not huge

Pin was a major typo. It's a charge type PRT that means if your attack does overflow you cause a target to not move. Think of stabbing a guy through the foot and anchoring them there. The guy can't move but you're out a weapon. You can pick it back up for 3AP. You can switch that PRT out if you don't like it.

The field smock is similar to the bandolier. It gives you an additional 4 supply slots for free.

Booster works for the SAME TURN its used. I'll make a special exception this time around and let Alexander use the bonus for the next turn.

Prefect's turn I'm being very loose right now. I'm assuming you gave back the torch and you will reequip the Emil. Assume you spend 4AP next round[/blue]
>>
>>1661401
fuck it I'm eating dinner. expect act phase a little later. I'll extend the deadline
>>
>>1661401
Can you explain how rolling to hit works? I thought that I hit the one with the 19.

What number am I aiming for if I use Vento Corto?
>>
>>1661426
Yeah sure. So your rolls of 17 and 19 translate to 5 and 5 once they are converted from d24 to d6. Presumably that should be 10 damage but since you're duel wielding that's -2 from the -20% penalty. You need to hit over 8 for any damage to register but since you didn't none of it counts. Fencer blades are an "all or nothing" deal when attacking.
>>
>>1661435
So I would need to hit one of 6,6 / 5,6 / 6,5 to even do damage? What is that, one in twelve? Those are awful chances. Does that mean that the damage penalty from Vento Corto applies as well? 1/36 chance to hit at the extent of the range? (6,6 only)
>>
>>1661448
yeah basically. you have a 1/12 chance to hit with your current build but when you do it's pretty disgusting.

If you want to respec/reequip I can allow it. Your build would work with duel vibroblades
>>
>>1661401
Well, the intent was to not re-equip the Emil, I have some crates to lug around. But, if it forestalls spriting issues, go ahead and leave it.
>>
>>1661461
The energy costs are too high without fencing weapons, I think, and the guillotine I imagine is two handed.

I will switch to the Foil, at least I will be able to hit more than one in ten times.
>>
>>1661491
No, that is still useless. 2 damage per turn at best.
I will switch to the knives only because they are my only option. Two knives and swap Vento Corto for Lunge.
>>
>>1661491
You autohit with bloom melee.
>>
>>1661501
Why not both? Go Sabre&Main Gauche. Gives you the steady damage of the knife, and the ruination chance of the fencing blade. And costs less EN.
>>
To avoid any fuckery I'll just flat out say it. You only need to secure the crates. You go up to them and [Secure] them for 3ap. You get stuff and mooks get the later off screen.
>>
>>1661609
When the Jupimer is on it's -4 regen. Since you wrote
Effects:
>Grav system

I'm assuming its on.
>>
>>1661491
Please tell me what weapons you'd like to switch to. You could also only attack with a single sabre and not incur the penalty. I suggest going duel Vibroblades as you will always hit with Bloom's weapons.
>>
At the moment it's Enemy phase so please don't post actions until Act phase.

You are technically still prone. When writing effects just post them at front as a tap. That's a green text with a "-" after it so:

>-JGS
>-Prone

it makes it easier for me to keep track of what's going on.
>>
File: beta cave09b.png (6.32 MB, 3467x2600)
6.32 MB
6.32 MB PNG
William: Ah hells they're surroundin'us
Quen: Bullets aren't working on those glowing ones. Why?
William: Not sure. Crew get ye arses ove here already

Smoke starts to fill the cavern; wafting towards the dark.

[ACT PHASE]

https://youtu.be/RgIWh2VFWjs?list=PL09977D146BB2D860

[1] Alexander 30/30 (1); 5/8 +6ap this round
[2] Tarbor 30/30 (5); 7/7 1ap to take off your armor
[3] Julien 12/24 (6); 12/12
[4] Jack 16/26 (9); 8/8
[5] Prefect 30/30 (5); 8/8 Emil is "Equipped"
[6] Andrew 14/30 (1); 12/12
[7] Aleid 23/30 (1); 10/10
[8] Ioseph 16/30 (5) 12/12 Tell me what you want reequipped when you post.
>>
>>1661658
Whoops my bad, I got rid of the clutter.
>>
Rolled 6, 4, 20, 4 = 34 (4d24)

>>1661676
>Turn off grav system -4AP
>Fire emil at any non glowy scree -8AP
11R
>[Ammo check]

Effects:
>-Prone

NAME: Andrew
Att CC 13
Mer 3 RES 12
Mar 3 AP 13
Ven 4 MOV 4
Jup 3 MOD 6
CC: 14/16(+3 Pockets)
Equipment:
-GFE Type 1 “Helios”
EN: 11/30; RE5(+3 Wire) LI6 EQ3
-Basil Audoplate
1DR (+1DR vs Guns) 2EQ
-LR-11 “Emil”
4d2 cm 8AP 8EN R10(3+3+4)
AM:3/3 3Pen 3EQ
-.501 “Liquorice” mag 1 Reload +1R 2EQ ×3
-Mar-aid Heals 2d3 RES 1EQ
PRT/PRQ:
Armor
[Extra pockets] +3EQ
[^Bandolier] -1EQ
Rifle
[Ammo check]
[#Stake out]
[@Hold Breath] -2AP +1R
GFE
[^Solide Wiring] -1EQ +3RE
[*Boost+] Spend -2AP to produce MAR energy
[!*Jupimer grav system] -4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
>>
>>1661702
please be more specific since there's 3 Phantasmites surrounding you.
>>
Rolled 14, 23, 16, 24, 18, 9 = 104 (6d24)

>>1661676
Vibroblades

> Attack -{Ambidextrous} x3
Focusing on the spider immediately northwest
> Parry x3

Ioseph
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 CC 12+3

Antonio Vibroblade x2 1d8 AP3 EN2 Slsh/Prc
CHAIN-armour 2DR
Helios GFE 16/30EN 2+3RE 6LI

Mar-aid 2d3RES
Patches 1d3W 2/2

{Ambidextrous}, [Extra Pockets], [Solide Wiring], [Lunge], [%Passing Strike] AP2, [%Deflect] AP6, [%Parry] AP1
>>
Rolled 6, 15 = 21 (2d24)

>>1661676
"So inept"
>Move W,W,N
>Slash at bug to N
>use rest of AP to parry/riposte


Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12/(0)
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
[E]Torch
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3

PRT/PQR:
[Fencer]
[Riposte]
[Parry]
[Fleshe][extra Padding]
[bandolier]
[extra pockets]
>>
Venticine for Aleid. You've got reach, so use that to leave any spots open that Julien's likely to need.

>>1661676
>-Be struck by sudden insight into the mercies of the supply chain.
>Venticine self 6 turns
>Vent move W
>Venticine Aleid 6 turns
>Vest move 2S

Mer 1 RES 7 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ


CC 12/12
Supplies 8/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns. 2/8
3 Field Smock 0/4
3+1 Helios
1 Quick Patch
>>
>>1661742
Do you mean northeast?

Also please roll 6 more times. Duel wielding means you attack twice for the AP cost of the highest weapon.

In addition. You're attacking with all your energy. Are you sure you want to do that?
>>
>>1661767
Yes, sorry. Northeast. Also,
> Attack -{Ambidextrous} x3
means to Attack thrice with Ambidexterity tapped for a total of six (3*3=9AP on attacks)
>>
>>1661802
oh yeah you switched to vibroblades. Good point.
>>
>>1661676
>Re-Equip Emil, 4Ap
>-Venticine: Move 4S.
>Toggle [JGS], 4Ap, RE-4=1, Mov+2=6
>Move 5S 1Up (on top of the crates)
>-[JGS] Active, Venticine Ends.
>-RE1=No change, EN Full
"Hmm. Well, they do burn, but the smoke may be a problem. Shall we go recover the merchandise, Foreman?"

(If the Venticine wears off at roundstart rather than end, just move 6S)

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4+2 (Venticine: 0 Turns remaining)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE1(2+3-4) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×2
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Heals 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ Gain 2 Mags at no EQ cost.
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
>>1661840
I think you have me confused with Aleid or Tarbor. This is the final round of my Venticine, administered last thread.
Unless Venticne somehow affects everyone it was ever given to when a new dose is used. That'd be interesting.
>>
>>1661849
You're right but that sounds like an interesting skill.....
>>
Rolled 9, 16, 14, 1 = 40 (4d24)

>>1661676

>>1661760
"Roger"

>-JGS
>-Venticine (6)
>VMove W1 N1 W1
>[6ap] Move W2 N3
>[4ap] Attack Closest Bug (Starting N, then SE, then NNE)
>[3ap] Parry

Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 23/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1661716
The one NN of me then
>>
Rolled 12, 14, 17, 9, 22, 11, 9, 5, 18, 5, 15, 24 = 161 (12d24)

>>1661676
I'm a little unclear on which bugs have not yet been attacked, but time's coming up on 10 o'clock, so here goes. I'm not sure if I've asked before: does falling actually activate my capaci-joggers?

---

"Alright. Focus."

>-JGS, +6 AP (Boost)
>[3 AP] Move N2. Regain 2 EN.
>[3 AP 4 EN] Elbow drop 3 tiles for 5d3 cm. Regain 3 EN.
>[0 AP] Stand up.
For the following sequence, if the indicated phantasmite is already dead, please reallocate targeting counterclockwise to the next enemy within range:
>[3 AP 4 EN] Pike Buster SW phantasmite for 3d3 cm, push for dmg/2. Expend 1 ammo, 0/2 remaining.
>[1 AP] Reload. 2/2 ammo remaining.
>[2 AP 2 EN] Wind up.
>[3 AP 4 EN] Pike Buster SE phantasmite for 4d3 cm, push for dmg/2. Expend 1 ammo, 1/2 remaining.
>[2 AP] Boost+. Regain 4 EN.
>[3 AP] Move Up3. Regain 3 EN.
>[1 AP] Reload. 2/2 ammo remaining.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
{Foreman} Please order any remaining players...
Processing is nearly done.
>>
>>1661676
Jack
>Epee W
>Charge x2
>Parry N
>>
>>1661851
It does, doesn't it?
Something like:
[%Rx Refill] (X)AP, (Y)EN, (Z)SP: When using the field kit on an ally, reactive any previously used effect of the same type on another ally. Reacrivated Effects are at previous values-1, cumulatively.
>>
File: beta cave10a.png (6.3 MB, 3467x2600)
6.3 MB
6.3 MB PNG
William: Fooki'ell why didn'ye get this done te first time ya buggas.

Quen: *cough* the smoke.....

The crew works quickly. Yet their task is far from over...

https://youtu.be/edOfkVMdF6slist=PL09977D146BB2D860

Areas that have been explored but are out of LoS are desaturated.


[1] Alexander 30/30 (1); 5/8 Alexander leaves no trace of his foes after his onslaught
(Capacijoggers generate energy as long as you're running on a surface. Ceilings are a grey area that I usually deny. Considering you're in a cave where the top is varied, you're up there doing parkour shit to stay up)
[2] Tarbor 30/30 (5); 7/7 Tarbor continues his task of securing the merch
[3] Julien 18/24 (6); 12/12 Julien attempts to attack but misses
[4] Jack 23/26 (9); 8/8 Jack finishes off another Phantasmite
[5] Prefect 30/30 (5); 8/8 Prefect makes it to the merch
[6] Andrew 11/30 (5); 12/12 Andrew fires off a shot but has trouble aiming (enemy within melee range -20%)
[7] Aleid 16/30 (1); 10/10 Aleid does a critical strike
[8] Ioseph 9/30 (5) 12/12 Ioseph finishes off an injured Phantasmite, destroys a bug corpse and annihilates another.
>>
File: beta cave10b.png (6.17 MB, 3467x2600)
6.17 MB
6.17 MB PNG
Quen: Above us! *Cough* This damn smoke isn't helping.

William: Fook the seven... again? Keep ye fookin eyes peeled will ye?

More of the fiends join the fray. This time tasting blood

https://youtu.be/0Xj9qf0Yy5s?list=PL09977D146BB2D860

[ACT PHASE] Please try to get your turn in around 11am EST. I'd like to wake up and get a turn in before 2pm :)

[1] Alexander 12/30 (1); 2/8 Ran into a group of Phantasmites waiting to ambush on the ceiling. He was knocked prone on the floor and subsequently attacked. (dead bugs have been smooshed to hopefully make it easier to see.)
[2] Tarbor 30/30 (5); 7/7
[3] Julien 18/24 (6); 12/12
[4] Jack 26/26 (9); 8/8 Jack stops a Phantasmite and turns it around making it {Vulnerable}
[5] Prefect 30/30 (5); 8/8
[6] Andrew 11/30 (5); 12/12
[7] Aleid 16/30 (1); 10/10
[8] Ioseph 0/30 (5) 8/12 Phantasmites destroy Iosephs shield and attack! Ioseph will need to recharge his GFE to 23EN before it reactivates.

[Blue] Slight Addendum because I fucked up; mostly writing this for Alexander >>1662103
: I changed some things regarding positioning and shit affected by it but forgot to put it in the google doc and actually tell you.

This rule was supposed to be added before I left:

"If attacked by melee weapons while {Crouch} or {Prone} players take an additional 10% and 20% damage respectively. Naturally being {Crouch} or {Prone} also makes you harder to see."

Also [#Ground Game] was nerfed like 3 days ago but it looks like that was the only thing I actually added. You can only get up from {Crouch}/{Prone} for free.

It's effective starting after this turn. [/blue]

After getting knifehanded I did a Mulligan on the affected parties. Alexander was supposed to take 20% more damage from the Phantasmite rape pile. When I redid the action sequence without the 20% modifier by rerolling the Phantasmites ended up doing more damage.

Alexander you're free to take an additional 2 damage to your energy. I don't care either way.

https://youtu.be/vl6gthDSIRU
>>
Rolled 3, 22, 7, 18 = 50 (4d24)

>>1662721
>Slash at bug in front of me(4)
>Slash again(4)
>Use rest of AP to prepare parry/riposte(4)
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12/(0)
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
[E]Torch
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3

PRT/PQR:
[Fencer]
[Riposte]
[Parry]
[Fleshe][extra Padding]
[bandolier]
[extra pockets]
>>
Rolled 3, 1, 20 = 24 (3d24)

>>1662721
No problem. I think so far I've only been using Ground Game to get up from Prone after falling anyway. It doesn't really affect my intended tactic in any case (which is instead taking hits from all the other caveats).

Knowing about the increased damage from being prone wouldn't have affected my actions, so I'll take it that I've got 10 EN (plus 6 from my gauntlets) right now.

---

"I need a vacation."

>[0 AP] Get up.
>[2x4 AP] Boost+ x4. Regain 16 EN.
>[3 AP 4 EN] Pike Buster N phantasmite for 3d3 cm, push for dmg/2. Expend 1 ammo, 1/2 remaining. 2/6 EN remaining in capacitor.
>[3 AP] Move S2. Climb Up1 on SE wall if possible. Regain 2(3?) EN.
>[1 AP] Parry.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1662721
>-[JGS]
>[Secure] the two crates beneath me, 3×2=6Ap
>Half Move 2E 1Down, 3Ap
>[Secure] crate NE, 3Ap

(Sorry guys, I thought the air current at that door was blowing the other direction, didn't mean to smoke-out the battlefield. Should have asked.)

Prefect
Attributes || CC 11/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4+2
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE1(2+3-4) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
[-Prebued] Unable to be imbued or modified
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×2
1 Reload +Pen 2EQ
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Treats 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ; +3 ammo/catalysts slots
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
Rolled 20, 3, 15, 23 = 61 (4d24)

>>1662721
>Hold breath -2 AP
>Fire Emil at scree NNNEEE -8 AP R12
>[Boost+] -2 AP

Effects:
>-Prone

NAME: Andrew
Att CC 13
Mer 3 RES 12
Mar 3 AP 13
Ven 4 MOV 4
Jup 3 MOD 6
CC: 14/16(+3 Pockets)
Equipment:
-GFE Type 1 “Helios”
EN: 3/30; RE5(+3 Wire) LI6 EQ3
-Basil Audoplate
1DR (+1DR vs Guns) 2EQ
-LR-11 “Emil”
4d2 cm 8AP 8EN R10(3+3+4)
AM:2/3 3Pen 3EQ
-.501 “Liquorice” mag 1 Reload +1R 2EQ ×3
-Mar-aid Heals 2d3 RES 1EQ
PRT/PRQ:
Armor
[Extra pockets] +3EQ
[^Bandolier] -1EQ
Rifle
[Ammo check]
[#Stake out]
[@Hold Breath] -2AP +1R
GFE
[^Solide Wiring] -1EQ +3RE
[*Boost+] Spend -2AP to produce MAR energy
[!*Jupimer grav system] -4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
>>
>>1663039
Alright, enough of me being confused, maybe you know something I don't. Why do you keep Holding your Breath for unecessary range? Especially when you could be using that Ap to Boost+ more.
>>
Rolled 24, 7, 2, 7 = 40 (4d24)

>>1662721

>-JGS
>-Venticine 5 turns
>[6ap] VMove +Move Up E N E N E N Drop Down
>[4ap] Attack E preferably
> [3ap] Parry

Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 16/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 23/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1662721
You've got those ones, everyone, just keep your odds sensible. Kill the southmost and give Ioseph breathing room. He can't get his field working this turn.

>-Venticine, JGF
>1AP finish taking off apron
>-Ven move 2N
>6AP Smother fire with apron
>3AP move (2+1 Ven) S if that seems to have done the trick.
>I know you don't want to resprite all this, so just have me roll around on the body a bit if there's no better solution.


Mer 1 RES 7 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ


CC 12/12
Supplies 8/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns. 6/8
3 Field Smock 0/4
3+1 Helios
1 Quick Patch
>>
Processing begins. Please have any {Foreman} order units around.
>>
Rolled 4, 2, 20, 22, 9, 5, 12, 15 = 89 (8d24)

Jack
>Epee Phantasmite S x2 hit 12
>Silver Dollar Phantasmite N
>Charge


NAME: Jack Haversham
Att CC 21/21
Mer 2 RES 8
Mar 3 AP 14
Ven 5 MOV 3
Jup 2 MOD 6

Equipment:
"Epee" 4d4; +1 reach (Hit 11<, ignores DR), 4AP (8EN if attack lands.) Fnc/Prc EQ: 2.
>SP-29 "Silver Dollar" 3d2 cm; 3AP 3EN 4R, AM: 5/6. EQ: 1

LA-GFE "Aegis" EN: (48+6)/(48+6) (+6 per [*link]), RE: (9+3), LI: 8, EQ: 6, -2MOV
"Theseus" Capaci-Coat EN: +6, RE: +3, EQ: 2

2x "Lily's Quick Patches" Treats 1d3 wounds. EQ: 2
2x "Mar-Aid" Heals 2d3 RES. EQ: 1
4x ".22 Jellybean Mag" 1 Reload, EQ: 1

PRT/PQR:
{Fencer}
[%Parry]
[Pin]
[Fleche]
[*Link]
[*Field Emitter]

Ioseph
>S 3E 2S

> Attack -{Ambidextrous} x3
Focusing on the spider immediately northwest
> Parry x3

Ioseph
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 CC 12+3

Antonio Vibroblade x2 1d8 AP3 EN2 Slsh/Prc
CHAIN-armour 2DR
>Helios GFE 5/30EN 2+3RE 6LI

Mar-aid 2d3RES
Patches 1d3W 2/2

{Ambidextrous}, [Extra Pockets], [Solide Wiring], [Lunge], [%Passing Strike] AP2, [%Deflect] AP6, [%Parry] AP1
>>
Rolled 11, 19, 16 = 46 (3d24)

>>1663424
Last dice for Silver.
>>
File: beta cave11a.png (6.29 MB, 3467x2600)
6.29 MB
6.29 MB PNG
William: *cough* Blimey that's a big ol mess.
Quen: *cough* Ugh...*cough* it's so sticky.

[Guts Phase]

https://youtu.be/C7L92vIUBAs?list=PL09977D146BB2D860

[1] Alexander 30/30 (1); 2/8 Alex recovers and escapes. (Yeah capacijogger worked there. Also keep in mind you had 4 wounds from the first thread. If you get wounded at all those 4 wounds come back. Wounds won't go away until the whole map is over.)
[2] Tarbor 30/30 (5); 7/7 Tarbor somehow manages to put out the fire without losing his clothes. There's still smoke however.
[3] Julien 24/24 (6); 12/12 Julien tries to attack but misses
[4] Jack 26/26 (9); 8/8 Jack misses his mark but a vulnerable Phantasmite takes damage
[5] Prefect 30/30 (5); 8/8 Prefect secures 3/4 crates and finds a letter
[6] Andrew 11/30 (5); 12/12 Andrew takes a shot and it lands. He's still having trouble with all the phantasmites around him
[7] Aleid 16/30 (1); 10/10 Aleid Misses her mark but lights the way
[8] Ioseph 5/30 (5) 8/12 Ioseph runs away.
>>
File: beta cave11b.png (6.29 MB, 3467x2600)
6.29 MB
6.29 MB PNG
William: *cough* Blimey that's a big ol mess.
Quen: Hey I can shoot it again...What its like I didn't even shoot it!
William: Aye, so that's why ye don't let'em hit ye. Good fookin thin fire does'em in!

[Action Phase]

Quen discovers more about these strange creatures.

https://youtu.be/C7L92vIUBAs?list=PL09977D146BB2D860

[1] Alexander 30/30 (1); 2/8
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12 Juien parrys and ripostes; cutting a Phantasmite to ribbons
[4] Jack 8/26 (9); 1/8 Jack nearly comes out unscathed from a concentrated attack
[5] Prefect 30/30 (5); 8/8
[s6] Andrew 0/30 (5); 5/12 After taking a volley of hits Andrew's shield shatters and he takes damage. Luckily he recieves no wounds
[s7] Aleid 0/30 (1); 10/10 Aleid's shield is shattered but she herself is fine unharmed
[s8] Ioseph 5/30 (5) 8/12

I'm putting an S within your number to know who's shield is shattered.
>>
>>1663523
I should be east of the crates, not south (NE of my shown location).
What sorts of supplies can be taken from these crates?
>>
>>1663859
Woops. Alright assume you secured them all and you'll still start from that position because reasons.
>>
Rolled 19, 20 = 39 (2d24)

>>1663604
"Pull back a tic, damn you!"
"You'll make me look bad if you all die!"
>Attack bug to NW(4)
>Light bug I just killed on fire (3)
>Use rest of AP to prepare parry/riposte(5)
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12/(0)
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
[E]Torch
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3

PRT/PQR:
[Fencer]
[Riposte]
[Parry]
[Fleshe][extra Padding]
[bandolier]
[extra pockets]
>>
Processing ends at 11pm. :)
>>
Rolled 3, 2, 1, 3, 2, 2, 3 = 16 (7d3)

>>1663604
>-JGS Forgot to list this last time, but it's not like I ever have it off.
>[0 AP] Drop to ground level. Remain standing.
>[3 AP] Move N1 E1. Regain 2 EN.
>[2 AP 2 EN] Wind up.
>[3 AP 4 EN] Pike Buster N phantasmite for 4d3 cm, push for dmg/2. Expend 1 ammo, 0/2 remaining. 0/6 EN remaining in capacitor.
>[1 AP] Reload.
>[3 AP] Move W2. Regain 2 EN.
>[3 AP 4 EN] Pike Buster W phantasmite for 3d3 cm, push for dmg/2. Expend 1 ammo, 1/2 remaining.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
Rolled 11, 17, 20, 5, 23, 22, 18 = 116 (7d24)

>>1664265
Whoops wrong die size.
>>
>>1663604
"Ack, gimme a sec here."

>-JGS
>-Venticine (4 Turns)
>Vmove S E S
>[12AP] Boost+ x6 +24 En
>[1ap] Parry


Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 0+25/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.Aleid
>>
Rolled 17 (1d24)

>>1663604
>-[JGS]
>Search for 1x Gumdrops -or- Candy Corn mag, 1x Capacitor, and some SP for Tarbor's medical needs. ??Ap (7 or less, to not negate the rest of my turn) CC can rise 5EQ, Mag EQ negated by [Bandolier]
>Move 1N 1W 2N 1W 1N
>-offer maybeSP to Tarbor NW (Ap to aquire is on him, assuming I have none left due to searching and overweight penalty)

Prefect
Attributes || CC 11/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4+2
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE1(2+3-4) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
[-Prebued] Unable to be imbued or modified
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×2
1 Reload +Pen (2EQ)
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Treats 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ; +3 ammo/catalysts slots
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
Rolled 15, 3, 4 = 22 (3d24)

>>1663604
Preemptive bots, override at will.

Jack
>9AP charge 11
>3AP Dollar S, 4/6 ammo
>parry N

Andrew
>6AP WNWW
>6AP Charge 6

Tarbor
>-JGF
>-Venticine 4
>Await goods and accept
>Ven move 3N
>>
>>1664576

If any player has been absent more than 2 turns they are being [Dismissed]. They can still rejoin at any time. I'll do these bot actions though.
>>
File: beta cave12a.png (6.38 MB, 3467x2600)
6.38 MB
6.38 MB PNG
William: Not se fast ye. I tink I saw'em fook off a bit. Oi! There's sometin ova'ere

Quen: Eyes up everyone. We're not finsihed yet.

https://youtu.be/8vvi4faRB2M

[Cave Phase]

[1] Alexander 30/30 (1); 2/8
[2] Tarbor 30/30 (5); 7/7 Tarbor replenishes his supplies. He's glad he didn't light his clothes on fire
[3] Julien 24/24 (6); 12/12 Julien delivers a devastating slash to the Phantasmite
[4] Jack 19/26 (9); 7/8
[5] Prefect 30/30 (5); 8/8 Prefect finds some goodies.
[6] Andrew 11/30 (5); 5/12
[7] Aleid 14/30 (5); 10/10 Aleid runs and tries to recover her Gyre. There's progress but still there's more to go. (JGS deactivates when there's no energy, and boost+ does not work when the GFE is overloaded. Same thing happened to Alexander last thread.)
[8] Ioseph 20/30 (5) 8/12 Ioseph just generates.
>>
File: beta cave12b.png (6.28 MB, 3467x2600)
6.28 MB
6.28 MB PNG
>>1664687

William: Thinkin they right tailed'it after we killed most of'em

Quen looks over at the corpses to make sure they're dead.

Quen: Okay. When we got chased some of us split off. We went south while the others went north. Please be okay Catrina.....

Bugs are still about, but they've retreated now to give our crew some respite

[ACT PHASE]

After looking at the math I think I need to clarify/tweak how Parry works...again.

The way I'm calculating it right now is 1d24+(VEN+MAR)+(AP/2)+(Modifications) vs.

This formula causes a minor nerf as I found AP boosting was way too effective. Doing it the other way made it extremely difficult to determine the appropriate probability.

Right now defenders are the only ones that can pump AP to nudge a parry to their favor. You basically want to spend an even amount on Parry now.

I still want to shoot for a morning turn.
Processing will begin at 11am.

Pls follow my twitter for updates

https://twitter.com/GearCommand/following


[1] Alexander 30/30 (1); 2/8
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
>[4] Jack 19/26 (9); 7/8 Dismiss?
[5] Prefect 30/30 (5); 8/8
[6] Andrew 11/30 (5); 5/12
[7] Aleid 14/30 (5); 10/10
[8] Ioseph 20/30 (5) 8/12
>>
Rolled 12 (1d24)

>>1664857
Super Embarassing.

>-Venticine (3)
>[6ap] Boost x2 +8(Mar*2) EN
>Vmove E2 N1
>[5ap] Observe Ceiling
>[2ap] Parry


Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 14+13/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1665126
Just so you know I always use whatever you rolled first.
>>
>>1665129
Sounds good, I just copied the whole thing.
>>
Rolled 14, 16, 24 = 54 (3d24)

>>1664857
>-[JGS] Off at turn-end
>Move 6N
>Toggle [JGS] off, 4Ap
>Examine (and read) Letter to Eldson, 4Ap

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4(+2)
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
[-Prebued] Unable to be imbued or modified
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×4
1 Reload +Pen 2EQ (3 Bandoliered)
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Treats 1d3 wounds 2/2 1EQ
-Letter
To Eldson, found in ScreeCave

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ; +3 ammo/catalysts slots
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
>>1664857
>Move N,N,N
>Half move E
>Use rest of AP for parry

Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12/(0)
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
[E]Torch
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3

PRT/PQR:
[Fencer]
[Riposte]
[Parry]
[Fleshe][extra Padding]
[bandolier]
[extra pockets]
>>
Rolled 21 (1d24)

>>1664857
Anyone got some Mar-Aid to spare? If so, feel free to take over my turn to move me over and slap one on me. Otherwise:

>-JGS
>[1 AP] Reload.
>[6 AP] Move N1 E1 Up3, climbing up N wall.
>[2 AP] Parry.
>[6 AP] Observe.

Is there any merit to rolling knowledge again on phantasmites? Is there any chance to gain any additional information?

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1665974
Try and find out?
>>
Rolled 12 (1d24)

>>1665986
Turn that Observe into a Recall, then. Replacement roll here, if required.
>>
>>1665995

You recall from a long time ago a friend who lived in the mountains. They warned you of going into caves and of creatures like phantasmites. How they could seemingly fly, how they could eat a man before your eyes and recover quickly. You friend told they were big, and from what you've seen he is right. He did tend to exaggerate and say they were as big as a house.
>>
Please post your actions by 2:00pm EST. {Foreman} you may bot or dismiss as you see fit.

Processing has finished up to this point.
>>
>>1664857
>Dismiss anyone who does not act by time of processing
>Thanks for your service, come again any time. I usually post from mobile and I personally don't have the wherewithal to regularly manage all these builds I'm not familiar with. Might be different if you were medics like me.

>JGF, Ven 3 turns
>12AP+Ven=13 tiles, destination 8N 1W
>>
File: beta cave13a.png (6.65 MB, 3467x2600)
6.65 MB
6.65 MB PNG
The team leans up and hears no sounds, but they're out there. Waiting.

[1] Alexander 30/30 (1); 2/8
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
>[4] Jack 26/26 (9); 7/8 Dismissed
[5] Prefect 30/30 (5); 8/8 Prefect opens a letter and finds a message. More was added later but it's obscured now. Telling William might be a good idea.
>[6] Andrew 16/30 (5); 5/12 Dismissed
[7] Aleid 27/30 (5); 10/10
>[8] Ioseph 25/30 (5) 8/12 Dismissed

Players that are [Dismissed] immediately leave the map. If they post during next action phase then dismissal is canceled. Players can always rejoin and will end up near the group. Don't try to cheese this for free move.

As a friendly reminder any new players can join at any time!
>>
File: beta cave13b.png (1.99 MB, 1600x1200)
1.99 MB
1.99 MB PNG
Quen: That's the torch they dropped!

William: Eh?

Quen: The ones that got separated from us. Hellooo!

William: Oi ya dumbass, keep it down.

Faint coughing can be heard in the distance. Followed by skittering.

[ACT PHASE]
{Foreman} may call phase or preemptively order.

https://youtu.be/xSzoUn7Z27I

[1] Alexander 30/30 (1); 2/8
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
>[4] Jack 26/26 (9); 7/8 Dismissed
[5] Prefect 30/30 (5); 8/8
>[6] Andrew 16/30 (5); 5/12 Dismissed
[7] Aleid 27/30 (5); 10/10
>[8] Ioseph 25/30 (5) 8/12 Dismissed
>>
>>1666451
Please try to get posts in ASAP. The sooner you post the sooner I can churn out turns. I'm getting much faster :)
>>
>>1666451

>-Venticine (2)
>[6ap] Move + Vmove N5 E1
>[4ap] Parry + Riposte
>[2ap] Parry + Riposte
>[1ap] Parry + Riposte


Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 27/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
Forming up with Aleid and Julien. Drop by if you want healing, Alexander.

>>1666451
Julien
>Move 3N 2E N

Tarbor
>-JGF, Ven 2
>Ven move 3N
>4AP prepare Aid for if Alexander drops by. 7Supply currently
>Peer NE at ceiling
>>
>>1666451
>Move 3W 1N
>Move 3N 1E
>Wave the letter at William, 1Ap
"You lot made quite the mess in here. Will, letter for you, reads like there's more for us to do."

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
[-Prebued] Unable to be imbued or modified
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:1/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×4
1 Reload +Pen 2EQ (3 Bandoliered)
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Treats 1d3 wounds 2/2 1EQ
-Letter
To Eldson, found in ScreeCave

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ; +3 ammo/catalysts slots
Rifles
-[@Hold Breath] +2AP +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
Rolled 2, 1, 5, 5, 3, 4 = 20 (6d6)

Rolling for Tarbor's Aid

>>1666451
Alexander
>-JGS
>6AP Move 3E 3N
>Drop down
>parry
>>
Rolled 3, 20, 20, 21, 11, 12 = 87 (6d24)

>>1667375
Wait no.
>>
File: beta cave14a.png (6.15 MB, 3467x2600)
6.15 MB
6.15 MB PNG
Wlliam takes the letter from Prefect and relays the information to Samantha over the vocaven. What seems like several moments pass as he converses with Samantha

William: This las bit says te kill te help. Aye that sounds like Eldson; the fookin cunt.

Quen: What?

William: You were played fer a lark. Ye an te whole crew. They must've known about te bugs. Knew ye'd have trouble. Probably figured it'd be easier with no witnesses. Big E an'is new mates would'a killed te lot of ye even if ye did make it out. Then he'd think he'd keepin all te pay then get done'in too.

Quen: How do you know that?

Willaim: Because Eldson's'a cunt and cunts do their work like that.

Quen: No....

William: Thas how te business goes sometimes, but we can settle te score since we know where they plan on goin. They even gave us a nice ol'timetable too. How thoughtful

https://youtu.be/xSzoUn7Z27I
Bonus track: (Quen's feels right now) https://youtu.be/RWgpvYdh4Y4

[1] Alexander 30/30 (1); 8/8(4/4t) Alex is healed. (the "4/4t" means you have 4 wounds that are all treated. If you receive a wound again your wounds will all reopen.)
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
>[4] Jack 26/26 (9); 7/8 Dismissed
[5] Prefect 30/30 (5); 8/8
>[6] Andrew 21/30 (5); 5/12 Dismissed
[7] Aleid 11/30 (5); 10/10 Aleid is ambushed but parries her assailents. Killing one and gravely wounding the other.
>[8] Ioseph 25/30 (5) 8/12 Dismissed
>>
File: beta cave14b.png (6.11 MB, 3467x2600)
6.11 MB
6.11 MB PNG
The Phantasmite devours its kin and retreats. It stares back. Waiting. A stifled cough comes through clear as day. It's hard to determine where exactly. The ceiling is darkened by soot.

Quen: Hey look. There's blood near that torch!

William: Wassat ? There's still some stragglers?

[ACT PHASE]
Going to bed. I'll process in the morning so try to get your acts in by 10am. {Foreman} can call phase any time after that

[1] Alexander 30/30 (1); 8/8(4/4t)
[2] Tarbor 30/30 (5); 7/7
[3] Julien 24/24 (6); 12/12
>[4] Jack 26/26 (9); 7/8 Dismissed
[5] Prefect 30/30 (5); 8/8
>[6] Andrew 21/30 (5); 5/12 Dismissed
[7] Aleid 5/30 (5); 10/10
>[8] Ioseph 25/30 (5) 8/12 Dismissed
>>
Rolled 24, 2, 16, 9 = 51 (4d24)

>>1667710
"A trap? Perhaps a nest?"
>Move 3N 1E
>Fire Emil at the lurking phantasmite (4N 6E). 8Ap, 8EN, R11, 4pen, 4d2cm
>RE5=27/30EN

Prefect
Attributes || CC 13/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 27/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
[-Prebued] Unable to be imbued or modified
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:0/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×4
1 Reload +Pen 2EQ (3 Bandoliered)
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Treats 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ; +3 ammo/catalysts slots
Rifles
-[@Hold Breath] 2AP: +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
Rolled 2, 19, 18, 21 = 60 (4d24)

>>1667566
"Thats.. Ick. Whats that coughing?"


>-Venticine (1)
>Vmove N1 2E
>[3ap] Halfmove E
>[4ap] Boost+ x2 +8EN
>[4ap] Attack Bug NW
>[2ap] Parry, no Riposte


Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 5/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1 AP: 1d24+5
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
Rolled 2 (1d24)

>>1667375
Thanks.

>>1667710
If I take the parry action before moving (for instance, in anticipation of walking into an ambush) or some other action, when do I lose the benefit of the parry?

>-JGS
>[0 AP] Stand up if not already standing.
>[4 or 0 AP] Parry, if I gain any benefit from it during and after moving, as per the above question.
>[6 AP] Move S1 E1 S1 E1 Up3 on SW wall.
>[0 or 4 AP] Otherwise Parry now instead.
>[5 AP] Observe.

Default to the earlier parry if you're unable/unwilling to answer.

---

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
Rolled 24, 15 = 39 (2d24)

>>1667710
>Half move E(3)
>Observe surroundings(3)
>Prepare parry (4)
>Prepare parry(2)
>>
>>1667920
Parry is "active" and will trigger whenever you get attacked.

I'm going to give you guys a clearer picture of how things are processed. I don't take the turn and process it by sequence. Some QMs do that and it leads to easy cheap deaths and half of you would be dead already if I had done that. Instead what's happening is all the actions that are feasible happen at the same time. So for example if you were to run into a crowd and [Deflect] you would deflect bullets while running. On top of that preped actions like Parry are more like toggles that happen whenever they could trigger. So like what Aleid did last time she had 3 parrys ready with Riposte. Two enemies ambushed her and she was able to successfully parry them both and automatically hit them. While doing serious damage it did cost her 16 energy. Had she had Absence of Blade she would have recovered some of that energy back. She still had a third parry that failed during enemy phase. All in all an excellent play.

I try my best to interpret what you guys want to do. However, I'm only human. To save your own behinds consider the order you write all your actions; putting important ones first that make logical sense like %Parry. Once you buy movement with AP you can do it any way you like. You could do something like:

>%Parry 2ap #Pris de Fer #Riposte
>2E (Venticine)
>attack mook E(4ap 8enH>11)
>1N
>1N(3ap)
>Shoot mook 4N2E

(ps using the PRT/PRQ symbols help a lot)

That tells me you're going to prepare a parry, and if it triggers you want to redirect an attack and then riposte. You can change the order or even omit them. During the turn you will run to an area but will attack a mook along the way. When you get to your final place you'll shoot another mook.

Also, I haven't introduced the other half of positioning rules because there's already a ton of shit to consider. However would you guys like backstab and other mechanics added early?
>>
>>1668087
Should I note that I am using #Absence of Blade when I Parry then? I will certainly mention #Riposte and #Pris de Fer.
>>
>>1668141
yes otherwise I forget you even have it. Since I missed that go ahead and assume you only lost 9 energy instead of 16.
>>
Slight announcement: Anyone that has taken a "class" based PRQ such as {Fencer} or {Gunslinger} please look at the descriptions.

You get a free class based PRT now.
>>
>>1667710
Botting
>Move N,N,N(6)
>Observe (3)
>Recall if there were other types of phantasmite(namely a queen)(3)
>Recall what they do to their victims/how they eat(3)
Mer 1 RES 7 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ


CC 12/12
Supplies 8/12
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns. 6/8
3 Field Smock 2/4
3+1 Helios
1 Quick Patch
>>
File: beta cave15a.png (6.24 MB, 3467x2600)
6.24 MB
6.24 MB PNG
The crew takes time to gather themselves while others run ahead.

[Enemy Phase]

[1] Alexander 30/30 (1); 8/8(4/4t) Alexander discoveres the blood patch is a blood trail.
[2] Tarbor 30/30 (1); 7/7 Tarbor investigates and ponders about these strange creatures.

He also recalls some tangents from his studies:

"While many Fauna within the Capitus region scavenge and hunt prey, there are some that show downright strange behavior. Phantasmites, a cave dwelling insect, are a pack animal with suprising amount of intelligence. They prefer not to kill their prey but instead injure it and let nature take its course. While knowing human behavior is vital to your job, there are times you may treat patients who have interacted with wildlife and knowing animal behavior will help."

"....Mega Fauna such as Bonedrillers have been recorded to be over 6 squares long. They are responsible for some of the large cave systems around the region. Oddly enough this in turn has led to other organisms having room to grow, but I digress...."

[3] Julien 24/24 (6); 12/12 Julien notices another Phantasmite on the ceiling
>[4] Jack 26/26 (9); 7/8 Dismissed
[5] Prefect 27/30 (5); 8/8 Prefect shoots at the Phantasmite. The bullet flicks right off of it.
>[6] Andrew 21/30 (5); 5/12 Dismissed
[7] Aleid 9/30 (5); 10/10 Aleid runs into another ambush. She parries one assailant but the other is able to damage her shield badly.
>[8] Ioseph 25/30 (5) 8/12 Dismissed
>>
File: lighting15a.png (183 KB, 429x300)
183 KB
183 KB PNG
Woops forgot the lighting there.
>>
Rolled 22, 6, 20, 1 = 49 (4d24)

>>1670008

>[4ap] Boost+ x2 +8EN
>[4ap] Attack W
>[2ap] %Parry #Absence of Blade #Pris de Fer redirect S (W if enemy dead) #Riposte
>[2ap] %Parry #Absence of Blade #Pris de Fer redirect S (W if enemy dead) #Riposte
>[1ap] %Parry #Absence of Blade #Pris de Fer redirect S (W if enemy dead) #Riposte

Aleid

CC 9
Mer 3 RES 10
Mar 4 AP 13
Ven 3 MOV 3
Jup 2 MOD 7

[e] GFE “Helios”
EN: 9/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1+ AP: 1d24+7+1/2AP
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
*NEW*[@Lunge] 2AP to move half MOV while attacking
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1670110
Please wait until [Action Phase] to post actions.

It's the enemy's turn right now. I accommodated last time but it's better to act on current information :)
>>
>>1670130
Oops, I didn't realize. Please ignore then.
>>
File: beta cave15b.png (6.17 MB, 3467x2600)
6.17 MB
6.17 MB PNG
????:...help...*cough*

Quen: Catrina!? Hello?

William: Ah hell 'ts lookin like we got another knobber to pick up along with our own and one of the fookers is'on the medic. Let's get te work boyos!

https://youtu.be/vZIuTIYeVOo

[ACTION PHASE]

[1] Alexander 30/30 (1); 8/8(4/4t) Alex parries a phantasmite that tries to attack him up top the ceiling. It falls to the floor below. (I forgot to change its transparency)
[2] Tarbor 30/30 (1); 7/7
[3] Julien 24/24 (6); 12/12 Julien fails his parry
[5] Prefect 27/30 (5); 8/8
[7] Aleid 0/30 (5); 0/10(0/8) Aleid takes a barrage of attacks and is downed. She will die on turn 18 if not [Stabalized] Take 8 wounds. That will likely leave you with 1's across the board. That means your AP and MOVE are affected. RES/PRTs/CC aren't affected.

I'll scrap a rule about damage going into the negatives causing extra wounds. None of my tests showed people surviving that, and its extra math.

Since Aleid almost suffered Trauma, I should share what happens if a stat hits 0.

MER: Unable to use skill based PRTs
MAR: Cannot sense (can't target allies or enemies)
VEN: Cannot move
JUP: Unable to use items in hand
>>
Rolled 19, 12, 17, 9 = 57 (4d24)

>>1670319
"Why aren't we done with these scum yet?"
>Attack bug
>Attack bug again
>Prepare parry/riposte with rest of AP
Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12/(0)
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
[E]Torch
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh

Lement
2d4 (cm) 4AP 4EN 4R AM 2/3 (Gumdrops only) 2EQ(loaded, gumdrops)

4xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:

GFE Mk.2 “Athena”
EN: 24; RE6LI6 EQ3

PRT/PQR:
[Fencer]
[Riposte]
[Parry]
[Fleshe][extra Padding]
[bandolier]
[extra pockets]
>>
>>1670319
"Ouch. That kinda stings."

>[4ap] %Parry #Absence of Blade
>[4ap] %Parry #Absence of Blade

Aleid

CC 9
Mer 3 (1) RES 0/10
Mar 4 (1) AP 13 (8)
Ven 3 (1) MOV 3 (1)
Jup 2 (1) MOD 7

[e] GFE “Helios”
EN: 0/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1+ AP: 1d24+7 (2)+1/2AP
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
*NEW*[@Lunge] 2AP to move half MOV while attacking
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1670445
If I can manage to act.
>>
>>1670445
You kind of have a case of the deads right now. I forgot to draw the little angle wings and stuff. They have to get you up in 3 turns or you're dead meat.
>>
>>1670319
Is the bullet-proof 'mite still alive and visible? I've lost track of it in all the things shifting around.
Is it possible to interpose yourself between an ally and an enemy, to take an attack meant for them?
Is stabilizing possible without the [Stabilize] PRT?
>>
>>1670656

Bullet mite is in front of Quen

You could push them out the way

noperino
>>
>>1670656
Take my spot and you should have a pierce shot on two of them.

>>1670319
>Ven 1
>Hop 3 with Ven movement
>Push Aleid her 2N
>Aid and Quick patches with any AP remaining, priority Aid.

Mer 1 RES 7 DR 1
Mar 6 AP 15
Ven 3 MOV 3(5)
Jup 2 CC 9+3

{Medic}
[Extra Pockets]
[Bandaids]
[Booster] +6AP, -3RES next turn
[Adrenmerlyne] Ignore wounds 6 turns
[Link]
[Faulty Fuse]
[SolWiring] EQ

CC 12/12
Supplies 6
4 Field Kit w/ [Venticine] +VEN APless moves, 6 turns. 6/8
3 Field Smock 0/4
3+1 Helios
1 Quick Patch
>>
Rolled 17, 11, 23, 1, 17, 10, 21, 6, 19, 16, 20, 12, 11, 4, 24 = 212 (15d24)

>>1670319
>3 AP Elbow Drop, land standing 2d3 + ?d3
>3 AP Pike buster E, 3d3, -1 ammo
>3 AP Move 2N+up
>3 AP Elbow Drop W, land standing 4d3
>3 AP Pike buster N into wall NW 3d3, -1 ammo

Alexander
CC 11/11
Mer 2 | RES 8
Mar 4 | AP 15
Ven 5 | MOV 5
Jup 2 | PRT 6

Equipment:
[e]DUSTER-armor
1DR 2+1 = 3EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+1 = 4
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
>1d3 1AP 1EN (en6/6) [AM: 0/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.

[^Solide Wiring] 1EQ: +3RE

[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
Rolled 10, 2, 12, 16 = 40 (4d24)

>>1670319
>Reload Emil, 4Ap [*Vest Straps]
>Shoot scree 4N 1E. 8ap, 8EN, 4d2cm, pen4
>[*Boost+] 2Ap, +4EN =23/30
>-RE5=28/30EN
>>1670788
Rifles get dificult to aim with claws and mandibles knocking them awry. I'll stay here.

Prefect
Attributes || CC 11/10+3
Mer 2 || Res 8
Mar 4 || AP 14
Ven 4 || Mov 4
Jup 2 || Mod 6

Equipment
-[e]GFE Type 1 “Helios”
EN: 28/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 4(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
[-Prebued] Unable to be imbued or modified
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R11(3+MAR+VEN) AM:2/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×3
1 Reload +Pen 2EQ (3 Bandoliered)
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Treats 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] -1EQ; +3 ammo/catalysts slots
Rifles
-[@Hold Breath] 2AP: +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Dynamo Engineer} Trained to use Dynamos at 100% efficacy
>>
>>1670916
As a heads up, I'm busy right now and for the next few hours, so you might have to bot me again for the next one.

Anyway, this sequence is fine on the whole, but why am I pike bustering a wall?
>>
>>1671335
You're very angry that's why.
>>
>>1671335
You're hopefully pikebustering a mite into a wall diagonal of it.
>>
File: beta cave16a.png (6.17 MB, 3467x2600)
6.17 MB
6.17 MB PNG
????(weakly):...Quen?...

Quen: Cat we're coming!

William: Alright time te finish this mess. Bullets don't work but I wonda. HAHA FOOK YEA. This'ones the last of em crew take it down!

https://youtu.be/vZIuTIYeVOo

[ACTION PHASE]

[1] Alexander 30/30 (1); 8/8(4/4t) Alexander decorates the walls with bug guts.
[2] Tarbor 30/30 (1); 7/7 Tarbor hops over his attacker and goes to aid Aleid
[3] Julien 24/24 (6); 12/12 Julien misses his attacks and prepares a parry
[5] Prefect 28/30 (5); 8/8
[7] Aleid 5/30 (5); 10/10(3/8) Aleid is healed but is still heavily wounded. (You have 5 wounds still.) She is also prone right now and will need to spend 3AP to stand up. Remember your shield still needs to regenerate.
>>
>>1671774
Could aleid/anyone hide inside of another person's field if theirs is off/down?
>>
File: beta cave16b.png (6.11 MB, 3467x2600)
6.11 MB
6.11 MB PNG
With a parry and flourish the cave falls silent. All that's heard is labored breathing....

[1] Alexander 30/30 (1); 8/8(4/4t)
[2] Tarbor 30/30 (1); 7/7
[3] Julien 24/24 (6); 12/12 With a parry Julien finishes off the last Phantasmite.
[5] Prefect 28/30 (5); 8/8
[7] Aleid 5/30 (5); 10/10(3/8)
>>
>>1672054
"Argh, thanks much. That could have been bad for me. I'm just gonna. Catch my breath for a bit."

>[3ap] Get up.
>[6ap] Boost x2 +4 EN
>[2ap] Parry #Absence of Blade


Aleid

CC 9
Mer 3 (1) RES 10
Mar 4 (2) AP 13 (11)
Ven 3 MOV 3
Jup 2 (1) MOD 7

[e] GFE “Helios”
EN: 5/30 Re: 5 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] CHAIN
DR2, 3EQ

{Fencer}

[^Solide Wiring]
[Link up]
[%Parry] 1+ AP: 1d24+7 (5)+1/2AP
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP 8EN: Move 6 in one direction and attack, +1 Damage per square moved.
*NEW*[@Lunge] 2AP to move half MOV while attacking
[*Boost+] 2AP: add 4(Mar)EN
[!*Jupimer Grav System] 4AP Toggle: -4RE +2MOV, No terrain penalty, 2x Knockback.
>>
>>1672168
it's not action phase :P
>>
>>1672189
Sorry, I thought it said action phase.
>>1671774
>>
File: BetaCaveInterlude.png (1.51 MB, 1426x1200)
1.51 MB
1.51 MB PNG
https://youtu.be/Uvt5TZy0aAc

Quen: Catrina! Catarina! Cat!

William: Oi shut it will ye. Let the man do'is job.

Catrina: Quen.....

Quen: Yes?

Catrina: Shut up...I'm tired...and you're too loud...

Quen: ...

William: Heh, I like tis'one.

Once treated, Catrina explained how she hid in one of the boxes to hide from the Phantasmites. She found a notebook with extensive notes written on the progress of the smuggling job, with extremely specific notes on the smugglers equipment, especially the Gyre Field Emitters. With William and Samantha's help it became apparent the smuggling job was a farce. Quen, her, and the rest of the crew were meant to die in the caves. The smugglers were given newer but lower quality equipment and tasked with getting the prototypes as much through the caves as they could manage. A team of Eldson's would recover the prototypes, abandon the rest of the merchandise, and if any surviving members did make it through they were to be killed. A plant within the smuggler's crew would observe and relay any information for the extraction team. Samantha examined the GFEs the smugglers had and not only found a small diagnostic device recording extensive amount of data, but that the GFEs were deliberately sabotaged.

Samantha: Eldson you son of a bitch. Even if they are smugglers that's pretty shitty to do. Alright crew. I hate to tell you this but from what William and Catrina relayed to me there's likely one last box to recover. I doubt Eldson has made as much progress as we have with my technology but he has one of the biggest companies in Capitus and has the notes to pay for the best. We can't let him get his hands on any of it.

William: Aye and we know where they'll be goin since they left'a message. Sammy, I know ye can handle yeself but it's likely the plant didn't die. Are all te smugglers out there with ye?

Samantha: It's fine. We've been keeping an eye on them, and its not like Eldson or his crew knows we're here. What's bothering me is if they were going to get the prototypes here why even bring them to Felmen Hollow? That doesn't make sense for Tom Eldson to do.

William: We'll see in due time. Fer now'we got'te box te find. Before we head out, send some hands down;ere. I'll ask te crew if they have any requests. Their shifts' almost over.

Catrina: Wait a minute...I should tell you; I saw something.....something big. Maybe you should just leave the stuff there.

William: Sorry miss. We're handymen. We fix all te shit that goes pear-shaped.
>>
You have done a great job so far. Please read for major updates:

>All players that have participated in this and the last thread gain 2 level points. You may increase your attribute or purchase a PRQ with them.

>A relief party is coming. You may now swap out equipment and PRTs

>There have been PRQs added as well as some skills.

>Please be advised that Combo PRTs now require the {Brawler} PRQ. Since Alexander is the only one this is relevant to I'm giving it to him for free.

>Movement cost has been reduced by 2AP. You can now move up to your VEN with 4AP and half that with 2AP. Crouch and prone movement hasn't been changed.

>Attacking from behind incurs backstab bonus damage. Right now that value is at 50% Value is subject to change.

Thanks for playing so far. I've gotten a lot of feedback and have been able to refine a lot of things.
>>
>>1672665
During this time of change, would I be allowed to swap {Dynamo Engineer} for a different PRQ? I've yet to use it, and with the newish [-Prebued] statut of the Helios, I doubt I will any time soon.

Does {Street Smart} grant all of the subsectioned prts?

Can {Sentinel} Use multiple weapons? (Eg, shoot, shoot, stab, 3MAR). Can a reload be triggered via [Ammo Check]? More than once? (Eg. 6MAR, 1/3Ammo-> shoot [ammo check] shoot×3 [ammo check] shoot ×2)

Do Gunslinger prts apply to every gun type?

Does [@Aim] work like: 1AP=+0DMG, 2Ap=+1dmg
Or: 1Ap=+1dmg?
>>
>>1673017
-Yeah chance it. No biggie

-Yeah that's exactly it. You also get one as part of the PRQ and can spend PRT for more of them.

-Sentinel works by a specific weapon so only one at a time

-Most of them. Some don't make sense otherwise

-Aim adds 1% per ap. Spend 5 ap get 5% damage

While on that subject it's very likely that I'll have to change how damage is calculated. Right now it's roundup no matter what so you can spend a pidly 1ap and guarantee +1 to your damage pool
>>
>>1672665
Can't say no to free stuff. Can we expect new equipment types next run, or should we start planning upgrades now?

How does {Skittish} work? It isn't a Prep action, so is it taken retroactively? How does it affect the rest of turn for units acting after it's taken effect?
>>
>>1673164
Its a prep action. Keep in mind prep actions can trigger during any phase

No equipment upgrades just yet. You have to complete jobs for the companies or other factions for that.

Aleid. I should note that you still have the Eldson Boxers. Since Alex is the only one that can equip them you could give it him or sell it later. Samantha might like them too for study.
>>
>>1673718
Noted.
"Samantha, do you think you could come up with something useful for the fisticuffs types if I give you these?"


Also, I was looking at the particulars list and couldn't figure out how the Heavy particulars are meant to be used. Is an attack part of the actions? And if so do the EN and AP costs add to the weapons costs?


On another note +1% Damage per 1 AP for Aim doesn't seem useful. That is ~8 AP for +1 damage assuming no rounding. Or ~5 for +1 or ~15 for +2 assuming normal rounding rules. Unless Aim carries over between turns and doesn't expire until the target is dead or out of sight, especially if it applies to all attacks vs that target.
>>
>>1674199

Samantha: "What's that? You found some gauntlets made by Eldson? I'm sure Basil and I could do something with them. I'll have them sent to the lab. Oh yeah, let me talk to William for a second"

William: "Aye Sammy? Ye want te yell at me some more bout the botched job at Morphwood?"

Samantha: "Almost. Yes you ended up burning some of my father's notes with that stupid gun of yours but not everything was lost. Those notes contained his original design! Ayana helped me decipher what was left and we were able to improve the Prometheus model!"

William: "Sounds excitin"

Samantha (annoyed): "It is! Anyways try to be more careful. Those prototypes took months to even get working! Losing them set us back months. If you get those to us we can finally make some headway and produce these things on a massive scale."

William: "Aye aye. Alright crew. Les find that last box an fook out of this Seven forsaken cave.

>Eldson Boxers were sent for analysis.
>Acquired GFE Mk.2 “Prometheus”; Mk.1 is discontinued


-Heavy particulars are all modifiers. It's been fixed, along with a ton of other formatting issues. Hopefully it's easier to read the guide now.

-All damage calculations round and are applied per dice. When you have bullets that add damage, going prone, shooting over cover, etc.. it can be just enough to get you over the edge. I'll have to see how the math plays out but for fun I'll go ahead and up the damage to 5% per AP.



ATTENTION

Please post sheets with any modifications. Now's the time to ask any questions or work things out. Once you have a final sheet ready please post a final sheet and

>Clock in
>>
>>1673017
I may need to addendum the whole gunslingers can use any guns deal. Can you try making the most cheese build possible? I know you're pretty good at that :)
>>
>>1674992
Quick question. In the document %Parry works off of JUP+VEN, but here
>>1664857
you said it works off of VEN+MAR.

I am going to assume that the document is right, but please correct me if I am wrong.
>>
>>1675161
Document is write. I was adding a lot of new PRTs for....something :)
>>
>>1674968
Hello again, I will try to shuffle things around and have another stab at using the Dynamo. I won't add anything because I was not here this time.

To remind me, did the Dynamo require a hand? I remember that the emitter wand did. I have thought about carrying a weapon in addition.
>>
>>1675213
Please consider it! The Dynamos require 2 hands since you're lugging around a box and running dials and stuff.

You may add the two stat points. All participants share progress rewards. It is a team effort afterall :)
>>
>>1675225
Can you give a description of how to use [@Coup Lancé], does it give you +1 range or something?
>>
>>1675225
Samantha, please try to design something smaller, I am a weak lab assistant... Thank you.

>+1 MAR, {Dowsing Rod}

Mer 3 RES 12
Mar 4 AP 13
Ven 3 MOV 3
Jup 3 CC 10/12

{Dynamo Engineer}
{Dowsing Rod}
[^Superconductive Coating]
[^Solide Coating]

[@Expand]
[@Launch]
[Imbue]
[%Parry]
[%Deflect]
[*#Link-Up], [*Compact]

GFE Mk.2 "Prometheus" EN30/30 RE10 LI4
bGFE v1 "Zeus" CH0/12
Emitter Wand (Venmarite)
Antonio Vibroblade
"Theseus" Capaci-coat
Solevenide Catalyst
>>
Rolled 6, 3, 5, 8, 3, 8, 12, 6, 2, 9, 6, 2, 3, 9, 6, 10, 4, 4, 12, 9, 2, 6, 2, 12 = 149 (24d12)

>>1672665
Does [%Suppress] only work on overwatches? Does it affect damage at all? And, is the penalty applied before or after any reactions by the defender are triggered?

>>1674992
Army disarm build: 8Ven, for kicks, 4Mar
[@Unload] Consecutive shots only cost EN/bullets. -20% dmg. Pistols only.
[Ricochet] bullets ricochet off of objects and hit targets around and through cover. -20% damage.
[Trick Shot] *AP *EN; bullet does no damage. Interact with items out of reach; make /k/ cry
Pistols
[QuickDraw] draw pistols free
Melee something
[Disarm] 3AP: 2d12+VEN Hit: 16<; disarms target.

>Draw silver dollar, free, right hand
>Fire 1shot at each foe (up to six) w/in Range4 3Ap, 18en, 2d12+8/shot, 6am, [@Unload][TrickShot=Disarm]
>Boost+ ×4, 8Ap, +16en.
>Move/Half-Move to new targets, 8/4 square, 4/2 Ap
>Draw silver dollar, free, left hand
>Fire 1shot at each foe (up to six) w/in Range4 0Ap, 18en, 2d12+8/shot, 6am, [@Unload][TrickShot=Disarm]

Total of -20en, no dmg, so no dual-wield/unload penalties, and if you substitute a Deadrawn Lament for the left hand, you could do it for only the move and boost Ap costs, at a higher en price and only 5shots on the second batch (because 4ap>3ap, and deadraw would make it 0 again, maybe)

>Sheet update in progress
>>
File: Revolver Osceolot.png (308 KB, 680x682)
308 KB
308 KB PNG
>>1675312

[@Coup Lancé] is a reference to a Thrown point. Essentially you "flick" the blade and it curves around an opponent/weapon/obstacle.

Think of it as moving your character a square and attacking from there. Gives you a lot of flexibility huh?

>>1675342

Congrats. You just {Interrupted} an entire fire team's turn and drew enough aggro to make all the fencers cry.
>>
>>1675391
>{Inconspicuous}
:D
>>
>>1675391
That is nifty.

One more question, can I use the Antonio Guillotine with one hand?
>>
>>1673718
Supposing I activate Skittish and walk into an overwatched wall of gun-toting dudes like last time, do I dodge only the first shot (and the rest get to retarget to my new position) or the whole salvo?

Is it possible to equip only one Pike Gauntlet so my other hand is free to do other things?
>>
>>1675422
Wouldn't save you.....as much

Trick Shot can't disarm, but it can interact with their weapons. That takes a lot of imrpov on my part. You'd have a better chance of telling me what you want.

>>1675442
*Looks at your JUP* Nope it's 2 handed. Although the Sprite shows 1 hand because I didn't want to draw 20 different shades of arms two handing a sword.

>>1675448
That's an "it depends". Actions mostly happen simultaneously. So if they all trigger at the same time then probably. However when does that happen :)

On to some a question for the fencers. How does the class "feel"?

High level Fencer play: https://youtu.be/BagfYOZJQfk
>>
>>1674968
+1 Ven +{#Observant}

Here is my tentative sheet. I can switch to a Prometheus if someone picks up an Aegis


Aleid

Mer 3 RES 10
Mar 4 AP 14
Ven 4 MOV 4
Jup 2 MOD 7+1

CC 10/10

[e] GFE Mk.2 “Athena”
EN: 28/28 Re: 11 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] Antonio Vibroblade
3AP, 2EN, 1d8, Slsh/Prc, 1EQ

[e] CHAIN
DR2, 3EQ

{Fencer}
{#Observant}

[^Solide Wiring]
[%Parry] 1+AP: 1d24+6+1/2AP
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP (Attack)EN: Move 6 in one direction and attack, +1 Damage per square moved.
[@Coup Lancé]
[%Deflect] 6AP 1EN per deflected projectile
>>
>>1675490
The fencer feels careful and methodical to me. Attacks aren't guaranteed to hit and a few good attacks and a Riposte or two would run most anyone out of energy. In most cases it seems that focusing on defense is the best option.

On the other hand, though I haven't been able to use it yet due terrain, [Fleche] should be a good option for engaging targets.
>>
>>1675607
Good that's mainly the intention. You can engage but you need a backup or a less energy intensive weapon :). That or find a master

After careful consideration I have a request from all players. To make my life easier when processing, please include the following line under your name:

DR:# LI:# RES:#/#(#/#) EN:#/#

The format should look like this:

NAME:

DR:# LI:# RES:#/#(#/#) EN:#/#

Att CC 12
Mer 3 RES 12
Mar 3 AP 12
Ven 3 MOV 3
Jup 3 MOD 6

Equipment:
Example
Example

PRT/PQR:
[Example] [@Example] {Example}
>>
So I seem to be focusing on Fencers quite a bit, there is a purpose to this.

Also new fencer PRT because I have to make you suffer with choices:

[#En Garde] Focusing on parries is more effective
>>
9 CC available. Some of it may go toward Quick Patches or Mar-Aid, but I'm also willing to carry ammunition. If you're carrying duplicate ammo, you may be better off leaving some of it to me so that you can carry your own medical supplies.

Under new movement rules, I'd say 8 squares is the absolute furthest you should range from me if there's danger of being downed. Less if you're taking a position you'll need to be dragged from to safety. Not that anyone ever expects death.


DR:2 LI:4 RES:7/7(7/7) EN:24/24 RE: 12

Mer 1 RES 7 DR 1
Mar 6 AP 16
Ven 4 MOV 4
Jup 3 CC 16+3

{Medic} +1 Support
[Extra Pockets] +3CC
[Padding] 2EQ 1DR
[Bandaids] Free minor healing
[Adrenmerlyne] Ignore wounds 6 turns
[@Diagnosis] 2EN, 3AP +1d Aid
[Faulty Fuse] Knockback on shield break
[SolWiring] EQ +3RE
[Supercoating] EQ Shield restored at 1/2


CC 10/19
Supplies 12/12 [Venticine] +VEN APless moves, 6 turns
4 Field Kit w/. 8/8
5 Field Smock 4/4
3 GFE Mk.2 “Prometheus”
EN: 24/24; RE (3+6) LI4 *#Link *#Compact
>>
>>1675490
It feels like flailing uselessly, and then doing one hit(that doesn't even kill a simple bug in one hit) and then flailing around uselessly some more
>>
>>1674968
Given the high AP and EN cost of rifles, and their very low ammo-count, [%Suppress] might want to be reworked to function more like Aim or Beat or Uppercut, it's pretty anemic right now.

>{Gunslinger} (...)can fire at two targets when holding two guns.
This line makes no sense, as this is the only place such restrictions are mentioned.
>>1675558
Similarly, I'm prepared to swap the shockpads for a link-up if someone wants to grab an aegis, but otherwise I should be ready to

>[Clock In]? If command would check my work?

Prefect
DR:1 LI:6 RES:8/8 EN:30/30

Attributes || CC 14/11+3
Mer 2 || Res 8
Mar 5 || AP 16
Ven 5 || Mov 5
Jup 2 || Mod 7

Equipment
-[e]GFE Type 1 “Helios”
EN: 30/30; RE5(2+3) LI6 EQ3
[*Boost+] Spend 2AP to produce 5(MAR) energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective.
[-Prebued] Unable to be imbued or modified
-[e]LR-11 “Emil”
4d2 cm 8AP 8EN R13(3+MAR+VEN) AM:3/3 3+1Pen 3EQ
-.31 “Candy Corn” mag ×4
1 Reload +Pen 2EQ (3 mags Bandoliered)
-[e]DUSTER-armor
1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-Lily’s Quick Patches
Treats 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] 1EQ: +3 ammo/catalysts slots
-[^Shock Pads] 1EQ: immunity to fall damage. React with 3AP to negate force damage.
Rifles
-[@Hold Breath] 2AP: +1R
-[+Spotter] 12AP; Target is {Spotted} for MAR(5) turns. {Spotted} targets take 20% more damage and are tracked
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
GFE
-[^Solide Wiring] 1EQ: +3RE
{Street Smart} You learned things growing up in the streets; +1 “Street Smart” PRT
-[#Look out] Increased vision cone.
>>
>>1675905
Scratch 3 CC.
>>
>>1675937
-[%Suppress] is for autoguns. Since they shoot 6 times an attack you can see where that helps :) I suppose an exclusive skill for Snipers would be in order. If anyone has any ideas.

-You normally can't split targets when dual wielding since you're attacking a target with both weapons simultaneously. It's mainly for AP conservation.

-How much CC do you think you have left?
>>
>>1675490
Have a thing
Dropped a reload of gumdrops to take the vibroblade,+1 ven,+1{noble} after mysterious prompt,+1fencer skill from prt
Julien Delacroix de la Fleur

DR:3 LI:6 RES:6 EN:24/24

Att CC 16/16
Mer 3 RES 12
Mar 3 AP 12
Ven 4 MOV 4
Jup 3 MOD 6

Equipment:
[E]Torch
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh


Antonio Vibroblade
1d8 3AP 2EN 1EQ; Slsh/Prc
Lement
2d4 (cm) 4AP 4EN 4R AM 3/3 (Gumdrops only) 2EQ(loaded, gumdrops)

3xgumdrop reloads
Armor:Chain, bandolier, extra padding(Dr3)
Gyre:GFE Mk.2 “Athena”

PRT/PQR:
{Fencer}
{Noble}
[Riposte]
[Parry]
[Fleshe]
[extra Padding]
[bandolier]
[extra pockets]
[Absence of blade]
>>
>>1676090
CC? None, 14/14 used.
Helios: 3
Emil: 3
Ammo: 2
Armor: 2
Meds: 1
PRT: 3
>>
>>1676232
ah you have candy corn loaded. gota figure out a way to make that understandable maybe putting an [e] next to the current mag?

Also I forgot to drop this too:

[Commanding Presence] 2d12+MER Hit: 18< may attempt to give orders; ordered allies are 10% more competent.

{Noble} You were born to a prestigious family; +1 “Noble” PRT
[Duelist] +10% damage against other sword users
[Flaunt] +10% damage when at full health
[Family connections] 3AP 2d12+MER Hit: 18<; Use your familial connections to find information, equipment, etc…
[#Tact] Gain additional information from [Observing] people. You’re an extremely proficient liar.
[#Gallant] -4 hit to “Social rolls”; People easily trust you
>>
>>1676428
Oh, I just put the effects in the weapon's statline
>3+1pen
But yes, I can also note what's in it.
But! Are you implying that the current ammo adds EQ to the gun?
>>
>>1675490
But he uses a polearm at the start! Why do we not have any polearms again?

I realize that my stats can allow me to swap over to most other melee builds without losing much, but there isn't really anything I want to try at the moment unless you can actually Riposte with things other than single basic attacks so, for convenience, I may as well keep on with going fast and punching hard. This is probably a terrible idea.

---

Alexander
CC 14/11+3
Mer 2 | RES 8
Mar 6 | AP 17
Ven 5 | MOV 5
Jup 2 | PRT 8+1

Equipment:
[e]DUSTER-armor
1+1 = 2DR 2+3 = 5EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars
[^Extra Padding] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+2 = 5
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Superconductive Coating] See Particulars
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.
[^Extra Padding] -2EQ +1DR
[Extra pockets] +3EQ

[^Superconductive Coating] 1EQ: GFE works again after regenerating half of its total capacity
[^Solide Wiring] 1EQ: +3RE

{Brawler} allows you to use “Combo” PRQs; +1 Melee PRT
[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
>>1675699
I will include CH:#/# into that line, at the end. I will also remove the same info from the GFE and bGFE in my inventory in the condensed version that I use to post.
>>
>>1674968
No final changes. Clock in.

Aleid

DR: 2 LI: 6 RES: 10/10 EN: 28/28

CC 10/10
Mer 3 RES 10
Mar 4 AP 14
Ven 4 MOV 4
Jup 2 MOD 7+1

[e] GFE Mk.2 “Athena”
EN: 28/28 Re: 11 LI: 6 3EQ

[e] “Epee”
4AP, (8EN), 4d4, 2R, Fnc/Prc, Hit >11 Ignores DR, 2EQ

[e] Antonio Vibroblade
3AP, 2EN, 1d8, Slsh/Prc, 1EQ

[e] CHAIN
DR2, 3EQ

{Fencer}
{#Observant}

[^Solide Wiring]
[%Parry] 1+AP: 1d24+6+1/2AP
[#Absence of Blade]
[#Pris de Fer]
[#Riposte]
[Fleche] 12AP (Attack)EN: Move 6 in one direction and attack, +1 Damage per square moved.
[@Coup Lancé]
[%Deflect] 6AP 1EN per deflected projectile
>>
>>1675321
>>1675558
>>1675905 What did you increase?
>>1675937 What did you increase?
>>1676102
>>1676631 What did you increase?

Is this everyone's final sheet? I'm waiting on you guys
>>
>>1677144
>+2 MAR
>Added Brawler PRQ
>Added Superconductive Coating PRT
>Added Extra Padding PRT
>Added Extra Pockets PRT
Build otherwise remains the same. Should be final enough to run with.

---

Alexander
DR: 2 LI: 6 RES: 8/8 EN: 30/30

CC 14/11+3
Mer 2 | RES 8
Mar 6 | AP 17
Ven 5 | MOV 5
Jup 2 | PRT 8+1

Equipment:
[e]DUSTER-armor
1+1 = 2DR 2+3 = 5EQ
[*Vest Straps] -2ap to switching weapons/reloads
[^Shock Pads] See Particulars
[^Extra Padding] See Particulars

[e]GFE Type 1 “Helios”
EN: 30/30; RE2+3 = 5 LI6 EQ3+2 = 5
[*Boost+] Spend 2AP to produce MAR energy
[!*Jupimer grav system] 4AP to toggle: -4 RE +2 MOV ; Can transverse terrain at no penalty; including vertical terrain. Knockback is 2x effective
[^Superconductive Coating] See Particulars
[^Solide Wiring] See Particulars

[e]Basil Pike Gauntlets
1d3 1AP 1EN (en6/6) [AM: 2/2 (3-2 = 1AP reload)] 2EQ (paired); Strk/Cmbo
[*Pike Buster] 3AP 4EN 3d3 cm; uses 1 ammo; launches target dmg/2 tiles
[*^Basil’s Self Winding Capacitor] Weapon contains a capacitor with 6EN that can be used for attacking. Recharges when GFE repels damage.
[*@Wind up] +2AP +2EN: add 1d3 to Pike Buster

CC-8 “Concussion Cannon”
3d4 6AP 4EN 3R 2EQ
[*Push] 4AP 4 EN 2R knock back targets 3d2 tiles.

PRT/PRQ:
[^Self winding Capaci-Joggers] -2EQ gain 1 EN per unit moved (Move 6 squares gain 6 EN)

[^Shock Pads] -1EQ immunity to fall damage. React with 3AP to negate force damage.
[^Extra Padding] -2EQ +1DR
[Extra pockets] +3EQ

[^Superconductive Coating] 1EQ: GFE works again after regenerating half of its total capacity
[^Solide Wiring] 1EQ: +3RE

{Brawler} allows you to use “Combo” PRQs; +1 Melee PRT
[%Parry] 1 AP roll 1d24+JUP+VEN. Parry an attack if successful
[#Ground Game] Moving from standing to crouch or prone costs no AP. Getting up costs no AP
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.
>>
Minor change: {Street Smart} was renamed to {Street Rat}
>>
>>1677144
>>1675905
+Ven +Jup, subbed in some defensive measures, switched to Prometheus, also picking up a silver dollar. Do I need a hand free to do medical stuff?

Otherwise ready.
>>
>>1677199
Nope. Med kit occupies one hand.
>>
>>1677201
Son I'd be hard pressed to apply a bandaid with any hand of mine that's also holding a kit. Not complaining. Good to know.
>>
>>1677144
Yes, I think so.
>>
You guys are going to hate me for this but....

>Helios Regeneration is set to 0

I thought 2 would be no big deal but with Solide wiring and the capacicoat you could still have good regeneration.
>>
>>1677271
The HELIOS is very good, still. It helps you to close with ranged, disengage from melee and has more energy than the Athena and Prometheus for the regular person. With the nerf, you might see users actually turning it off once or twice.
>>
>>1677144
+1Mar, +1Ven, {Dynamo Engineer}->{Street Smart}+[#Look Out], gained +1PRT: [^Shock Pads]
>Is this final?
Well, no, it isn't final anymore, I have to argue on the internet now.
>>1677191
Rejected.
>>1677271
As a game balance, I can understand this, but consider it from the other perspective:
Assuming that your average user does not tinker with the wiring in their emiter, they will need to expend 20-something AP (or infinite turns!) to get their field back online.
>Boost: 3ap, +3en.
On top of that, every other GFE has a RE that improves steadily, as they include MAR in the calculation.
>>
https://youtu.be/Uvt5TZy0aAc

Alright I'm working on one last thing for today. Here are basic updates to the system: These will be the last of the my shenanigans:

>added Supplies 2/2SP 3EQ under Bloom

>added [^Jupite Transistor] 2EQ +2LI

>Combo PRTs modified: [Uppercut] [Lariat] [%Clothesline] are closer to their intended vision

>Gunslinger PRTs modified: [@Unload]. You can still spam bullets but you can't reload to spam more

>Helios regeneration is set to 0;

>removed Riposte AP cost. (Forgot to change that)

> reamed {Street Smart} to {Street Rat}

The last section of Beta cave will be a new thread tomorrow.

Please follow my twitter for announcements:
https://twitter.com/GearCommand

I and several players now are always on IRC: https://kiwiirc.com/client/irc.rizon.net/
Channel: #Skirmish

Feel free to drop by and shitpost.

>>1677421
20 odd AP is 2 turns out of the game for most people. 3 when you're running for cover. Which is about where I want it be if your shield breaks. The point of the Helios having 30/30 En is it's supposed to let you swoop in to enemy territory and give you enough breathing room to attack and run away.

If the Helios feels too weak, I'll let [Boost+] work even when the field is off.
>>
>>1677271
>my regen is now -1
Welp, time to run out of EN, again.

If your intention is to have users flicker the JGS on and off continually, would you consider reducing the AP cost of toggling so there's less opportunity cost in it? Otherwise, using Boost+ at the end of turn will generally be the more efficient option, unless you need the few extra EN. It's what I'll probably be doing, since my build needs its JGS on as much as possible.
>>
>>1678619
The 50% increase in speed was considered when making this decision. Take of that what you will. I am open to changes as I mentioned before but I need to see more data.
>>
Game is Scheduled to continue at 4:00pm EST

>>1680184




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