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File: Betacave3 Title.png (1.76 MB, 1600x1200)
1.76 MB
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https://youtu.be/8EI4f_yG3r4

William: Look alive Crew. Catrina found’e key for te door. We’re findin that last damn box an fookin right off of this Seven forsaken cave.

Quen: I heard some more of them when I trying to find a way to open this thing, but something sounded weird.

William: Eh? What’cha sayin?

Quen: It’s hard to tell but it sounded like scraping metal.

William: Ain’t no other way te know. let’s just go’in

Players. Please post your full character sheets. Game will start at 4:00PM EST
>>
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 the last of some stolen prototypes and possibly finding a way through an old abandoned passage which was totally 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/1655250/

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
>>
File: h2p.png (806 KB, 1200x1600)
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Minor update to movement:

>Spend 4 AP to move total VEN and 2AP to move half rounded down
>>
File: CharPrep.png (1.62 MB, 1200x1600)
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Slightly out of date prep sheet.

Don't want to read 10 plus pages of god damn rules? Try out these premade loadouts. Pick Fencers for decent tanking or Gunslinger/Brawler for DPS. If you try to make your own character, and I invite you to, there's a basic template to follow below

Also, you can get more updates on my twitter:

https://twitter.com/GearCommand

Loadouts: https://docs.google.com/document/d/1uRMvILWgQcC_R96y6GH7uUTRKu4DOMtjkt9DrbOL7nA/edit

NAME:

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

Mer # RES #
Mar # AP #
Ven # MOV #
Jup # MOD #

CC ##/##
Equipment:
GFE
WEAPON
ARMOR
ETC

PRT/PQR:
[Example] [@Example] {Example}
>>
Time to get out of here.

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
[Greedy] Consumables cost 4AP
[Faulty Fuse] Knockback on shield break
[SolWiring] EQ +3RE
[Supercoating] EQ Shield restored at 1/2


CC 10/16
Supplies 12/12 [Venticine] +VEN APless moves, 6 turns
[e]4 Field Kit w/. 8/8
[e]5 Field Smock 4/4
[e]3 GFE Mk.2 “Prometheus”
EN: 24/24; RE (3+6) LI4 *#Link *#Compact
[e]Silver dollar
2 Mar-Aid 4/4
3 Quick Patches 6/6
>>
>>1680200
"Lets get this cave done with."

Do you want me to mark that I have {Observant} any particular way?

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
>>
>>1680392

I should manage. Although I'm curious as to how you have 11 regeneration and 28 energy. Shouldn't it be one or the other?
>>
>>1680434
Yup you are right, I read that as Mar for both

Aleid

DR: 2 LI: 6 RES: 10/10 EN: 24/24

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: 24 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
>>
File: beta cave17a.png (6.21 MB, 3467x2600)
6.21 MB
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https://youtu.be/_2AAR9jRc7I

William: Oi, Aleid'll be wit me. Quen follow Tarbor. He did save yer friend so ye owe'em somthin. The rest of ye sit tight.

Quen: Whatever was scraping metal is gone. That's got to be the strangest thing about this whole place.

William: Really? Te fookin meter long cave spiders aren't te weirdest thing? Oh, one more thin...

William pulls out the vocaven again and dials Samantha

William: Aye, Sammy. Ye find our rat yet?

Samantha: Hey Willi, nothing yet. We've set up a base here and are interviewing them now. It's not like we can keep them here forever though.

William: *Sigh* Alright then. Let's open this damn door and finish te job.

[Action Phase]

{1M} Tarbor 24/24 (9); 9/9
{2F} Aleid 24/24 (11) 10/10

Please remember to order your actions for maximum clarity
>>
>>1680529
Fascinating, their blood seems to be able to dissolve rock. Look at the smoke! I have never heard of these creatures, thankfully the Gyre Field protects from the worst of it.

Senzei

DR:0 LI:4 RES:12/12 EN:30/30 CH: 0/12

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

GFE Mk.2 "Prometheus"
bGFE v1 "Zeus" (Venmarite)
Antonio Vibroblade
"Theseus" Capaci-coat
Solevenide Catalyst

{Dynamo Engineer}, {Dowsing Rod}, [^Superconductive Coating], [^Solide Coating], [@Expand], [@Launch], [Imbue], [%Parry], [%Deflect], [*#Link-Up], [*Compact]
>>
>>1680565
That it does. Go ahead and act this phase too. Pretend you're next to William
>>
>>1680529
"Lets see what else is down here."

> [4ap] %Parry #Absence of Blade #Riposte
> [4ap] %Parry #Absence of Blade #Riposte
> [4ap] Move N1 E3
> [2ap] 1/2Move E1

All attacks with Epee alone unless noted.

Aleid

DR: 2 LI: 6 RE: 11 RES: 10/10 EN: 24/24

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: 24 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
>>
I put away my torch and am a poor fighter besides. I'll follow someone else forward.
>>
>>1680529
"Let's hurry along now before I develop an irrational fear of places such as these"


>PREPARE PARRY/Riposte/absence of blade(4)
>PREPARE PARRY, Riposte, absence of blade (2)
>move E,E,E,E(4)
>Run E,E(2)

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 13
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}
-[Tact]
[Riposte]
[Parry]
[Fleshe]
[extra Padding]
[bandolier]
[extra pockets]
[Absence of blade]
>>
Rolled 21 (1d24)

>>1680529
>4 AP Move 4E
>12 AP Ready to call out ceiling bugs

DR:2 LI:4 RES:9/9 EN:24/24 RE: 12

Mer 1 RES 9
Mar 6 AP 16
Ven 4 MOV 4
Jup 3 CC 13+3

CC 16/16
Supplies 12/12 [Venticine] +VEN APless moves, 6 turns
[e]4 Field Kit w/. 8/8
[e]5 Field Smock 4/4
[e]3 GFE Mk.2 “Prometheus”
EN: 24/24; RE (3+6) LI4 *#Link *#Compact
[e]Silver dollar
2 Mar-Aid 4/4
3 Quick Patches 6/6

{Medic} +1 Support
[Extra Pockets] +3CC
[Padding] 2EQ 1DR
[Bandaids] Free minor healing
[Adrenmerlyne] Ignore wounds 6 turns
[Greedy] Consumables cost 4AP
[Faulty Fuse] Knockback on shield break
[SolWiring] EQ +3RE
[Supercoating] EQ Shield restored at 1/2
>>
>>1680641
You're observing then?
>>
>>1680633
>PREPARE PARRY/Riposte/absence of blade(1)
>>
If noone else is waiting I can process right now.

{Foreman} you may call Phase
>>
>>1680645
Yes.
>>1680660
Phase it is.
>>
>>1680529
> Charge Max (3AP +7 7/12, -7 23/30)
> Charge Full (3AP +5 12/12, -5 18/30)
> Boost Gyre (3AP +4 22/30)
> Move E E E (3AP)

Senzei

DR:0 LI:4 RES:12/12 EN:22/30 CH: 12/12

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

GFE Mk.2 "Prometheus"
bGFE v1 "Zeus" (Venmarite)
Antonio Vibroblade
"Theseus" Capaci-coat
Solevenide Catalyst

{Dynamo Engineer}, {Dowsing Rod}, [^Superconductive Coating], [^Solide Coating], [@Expand], [@Launch], [Imbue], [%Parry], [%Deflect], [*#Link-Up], [*Compact]
>>
>>1680676
got you in.
>>
>>1680529
"Stay here? There is work to be done, and [Overtime] to earn."
>[Clock In]

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; RE3(0+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.
>>
>>1680693
post actions pls. 2 minutes
>>
File: beta cave17a.png (2.02 MB, 1600x1200)
2.02 MB
2.02 MB PNG
William: Alright guessin some of ya got courage. Alright I'll leave a lantern'ere

The crew cautiously enters the cavern

{1M} Tarbor 24/24 (9); 9/9 Tarbor studies the cave. He finds it massive. Bonedrillers must have ate the whole cavern clean many years ago.
{2F} Aleid 24/24 (11) 10/10
{3E} Senzei 22/30 (4) 12/12 12/12CH
{4F} Julien 24/24 (6); 12/12
{5SR} Prefect 30/30 (3); 8/8
>>
>>1680695
>>1680529
>Overwatch E

>>1680693
>>
File: beta cave17b.png (6.17 MB, 3467x2600)
6.17 MB
6.17 MB PNG
https://youtu.be/2xgZPf93APA

Nothing greets them but the howling wind.

{1M} Tarbor 24/24 (9); 9/9
{2F} Aleid 24/24 (11) 10/10
{3E} Senzei 22/30 (4) 12/12 12/12CH
{4F} Julien 24/24 (6); 12/12
{5SR} Prefect 30/30 (3); 8/8
>>
>>1680744
pssst....[ACT PHASE]
>>
>>1680744
>Prepare parry/Riposte/absence of blade(4ap)
>Prepare the party combo again(1ap)
>Move E,E,E,E(4)
>RUN E,N(2)
>LISTEN/observe sounds besides the howling? Is the howling getting closer?


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 13
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}
-[Tact]
[Riposte]
[Parry]
[Fleshe]
[extra Padding]
[bandolier]
[extra pockets]
[Absence of blade]
>>
>>1680744
>Move 5E
>Move 4E 1N
>Overwatch Emil E, 8Ap (8EN, 4d2cm, R13, 4pen)

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; RE3(0+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.
>>
>>1680744
"Glowing blue stuff?"

>[4ap] $Parry #Absence of Blade #Riposte
>[4ap] Move E3 S1
>[2ap] 1/2Move E1 S1
>[4ap] $Parry #Absence of Blade #Riposte
>Face E

Always Epee

Aleid

DR: 2 LI: 6 RE: 11 RES: 10/10 EN: 24/24

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: 24 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
>>
>>1680744
>8 AP 5E 2S
>6AP Observe blue stuff

DR:2 LI:4 RES:9/9 EN:24/24 RE: 12

Mer 1 RES 9
Mar 6 AP 16
Ven 4 MOV 4
Jup 3 CC 13+3

CC 16/16
Supplies 12/12 [Venticine] +VEN APless moves, 6 turns
[e]4 Field Kit w/. 8/8
[e]5 Field Smock 4/4
[e]3 GFE Mk.2 “Prometheus”
EN: 24/24; RE (3+6) LI4 *#Link *#Compact
[e]Silver dollar
2 Mar-Aid 4/4
3 Quick Patches 6/6

{Medic} +1 Support
[Extra Pockets] +3CC
[Padding] 2EQ 1DR
[Bandaids] Free minor healing
[Adrenmerlyne] Ignore wounds 6 turns
[Greedy] Consumables cost 4AP
[Faulty Fuse] Knockback on shield break
[SolWiring] EQ +3RE
[Supercoating] EQ Shield restored at 1/2
>>
>>1680729
Be careful and do not run too far. I know the way but I am curious, what hides above us? More of the bonedrillers, I bet. A sudden light should stun them, they are cave-adapted. This is what I shall attempt.

> Regenerate to full EN (+13)
> Imbue 2F Aleid - 6CH Venmarite
Anything coming in from the front arc, the imbuement attempts to deflect to the left and right. Standard barrier, 4 turns.
> Move E,E,E
> Reload with Solvenide Catalyst

Senzei

DR:0 LI:4 RES:12/12 EN:30/30 CH: 0/12

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

GFE Mk.2 "Prometheus" RE: 13
bGFE v1 "Zeus" (Solvenide)
Antonio Vibroblade
"Theseus" Capaci-coat
Venmarite Catalyst

{Dynamo Engineer}, {Dowsing Rod}, [^Superconductive Coating], [^Solide Coating], [@Expand], [@Launch], [Imbue], [%Parry], [%Deflect], [*#Link-Up], [*Compact]

2F 'Venmarite Barrier F'
>>
>>1680884
N: As an unfortunate side effect, the F-directional barrier makes picking things up and closing doors exceedingly difficult. I hope that the protection is worth it.
>>
File: tegaki.png (10 KB, 400x400)
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>>1680884
Please count out all the AP you are using. As of right now your turn is impossible :#

3ap to boost
6ap to imbue
4ap to move
6ap to reload
>>
>>1680948
That is not a boost, just regeneration. I am keeping track of RE 13 affecting my EN. I was also not aware reloading took 6AP, I had thought it was 3AP for the generic 'interact'. Thank you for double checking for me.

6 imbue (2F, Aelid, Venmaraite Barrier F)
4 move (eee)
3 interact (Zeus, exchange catalyst)

If it is 3AP to unload and 3AP to reload, I will simply unload the Venmarite Catalyst.
>>
>>1680968
Ah yeah you have the capicicoat why did I make that thing

It's 6ap to change ammo period so I'm going to say it's the same for catalysts.

Imbue will mean you give her the element of moving mass. I wonder what that will do :P
>>
>>1680989
I would be happy if the capaci-coat was just a lot of EN and no additional RE, personally.

If you would permit one last change, then, I would rather swap the catalyst than make the movement:
> Regenerate
> Imbue
> Reload (Solvenide)

To Aleid, I apologize in advance if the world is suddenly turned frictionless. I thought that I could direct it.
>>
File: beta cave18a.png (6.36 MB, 3467x2600)
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William: What in te Seven is that?

Quen: Wait a minute; what!? I know what that is!

William: Don’t tell me ye know what these things are.

Quen: I kind of do. They were..people... but it looks like they’re really… some type of machine? They walked with us briefly when we were given the merch but…. I thought they were people. They looked like bodyguards for I’m guessing one of Eldson’s goons.

William: Te damn thin is made’o metal how the hell did’ya not notice?

Quen: We were all wrapped up to stay warm. We weren’t in the caves yet. That explains why they didn’t talk and felt so strange.

William looks around at the scene of scattered Phantasmite corpses everywhere.

William: I don’t even want te even think this thing did all that to those Phantasmites. I’m calling Sammy right now. Quen, how many of these things were there?

Quen: I remember three.

[Enemy Phase]

{1M} Tarbor 24/24 (9); Tarbor examines the glowing blue liquid from a safe distance. He determines it’s Vitamer. That’s a substance used in hospitals to treat patients with grievous injuries. It also makes a good blood substitute in a pinch.
{2F} Aleid 24/24 (11) 10/10 Aleid’s Gyre Field is imbued with Venmarite. The Gyre Fields barrier is noticeable visible. (Imbue affects ALL of your equipment powered your +2LI on GFE || +2PEN when attacking)

Please write in front of your posts so I can keep track.

>-Imbued (Venmarite) Turn:21

{3E} Senzei 28/30 (10) 12/12 12/12CH
{4F} Julien 24/24 (6); 12/12
{5SR} Prefect 30/30 (3); 8/8

>>1680200

Btw I'm an idiot

Loadouts are here: https://docs.google.com/document/d/1uRMvILWgQcC_R96y6GH7uUTRKu4DOMtjkt9DrbOL7nA/edit?usp=sharing
>>
File: beta cave18b.png (6.41 MB, 3467x2600)
6.41 MB
6.41 MB PNG
https://youtu.be/dsoXLKcR1oo

William: Sammy come in!

Samantha: Hey did you find it already?

William: Not yet… We found somethin else…

Samantha: What is it?

William: Some type’o person except it’s made of metal… and it has Vitamer for blood...Quen said he saw’em move like people too….an lookin at te scene here they fight like people too. He’s thinkin they were with Eldson’s fookers.

Samantha: What the Seven!? You mean automatons?
Samantha pauses for a moment. You can hear her speaking to herself through the Vocaven: That was always an idea but why Vitamer… What is he doing?

After a brief moment she comes back: Listen, bring any that find as well as the prototypes. We need to figure out what the hell Eldson is doing.

{1M} Tarbor 24/24 (9);
{2F} Aleid 24/24 (11) 10/10 Aleid notices something about the whole situation
{3E} Senzei 28/30 (10) 12/12 12/12CH
{4F} Julien 24/24 (6); 12/12
{5SR} Prefect 30/30 (3); 8/8
>>
[Do stuff Phase]
>>
>>1681388
>Prepare party combo(yes that's what I'm calling it now)(2ap)
>Prepare party combo(2ap)
>PREPARE PARTY COMBO(1AP)
>Move N,N,N,N(4)
>Move E,E,N,N(4)


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 13
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}
-[Tact]
[Riposte]
[Parry]
[Fleshe]
[extra Padding]
[bandolier]
[extra pockets]
[Absence of blade]
>>
>>1681388
Huh? What? I'm awake, I swear!

Time zones making things awkward as usual.

---

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.
>>
Rolled 18, 5, 7 = 30 (3d24)

>>1681388
>Move (8Ap) 5E 3N
>Overwatch Evasive movement 2S (2Ap)
>[Secure] and Examine the Automaton's remains, 6Ap (how many dice again? 3?)

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; RE3(0+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.
>>
Rolled 24, 12, 19, 6, 5, 7, 8, 2, 15, 5 = 103 (10d24)

>>1681388
In the dim flickering torchlight, it is difficult to appraise the situation. Here, I will provide something more.

> Charge Zeus (+9CH, -6AP)
> Catalyze Solemaride on Self (-7CH, 7d24, -4AP)
The goal is to create a magical flare powerful enough to light the cave and something that would last a few turns.
> 3AP to check the remains of the automatons to determine what destroyed them. (3d24)

Senzei

DR:0 LI:4 RES:12/12 EN:30/30 CH: 2/12

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

GFE Mk.2 "Prometheus" RE: 10
bGFE v1 "Zeus" (Solvenide)
Antonio Vibroblade
"Theseus" Capaci-coat
Venmarite Catalyst

{Dynamo Engineer}, {Dowsing Rod}, [^Superconductive Coating], [^Solide Coating], [@Expand], [@Launch], [Imbue], [%Parry], [%Deflect], [*#Link-Up], [*Compact]
>>
>>1681478
You're technically deployed. Just act.
>>
Rolled 16 (1d24)

>>1681388
>>1681534
Just gotta catch up real quick.

>[4 AP] Toggle on Jupimer Grav System
>[10 AP] Move N1 E11 Up3 E2
>[3 AP] Observe

Forgot to update my Helios with the reduced RE. Proper stats below.

---

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; RE0+3 = 3 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.
>>
>>1681388

>-Imbued (Venmarite) Turn:21
>[4ap]$Parry #Absence of Blade #Riposte
>[4ap]Move E S2
>[4ap]$Parry #Absence of Blade #Riposte
>[2ap]$Parry #Absence of Blade #Riposte

Aleid

DR: 2 LI: 6 RE: 11 RES: 10/10 EN: 24/24

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: 24 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
>>
>Move NN EE
>Overwatch move toward anyone who comes under attack, preferring whoever has the fewest allies nearby. Probably Julien.

DR:2 LI:4 RES:9/9 EN:24/24 RE: 12

Mer 1 RES 9
Mar 6 AP 16
Ven 4 MOV 4
Jup 3 CC 13+3

CC 16/16
Supplies 12/12 [Venticine] +VEN APless moves, 6 turns
[e]4 Field Kit w/. 8/8
[e]5 Field Smock 4/4
[e]3 GFE Mk.2 “Prometheus”
EN: 24/24; RE (3+6) LI4 *#Link *#Compact
[e]Silver dollar
2 Mar-Aid 4/4
3 Quick Patches 6/6

{Medic} +1 Support
[Extra Pockets] +3CC
[Padding] 2EQ 1DR
[Bandaids] Free minor healing
[Adrenmerlyne] Ignore wounds 6 turns
[Greedy] Consumables cost 4AP
[Faulty Fuse] Knockback on shield break
[SolWiring] EQ +3RE
[Supercoating] EQ Shield restored at 1/2
>>
File: beta cave19a.png (6.8 MB, 3467x2600)
6.8 MB
6.8 MB PNG
Quen: Wow this thing’s whole arm is bent. It’s like a tree fell on it or something.

William: Oi, looks like te last of the automatoes are’ere. This one’s movin too…. Crew. I think ye want te see this…

[Cave Phase]

{1M} Tarbor 24/24 (9); 9/9
{2F} Aleid 24/24 (11) 10/10
{3E} Senzei 28/30 (10) 12/12 5/12CH Senzei tries to make a light and briefly does by casting an energy discharge on himself. (Catalyze for the most part is an offensive action.)
{4F} Julien 24/24 (6); 12/12 Julien runs into the unknown and is blinded by light. The cave opens upward. He hears a dripping sound to his right.
{5SR} Prefect 30/30 (3); 8/8 Prefect secures the first Automaton. He notices it has several bite marks. There are teeth still embedded within the metal frame. Half it’s body is completely crushed as if a boulder had fallen on it.
{6B} Alexander 29/30 (-1) Alexander leaps up for a look. The ceiling has a dead phantasmite embedded in the rock. Did one of those automatons do that? He’ll fall back down next turn.
>>
>>1681851
Oh guys, you shouldn't have!
>>
File: beta cave19b.png (6.48 MB, 3467x2600)
6.48 MB
6.48 MB PNG
https://youtu.be/g6kOOcBXiUc

As William walks down the passage he can hear clicking and gyrations of machinery. The automaton stutters its head towards him. It’s movements stilted but with purpose and with great effort. A faint sound, distorted and mechanical, comes out but is too weak for William to hear. Both it's legs and an arm missing, it dragged itself here.

William: It’s yappin? That thin ain’t gona last too long. Girly, do us a favor and check it out? I got ye back; don’t worry.

Quen: I know where we are now! If we keep going north we’ll be on the side we originally came from.

[Action Phase]

{1M} Tarbor 24/24 (9); 9/9
{2F} Aleid 24/24 (11) 10/10 William asked Aleid to check on the robot.
{3E} Senzei 27/30 (10) 12/12 5/12CH Senzei emits a light as energy still courses through him.
>Illuminated (Turn 22)
{4F} Julien 24/24 (6); 12/12
{5SR} Prefect 30/30 (3); 8/8
{6B} Alexander 29/30 (-1); 8/8
>>
Rolled 12, 14, 7, 23 = 56 (4d24)

>>1681943
>PREPARE PARRY(4AP)
>Prepare party(1)
>Move E,E,E,E
>OBSERVE surroundings(4ap)


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 13
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}
-[Tact]
[Riposte]
[Parry]
[Fleshe]
[extra Padding]
[bandolier]
[extra pockets]
[Absence of blade]
>>
>>1681943
"Hmm. What happened here?"

>[4ap]$Parry #Absence of Blade #Riposte
>[8ap]Move S2 E1 S2 E2 S1
>[2ap]$Parry #Absence of Blade #Riposte


Aleid

DR: 2 LI: 6 RE: 11 RES: 10/10 EN: 24/24

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: 24 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
>>
>>1681943
>[@Hold Breath] 2Ap, +1r
>Overwatch S, 8Ap (8en, 4d2cm, 4pen, 14r) [#Look Out]
>Move (6ap) 6N 1E, Face S

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; RE3(0+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.
>>
>>1681943
>Pass turn
>Think about fine restaurants and libraries

DR:2 LI:4 RES:9/9 EN:24/24 RE: 12

Mer 1 RES 9
Mar 6 AP 16
Ven 4 MOV 4
Jup 3 CC 13+3
>>
Rolled 23 (1d24)

>>1681943
"It's too quiet. I'm going to get jumped again, aren't I?"

>-JGS
>[4 AP] Ready Parry.
>[6 AP] Move W1 S8. Regain EN to full.
>[5 AP] Observe.

---

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; RE0+3 = 3 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.
>>
>Charge Dynamo to full

Senzei

DR:0 LI:4 RES:12/12 EN:30/30 CH: 2/12

Mer 3 RES 12
Mar 4 AP 13
Ven 3 MOV 3
Jup 3 CC 10/12
>>
>>1682193
Actually updated sheet.

Senzei

DR:0 LI:4 RES:12/12 EN:20/30 CH: 12/12

Mer 3 RES 12
Mar 4 AP 13
Ven 3 MOV 3
Jup 3 CC 10/12
>>
File: beta cave20a.png (6.72 MB, 3467x2600)
6.72 MB
6.72 MB PNG
As Aleid and William get closer they can hear what the automaton is saying. It repeats it self several times before powering down.

Automaton: FIND KEY…...GET FREEDOM….FIND KEY…...GET FREEDOM….FIND KEY…...GET FREEDOM….FIND KEY…...GET FREEDOM….FIND KEY…...GET FREEDOM….FIND KEY…...GET FREEDOM….FIND KEY…...GET FREEDOM….FIND KEY…...GET FREEDOM….

William: What is’it sayin? Freedom? Fe’who?

{1M} Tarbor 24/24 (9); 9/9 Tarbor thinks about what he’ll do after getting paid
{2F} Aleid 24/24 (11) 10/10
{3E} Senzei 30/30 (10) 12/12 12/12CH Illuminated (Turn 22)
{4F} Julien 24/24 (6); 12/12 Julien finds the source of the dripping. It’s...Phantasmite blood?
{5SR} Prefect 30/30 (3); 8/8
{6B} Alexander 29/30 (-1); 8/8
>>
File: Betacaveevent.png (170 KB, 1024x748)
170 KB
170 KB PNG
Julien looks up towards the opening.
>>
File: Betacaveevent1.png (166 KB, 1186x863)
166 KB
166 KB PNG
!!!!
>>
File: Betacaveevent2.png (157 KB, 1156x840)
157 KB
157 KB PNG
Julien roll 2d6 for Riposte damage
>>
Rolled 3, 4 = 7 (2d6)

>>1682320
>>
File: beta cave20b.png (6.74 MB, 3467x2600)
6.74 MB
6.74 MB PNG
https://youtu.be/ZMhoQw0u1yg

Quen: What is that!

Samantha (over the vocaven): William! I just thought of something I rem-

William: Fook te Seven...Sammy we'll call ye back....GET'ON'IT CREW

[ACTION PHASE]

{1M} Tarbor 24/24 (9); 9/9
{2F} Aleid 24/24 (11) 10/10
{3E} Senzei 30/30 (10) 12/12 12/12CH Illuminated (Turn 22)
{4F} Julien 24/24 (6); 12/12 Julien parries a surprise attack
{5SR} Prefect 30/30 (3); 8/8 Prefect shoots the creature in the back doing serious damage, and drawing it's attention!
{6B} Alexander 29/30 (-1); 8/8
>>
>>1682347
>Run E,N(2)
>Stab big ugly in the back (4ap)
>Prepare parry(1ap) in case little bug tries to attack me
>Prepare parry (6ap) RESERVE FOR BIG BUG


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 13
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}
-[Tact]
[Riposte]
[Parry]
[Fleshe]
[extra Padding]
[bandolier]
[extra pockets]
[Absence of blade]
>>
Rolled 5, 24, 2, 3 = 34 (4d24)

>>1682347
"Argh! ...wait. It wasn't me this time?"

"I mean, uh. 'Oh god, what is that thing, how horrifying.'"

>-JGS
>[0 AP] Fall, remain standing.
>[2 AP] Parry.
>[10 AP] Move N7 E1 N7 Up2
>[3 AP 4 EN] Elbow Drop 2 tiles onto N small phantasmite for 4d3 damage. Remain standing after.
>[2 AP] Move Up3.

Having some difficulties getting this post through. Posting without character stats to see if that solves anything.
>>
>>1682543
I guess my post was too long? Odd, that wasn't the error message I was getting. What's the maximum characters per post for this board?

---

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; RE0+3 = 3 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.
>>
>>1682545
you do not have to post the whole sheet as well as descriptions, maybe something like this:

Alexander

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

Mer 2 RES 8
Mar 6 AP 17
Ven 5 MOV 5
Jup 2 CC ?/11

GFE Type 1 "Helios RE:3/-1
Basil Pike Gauntlets 1d3 AP1 EN1 2/2
CC-8 "Concussion Cannon" 3d4 AP6 EN4 R3
DUSTER-armour

{Brawler}, [%Parry], [#Ground Game], [Extra Pockets], [Elbow Drop], [^S-W Capaci-joggers], [^Shock Pads], [^Extra Padding], [^Superconductive Coating], [^Solide Wiring], [*Boost+], [!*Jupimer Grav], [*Pike Buster], [*^Basil's S-W Capacitor], [*@Wind-up], [*Push], [*Vest Straps]
>>
>>1682347
Everybody up!

>2AP E, N
>?AP Heave corpse S
>2AP N
>?AP Heave corpse S
>WWNN if AP remaining

DR:2 LI:4 RES:9/9 EN:24/24 RE: 12

Mer 1 RES 9
Mar 6 AP 16
Ven 4 MOV 4
Jup 3 CC 13+3
>>
>>1682545
I only need the skill descriptions for attacks. Keep including the ap/en costs though as that helps me a lot.
>>
>>1682347


>-Imbued (Venmarite) Turn:21
>[3ap]Secure Crate
>[1ap]%Parry #Absence of Blade #Riposte
>[10ap]Move W2 N3 W1 N4

Aleid

DR: 2 LI: 6 RE: 11 RES: 10/10 EN: 24/24

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: 24 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
>>
Rolled 20, 4 = 24 (2d24)

>>1682352
Have some things
>>
>>1682347
>-En should be 22/30, -8 from overwatch
>[+Spotter] the giant phantasmite, 12Ap
>[*Boost+] 2Ap, +5En=27/30
>Prepare Evasive move 2W, 2Ap
>-RE3=30/30EN
"You fellows all see this thing, correct? It is not a figment of my overwrought mind?"

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

Att || 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; RE3(0+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}
-[#Look out] Increased vision cone.
>>
File: beta cave21a.png (2.14 MB, 1600x1200)
2.14 MB
2.14 MB PNG
[Phantasmite Phase]

{1M} Tarbor 24/24 (9); 9/9 Tarbor tries to move the corpses away from the fight but they fall apart in his hands
{2F} Aleid 24/24 (11) 10/10 (7/7)
{3E} Senzei 30/30 (10) 12/12 12/12CH Illuminated (Turn 22)
{4F} Julien 24/24 (6); 12/12 Julien parries a surprise attack
{5SR} Prefect 25/30 (3); 8/8 Spotted: Great Phantasmite (Turn 24) Prefect discovers the Great Phantasmite’s weak points. It takes +20% damage
{6B} Alexander 29/30 (-1); 8/8 (4/4) Alexander damages a Phantasmite that jumped off the Great one’s back. He jumps into the air to avoid its counter attack.
>>
File: beta cave21b.png (6.73 MB, 3467x2600)
6.73 MB
6.73 MB PNG
William: Heh bout time we get te see some sunlight.

William reaches into the small of his back producing two large red revolvers and walk towards the fray.

William: Oi, ye two stick fighters. Keep trying to block attacks I’ll keep their eyes on ye instead of us.

Quen: Arrrghh my ears.

The Great Phantasmite strikes back. It roars mightily but those around it stay strong except Quen.

[ACTION PHASE]
https://youtu.be/c-6PjwZFozI?list=PLGYC3ko9W17UmjzeBQXHpHF2JNI9qOt_m

{1M} Tarbor 24/24 (9); 9/9
{2F} Aleid 24/24 (11) 10/10 (7/7)
{3E} Senzei 30/30 (10) 12/12 12/12CH Illuminated (Turn 22)
{4F} Julien 18/24 (6); 10/12 Julien fails to parry the massive creature’s bite. Its wounds close slightly
{5SR} Prefect 21/30 (3); 8/8 Spotted: Great Phantasmite (Turn 24) A Phantasmite goes after Prefect. Chasing him deeper into the cave.
{6B} Alexander 23/30 (-1); 7/8 (4/4) Alex proves to be an easy target for the Great Phantasmite. He’s hit with a large tendril and sent flying. Luckily his shock pads save him further pain.
> -3AP; Prone
>>
Aleid and Alexander. Please keep in mind that you two have treated wounds. That is the parentheses next to your res If you take any more wounds the counter continues from where you started meaning all your wounds become untreated. If you get two attributes to 0 aka [Trauma] you die.
>>
Rolled 23, 18, 4, 2 = 47 (4d24)

>>1683181
>Move 10S, 8Ap
>Shoot the normal-sized phantasmite, 8Ap (4d2cm, 4pen, 13r, 8en)
>-Re3=16EN

Prefect
DR:1 LI:6 RES:8/8 EN:16/30

Att || 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: 16/30; RE3(0+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:1/3 3+1Pen 3EQ (CandyCorn)
-.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}
-[#Look out] Increased vision cone.
>>
Rolled 19, 2 = 21 (2d24)

>>1683181
"Well don't just stand there admiring my heroism you damned fools! HELP!"
>Wait until I get a buff if someone decides i should have one
>Attack big bug(4)
>Parry with rest of AP on big bug


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 13
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}
-[Tact]
[Riposte]
[Parry]
[Fleshe]
[extra Padding]
[bandolier]
[extra pockets]
[Absence of blade]
>>
Senzei, maybe see about making this thing extra flammable? Would be nice if we could deal with all the mites on its back at once. Aleid and Alexander, join cautiously. I've got some Adrenmerlyne as a cushion against the nasty short-term effects of combat exposure.

>>1683181
All right, Julien, this'll take a moment to kick in. You'll know when it does.

>6AP move 4E 2N
>4AP Boosters Julien, -3RES, +6AP next turn
>4AP Aid Julien
>2AP Move S
>--3SP

DR:2 LI:4 RES:9/9 EN:24/24 RE: 12 SP: 9/12

Mer 1 RES 9
Mar 6 AP 16
Ven 4 MOV 4
Jup 3 CC 13+3

CC 16/16
Supplies 12/12 [Venticine] +VEN APless moves, 6 turns
[e]4 Field Kit w/. 8/8
[e]5 Field Smock 4/4
[e]3 GFE Mk.2 “Prometheus”
EN: 24/24; RE (3+6) LI4 *#Link *#Compact
[e]Silver dollar
2 Mar-Aid 4/4
3 Quick Patches 6/6

{Medic}, [Extra Pockets], [Padding], [Bandaids], [Adrenmerlyne], [Greedy], [Faulty Fuse],[SolWiring], [Supercoating]
>>
>>1683490
You do (but next turn)!
>>
>>1683181

>[4ap]%Parry #Absence of Blade #Riposte
>[8ap]Move N4 E3 N3


Aleid

DR: 2 LI: 6 RE: 11 RES: 10/10 EN: 24/24

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: 24 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
>>
>>1683181
It is strange that [Catalyze] is a weapon when Samantha is so wary of Gyre tech being used in that way. Also, I was aiming for the scientist type, not the battlemage. Alas.

I do not have the range to affect the beast directly. Also, I have a phobia of giant monsters.
> Imbue Alexander (Solevenide, 25)
Emphasizing the aspects of flow and energy and inspired by the works of Basil Bloom, I want their GFE to absorb kinetic energy and emit blinding flashes when Alexander strikes with his fists in turn. These things must be cave-adapted and have sensitive eyes. They are albino after all. (Solevenide 'Lightshow' - A)
-6CH -6AP
>Move S, EE ending S of Alexander

>>1683495
Interesting idea but not in the realm of Solevenide, I think. If only I had brought Jupasatine...
>>
>>1683526
Senzei

DR:0 LI:4 RES:12/12 EN:21/30 CH: 2/12

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

GFE Mk.2 "Prometheus" RE: 10
bGFE v1 "Zeus" (Solvenide)
Antonio Vibroblade
"Theseus" Capaci-coat
Venmarite Catalyst

{Dynamo Engineer}, {Dowsing Rod}, [^Superconductive Coating], [^Solide Coating], [@Expand], [@Launch], [Imbue], [%Parry], [%Deflect], [*#Link-Up], [*Compact]
>>
>>1683526
Solvenide is described in the equipment list as "Heat and cool energy," though.
>>
>>1683575
Sol - Energy, Light
Ven - Movement, Flow
>>
>>1683526
They may be albino, but extremely bright flashing lights aren't very good for our own situation either.
>>
>>1683575
I've read the elements and dynamo section as well. I'm saying that the equipment list speaks further.

The movement of heat and the cold left behind is movement of energy, in any case.
>>
>>1683632
>>1683584
Whoops, mislinked.
>>
{Foreman} Please order any remaining crew members.
>>
>>1683181
Alexander
>JGF
>3AP lost
>Ground game stand
>14 AP Move 3E 6N 17 up

DR:2 LI:6 RES:7/8 EN: 23/30

Mer 2 RES 8
Mar 6 AP 17
Ven 5 MOV 5
Jup 2 CC ?/11
>>
>>1683181
>deploying...Take your time to deploy.


DR:1 LI:4 RE:0 RES:10/10(0/0) EN:30/30

Mer 3 RES 10
Mar 3 AP 13
Ven 4 MOV 3
Jup 2 MOD 6

CC 10/10
GFE Type 1 “Helios”
EN: 30/30; RE0 LI6 EQ3
-DUSTER-armor
1DR 2EQ
-AG-22 “Autogun”
6d2 6AP 6EN 6R AM: 3/3 2EQ
-1 SP-29 “Silver Dollar”
3d2 (cm) 3AP 3EN 4R AM: 6/6 1EQ
-Bandolier: Gumdrop|Gumdrop|Gumdrop
-x1 Mar-Aid

PRT/PQR:
{Gunslinger}[*Vest Straps][*Quick Draw][Trick Shot][@Aim][Ricochet][^Bandolier][%Tit for Tat][%Suppress]
>>
File: beta cave22a.png (6.69 MB, 3467x2600)
6.69 MB
6.69 MB PNG
William: Fookin'ell what's that boy doin? Guess I can use this chance then.

https://youtu.be/EujDcc2xEUI

{1M} Tarbor 24/24 (9); 9/9
{2F} Aleid 24/24 (11) 10/10 (7/7)
{3E} Senzei 30/30 (10) 12/12 12/12CH Illuminated (Turn 22) Senzei imbues Alexander’s Gyre with Solvenide.
{4F}Julien 18/24 (6); 12/12 Julien Strikes the great bug again and does damage. Tarbor patches him up and boosts him for the next round.
{5SR} Prefect 16/30 (3); 8/8 Spotted: Great Phantasmite (Turn 24)
{6B} Alexander 37/38 (-1); 7/8 (4/4) Alexander’s Gyre is imbued with Solvenide. It glows a reddish yellowish tint. Plasmic Imbuement: +10% Damage || +8 Energy
>>
"Quen, Out te way will'ye

William

>Move 6N2E(8AP)
>Fire at Great Phantasmite 2*3d3 (4AP 8EN)
>-2*Unload 4*3d3 (0AP 16EN)
>-[#Trickster] Attacks originate from Aleid and Julien
>-[Ace in the Hole] +30% dmg
>-[Spotted] +20% dmg
>-[*Venmarite-682 Imbuement] ???

2*3d3 @ 150%dmg
4*3d3 @ 130%dmg

DR: 1(2vGn) LI:6 RE:8 RES: 10/10 EN: 04/28

Mer 4 RES 12
Mar 4 AP 14
Ven 4 MOV 4
Jup 3 MOD 7

CC 11/13

2x La-89 custom Vitrtues "Veritas" & "Jörmungandr"
3d3 cm 4AP 4EN 5R AM 4/4 (Gumdrops only) 4EQ
Alt Fire: "Bearded Dragon" ???
-Athena: GFE Mk.2 “Athena”
EN: 12+MER*4; RE (MAR*2) LI6 EQ3
[Jupite Transistor] +2 LI
[Satatine Arbor] Gyre Field has a chance to not expend energy when defending against attacks
-x4 Taffy

{Ambidextrous}
{Gunslinger}
{Gunslinger++}
[Two in a bush] Dual wielding penalty reduced by 10%
[@Unload] Consecutive shots only cost EN/bullets. -20% dmg.
[+@Cluster shots]
[QuickDraw] draw pistols free
[SpeedLoader] -2AP on reloads
[+Ace in the Hole]
[#Trickster]
[+#2-bit Slinger]
[*Venmarite-682 Imbuement]
[Trick Shot]
>>
File: beta cave22b.png (2.13 MB, 1600x1200)
2.13 MB
2.13 MB PNG
https://youtu.be/ZMhoQw0u1yg

William: Bah, Barely drew blood on ye. Least I wore te fooker down.

Quen: Ahhhh. Help!

William: *Sign* Hol’on

[ACT PHASE]

{1M} Tarbor 24/24 (9); 9/9
{2F} Aleid 18/24 (11) 8/10 (7/7) Aleid fails her parry and takes damage.
{3E} Senzei 30/30 (10) 0/12 12/12CH
{4F}Julien 0/24 (6); 9/12 Julien Parries the Great Phantasmite’s attack but one of it’s kin uses the opportunity to strike. His shield barely keeps him from danger. The boost begins to take effect.
>+6AP; -3RES
{5SR} Prefect 16/30 (3); 8/8 Spotted: Great Phantasmite (Turn 24)
{6B} Alexander 37/38 (-1); 7/8 (4/4)

So an interesting thing can happen. If you end up with only 1 energy and you're attacked what happens? Simply put the GFE still defends you as if it still had enough energy to do so. Keep that in mind when taking on other foes who have the same.

I totally wish someone picked gunslinger
>>
>>1684738
Can I reach the Great Phantasmite from my current position? I am not sure which squares it is considered present in.
>>
>>1684788
You can reach it.
>>
>>1684738
I should probably mention Alexander is about 51 meters or 167 feet in the air right now.
>>
>>1684738
How much energy does absence of blade recharge?

"Enough heroics from me! YOU deal with the damn thing!"
>Move S,S,S,W(4)
>MOVE S,S,S,S(4)
>Boost field(3)
>Boost field(3)
>RUN S, S


Julien Delacroix de la Fleur

DR:3 LI:6 RES:9 EN:0/24

Att CC 16/16
Mer 3 RES 12
Mar 3 AP 13
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}
-[Tact]
[Riposte]
[Parry]
[Fleshe]
[extra Padding]
[bandolier]
[extra pockets]
[Absence of blade]
>>
Rolled 20, 18, 6, 22, 7, 2, 21, 5 = 101 (8d24)

>>1684738

>[4ap] Epee G. Phantasmite
>[4ap] Epee G. Phantasmite
>[4ap]$Parry #Absence of blade #Pris de Fer #Riposte (Great Phantasmite only)
>[2ap]$Parry #Absence of blade #Pris de Fer

Aleid

DR: 2 LI: 6 RE: 11 RES: 8/10 EN: 18/24

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: 24 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
>>
>>1684810
>I should probably mention Alexander is about 51 meters or 167 feet in the air right now.
...Wait, what did I just miss?
>>
>>1684926
You're {Foreman} loves making my job hell.

>>1684023
>>
>>1684936
How much energy does a successful parry with absence of blade recharge?
>>
>>1684959
You recharge the damage that would have been dealt on you. It hit you for 9 which you parried and then used 6 of that then the Phantasmite used all it's AP to nibble at you because it couldn't go anywhere.
>>
>>1684936
There's no ceiling in this room? Is it at all possible for me to position myself above the great phantasmite? Can I move myself laterally at all?
>>
>>1684992
Well you're technically outside of the cave since there's a huge hole there. Rule of cool deems you can position yourself...enough.
>>
>>1684992
ELBOW DROP ON IT YOU NERD!

https://youtu.be/9rTzJIxBHKc
>>
Rolled 10, 12, 22, 20, 14, 6, 6, 22, 14, 11, 15, 16, 23, 18, 24, 18, 4, 17, 19, 11, 9, 18, 3, 6, 14 = 352 (25d24)

>>1685006
Phoneposting right now, so no stats.

If I'm seeing things right, I can get into melee range with an N3 move. If this isn't so, please drop a Wind Up for another move to get me into position.

>[2 AP] Move N3.
>[1 AP] Ready Parry for the big guy.
>[3 AP 4 EN] Elbow Drop NE Great Phantasmite 17 tiles for 19d3 damage. Remain standing.
>[8 AP 8 EN] Wind Up 4 times.
>[3 AP 4 EN] Pike Buster NW Great Phantasmite for 7d3 damage.

I'm not sure /qst/ has enough dice for this.
>>
Rolled 11, 18, 2, 15, 7, 2, 19, 18, 23, 11, 8, 23, 1, 9, 16, 2, 20, 16, 2, 2, 18, 17, 2, 20, 4 = 286 (25d24)

>>1685139
Actually, what am I doing? If I can jump that high, I should be Elbow Dropping it twice. Assume I do this instead:

>[2 AP] Move N3.
>[1 AP] Ready Parry for the big guy.
>[3 AP 4 EN] Elbow Drop NE Great Phantasmite 17 tiles for 19d3 damage. Remain standing.
>[8 AP] Move Up14
>[3 AP 4 EN] Elbow Drop NE Great Phantasmite 14 tiles for 16d3 damage. Remain standing.
>>
>>1685186
can't repeat a turn once it's rolled

Also I'm outright banning this next time. I'm going with it for now because it's funny.
>>
>>1685200
Alas, there goes the one-turn kill. Ah well, my bad.

How much of 'this' do you mean, because leaping into the air and Elbow Dropping enemies repeatedly was part of my original game plan. I just didn't see indefinitely high ceilings as a potential occurrence.
>>
File: Betacaveevent3.png (182 KB, 981x840)
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Moments ago
>>
File: Betacaveevent4.png (350 KB, 1213x856)
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What's that whistling sound?
>>
File: Betacaveevent5.png (347 KB, 1210x858)
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It's getting louder...
>>
File: Betacaveevent6.png (353 KB, 1210x856)
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!!!
>>
File: Betacaveevent7.png (341 KB, 1208x855)
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William: Oi fook te seven I got some in me mouth!

https://youtu.be/MXcDeihAEfE
>>
Rolled 13, 15, 2, 7 = 37 (4d24)

>>1684738
>Shoot Phantasmite 3N1E, 8Ap (4d2cm, 4pen, 13r, 8en)
>[Boost+] 4ap, +10En=18/30
>Reload Emil, 4Ap
>-RE3=21/30EN
>>1685356
"Flashy."

Prefect
DR:1 LI:6 RES:8/8 EN:21/30

Att || CC 12/11+3
Mer 2 || Res 8
Mar 5 || AP 16
Ven 5 || Mov 5
Jup 2 || Mod 7

Equipment
-[e]GFE Type 1 “Helios”: EN: 21/30; RE3(0+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 (CandyCorn)
-.31 “Candy Corn” mag ×3
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}
-[#Look out] Increased vision cone.
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Quen: We did it!

William: Aye te hell man ye got te shit everywhere!

Quen: Guys! I don't think he's breathing...

William: Not afte that shite ye would..


{1M} Tarbor 24/24 (9); 9/9
{2F} Aleid 18/24 (11) 8/10 (7/7)
{3E} Senzei 30/30 (10) 0/12 12/12CH
{4F}Julien 0/24 (6); 9/12
{5SR} Prefect 16/30 (3); 8/8 Spotted: Great Phantasmite (Turn 24)
{6B} Alexander 37/38 (-1); 0/8 (0/12) Alexander Elbow dropped from over 51 meters onto the Phantasmites obliterating them. He also broke several.... everything. Samantha will at least get some ideas on the limits of the shockpads. Luckily there's no enemies left and Tarbor can stabilize him....again...
>>
>>1685390
*Puking noises*
>>
Samantha: William? William come in! I talked to professor Odewal about Phantasmites. He says there's been reports of gia-

William: ACK YE WE KNOW! WE KNOW! OH IMMA VOMIT.

Quen: Samantha there's no more of those things after that and we've made it all the way across. Please send a support team.

William: Oi that's me line ye gobshite! Uggh send one over. Along with new clothes....

=================================

Several days had past since the Beta Cave job. After initial cleanup Bloom Applications was able to utilize the route cutting their delivery times to the Chrysian Kingdoms by 2 days. It was a minor victory but much needed after the fallout 4 years ago. With the prototypes secured and the immense data stores on them Eldson's team had conveniently left the companies would be able to finally go to market after 3 and half years of struggle. Not everything was finished however. Your crew was summoned to Samantha's lab.

=================================

A short pale young women with auburn hair, Samantha Gyre is the younger of the two Gyre siblings. Samuel her brother is of average height and build with similar features. The two of them are at the end of the table when they meet you.

Samantha: Thanks for coming on such short notice. We have to thank you for retrieving those prototypes.

Samuel: Yes I have to agree with my sister. You all saved us months of work with that. We'll be ready to go to market very soon. I'm sure you may have questions but before that let's get this out the way first.

Samuel pulls out a satchel and several envelopes. He places one in front of each of you along with pens.

Samuel: If you sign right here you'll be official members of Gyre Applications. Along with that here's your pay for the job and a signing bonus. We'll arrange places for you to stay within Laissez. Try to be careful around town. A lot of the nets are old and if you fall off the edge you might not come back up.

Samantha: Oh and I'll sure to bring Alexander's his.

Samuel: Now is a really important time. I'm sure you seen what our technology is capable of. With this we can change the world. There's more we need help with and if all goes well we'll have plenty of work for you to do. You've all proven yourselves very capable. We hope you join us.

>Each participant receives 10,000 Notes as pay.
>Each participant receives 2,000 Notes as a signing bonus
>{Foreman} receives 1,000 extra notes.
>Each member also receives one stat point (Please stand by for updates)

Thank you for playing! Stay tuned for more. As of this time please ask any questions you may have. We'll be switching to [Story Phase] 12 hours from now.
>>
>>1685564
>Take and Count 10k Ñ payment, 6Ap
>Read and Examine Contract, 10Ap
>-Enjoy Game

When did you add [%tit for tat] and [#trickster], and what are [+Ace in the hole] and [+#2bit slinger]?
>>
>>1685564
Gairan waddles to the group while holding a bag of sweets and occasionally grabbing a few and stuffing his mouth.
"So how is everyone...What did i miss????"
>Upgrade jupiter by 1.
>>
>>1685564
I still feel useless but I am getting the hang of it. Thank you, the final event was great.

> Senzei is absent from the meeting, having gone straight back to tinkering in the Gyre Applications labs when he returned.

>>1685724
Gear Command has said that we were given a cut down version of the rules. William is using the full rules.

[Gunslinger++] is an upgraded Gunslinger, right? I don't know what to spend my point on, can I upgrade Dynamo Engineer? Can I upgrade a Dynamo PRT such as [Imbue]?
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>>1686146
I would spend it to upgrade our Gyre and Dynamo equipment, working alongside Samantha in the labs instead if I could. A smaller upgrade that helps everyone.
>>
>>1685564
*Adjusts duster every 2 minutes.*
"Urgh, this thing was always on to tight for me. Can we do something to fix it???"
>>
>>1685724
Ꞥ12k will get you pretty far.

Contract is pretty bare bones. You get lump sum payments per task completed. They aren't liable for injuries on the job. There's another 20 pages but you get bored of it pretty quickly.

Since noone was using gunslinger I was taking time to add and move things around. The intention of a gunslinger is to destroy shields. That was all and good but I needed some more utility. Being able to defend against range attacks with [%Tit for tat] and controlling aggro with [#Trickster] gives them more options while rewarding good positioning.

As for [+Ace in the Hole] and [+2bit-slinger], well if you ask William he'll tell you he learned it from someone. He won't say much after that.

>>1686146
You're style of play was....interesting. Imbuements are pretty straightforward as in "this catalyst does this". Catalyzing the environment however is where you can be more creative.

Catalyzing Venmarite would have enabled you to move the stones around the cave to provide cover or even close off encounters all together.

Catalyzing Solvenide makes things either hot or cold. Make the floor impassable by making it as hot as fire. Freeze the air around you to form fog then immediately heat it to cause gusts of wind.

Unless you mess with the reaction you're just affecting a single square which is useful in some cases but environments are usually much bigger.

>>1686341
SOON™

=======

I will say upgrades don't apply until right before the next mission. Main reason being I might just randomly add shit for no reason because I can. Speaking of which 2 new PRTs for {Noble} and {Street Rat}

>{Noble}: [^Family Heirloom] 4EQ; Carry a valuable family treasure with you; provide a description and roll 1d24 to see what it does.
>{Street Rat}: [^Sentimental Trinket] 4EQ; Carry something personally important to you; provide a description and roll 1d24 to see what it does.
>>
Rolled 9 (1d24)

>>1686761
>Take the thing
It's a cuirass, an heirloom passed from father to son for generations, having never failed it's wearer, mastercrafted with my family sigil displayed proudly on it's chest, a roaring lion wearing a crown...


It's all I have left...
>>
>>1686846
testing

>>
>>1686761
Imbuements were a waste of time, I should not have bothered. 12AP for +10% damage and a small energy boost? Pointless. Instead, I should have been spending energy to get into position and find an angle for one big catalysis.
>>
►◄↕‼¶§▬↨↑↓→←∟↔▲§ "#$%&
>>
>>1686898
Still working out the kinks. I must say though they are the equivalent of PRTs. Having more MAR ups their utility a bit.

>>1686761

[^▲Family Heirloom] 4EQ; Carry a valuable family treasure with you; provide a description and roll 1d24 to see what it does.
[^▲Sentimental Trinket] 4EQ; Carry something personally important to you; provide a description and roll 1d24 to see what it does.


I should clear up how these work. Essentially they are a "quest". You have to spend a PRT and 4EQ and keep it at least for a map. What makes it special is that it is or can be a custom item only you will have. The item is valuable enough to you that you'll be willing to pay its high price.

When you roll you're rolling for the quality

1 ???

2-13 Junk (Item is nearly worthless, talking to people may help restore it. It'l cost you though)

14-19 Broken (Item is still in bad shape, talking to people may help fix it)

20-23 Workable (Item immediately works and is about as good as starting gear)

24 ???


Now....We'll be going on to [Story Phase]. This works like a semi quest mode to further write the
the plot. Social PRTs work during this time as well.
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>>1686761
>you get bored of it
Termination clauses, severance, NDAs, ownership of propriety devices, duration. All things Prefect needs to know. (I don't need the whole thing.)

>SOON™
"While we are discussing research projects, I do have a smattering of feedback."
>Combine Prometheus mk2 with Helios for
Hermes: EN?? RE(MAR) LI5 EQ<3
[*Boost+] Spend 2AP to produce MAR energy
[*Compact] Item is small enough to not be noticeable

>Invert the concept of the [Satatine Arbor] to make
[Solstat Convectner] reduce EN cost of attack by chance/%/stat/notmydept
>Stick it on a new model to make
Charon: 20/20EN RE(?) LI4 EQ2
[*Solstat Convectner]
[-Boost-] Boost costs 4Ap (This shouldonly be added if convectning is garunteed, rather than chance)
[-Prebued]

>Branch out from the Jupimer Grav System to develop some specialty ammunition
Marmeration Jawbreaker Mag
1Reload Inflict Mov penalty=Damage or Mer or Etc. 3EQ
Essentially, I would like a method to pin targets down.
>>
>>1687051
Some questions

How much relatively, are we actually getting?
How much is alot to a poor person, for example?
Does a person in poverty expect to make 1000 notes in his life or...?

How many actions per turn do we get in a story phase?

How would social skills even work?

How long will story phase last?
>>
>>1687067
I like those ideas.

Jawbreaker already exists and there is Taffy... you just have to EARN it.

>>1687110
-3 months pay. I have no exact figure so we'll find out eventually
-You're doing wellish
-They can with the right work

-only 1
-sekrit
-depends how fast you interact

[STORY PHASE]

After Samuel made his pitch and went over the terms of your employment, you were given some time to think over everything while he left to finalize paperwork. Ꞥ12k was about three months pay in Laissez and would get you pretty far. You at least had money to stay somewhere and could get some food even if for a couple months. Samantha pulled out a notebook and started writing things down. She continued for a moment before looking up. Her hand still held the pen over the book

Samantha: Alright then everyone. I'm glad you mostly came out of that unscathed, well except for Alexander. I wanted to update you guys on what happened after you guys left and the cleanup crew followed after. We were able to find the plant. You guys ended up killing him. I'm guessing he called himself Big E? He had some notes on his corpse with instructions and several account books to Capitus Bank. Mr. Bloom had to pull a favor on getting that information but it seems he was smuggling for Eldson for some time. We confirmed that when we interrogated the rest of the smugglers. From what we've gathered from them, Eldson has been developing technology of his own using our Gyre fields. In order for noone to find out he's been running several remote labs all around Chryse. Three years ago Sam and I went to Eldson to help develop the technology my father had invented. We made some progress but it became apparent that Eldson was planning on taking all the credit and profits for our work. We eventually had a falling out and ended up partnering with Flouris, Bloom Applications, and Rose and Tower Arms. That's a story for another day however.

We're still looking at those automatons you got us. I've never seen anything like it before. My father had written plans on them before but the power needed to make them work was beyond impractical. If it's related to Eldson I'm afraid it's related to us as well.

Anyways before I keep going. Were there any questions? We only briefly looked at your files when we hired you. This isn't something Samuel or I are used to yet. If I can confess I really thought William was a handyman for some time.
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>>1687157
fucking up already

Green text are prompts for you to answer. You get about 30min-1 hour to answer. Or just do it later. I keep the story moving a long regardless and things can always be revisited within reason.

>Anyways before I keep going. Were there any questions? We only briefly looked at your files when we hired you. This isn't something Samuel or I are used to yet. If I can confess I really thought William was a handyman for some time.
>>
>>1687162 "so we have to buy and update our own equipment?? Just wanted to put that out."
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>>1687162
Julien fixes Samantha with his most practiced "icy" gaze, a wry, disbelieving grin flashing
"You mean to say you barely read files before you sent us into a fight?
How desperate are you exactly?"

"Do you realize that this Eldson wont be your only problem once these creations meet the market right? All of civilization will want a piece of the pie, and that means trouble, and trouble means LOTS of trouble money.."


"I would ask you to read my file more, I may able to offer help in the ways of these merchant houses you're sure to be receiving contact from soon....though in exchange for this further expertise I would ask for help in my own problems"


>[Observe] her reaction carefully if I can, see if she panics or glances at her brother when I talk about trouble from everyone
{Tact}
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>>1687222
"......so does that mean you can find me/us premium food???"
>>
>>1687233
Stop thinking about food for a moment you fool, and realize that *THIS* contract and it's oaths of loyalty have the potential to leave us all dead in a ditch
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>>1687212
We can provide you what we have lying around in the lab. Right now there isn't much available but I think if you talk to Nik and Leo they can help out with that. They're our chief engineers. They're pretty busy with a project so you'll meet them later.

As for any good places to eat I'm sure I can ask Emilia later.

>>1687222
> She is unfazed with only the smallest imperceptible half look towards her brother. She has the eyes of a survivor. This is a question she's been asked many times.

Samantha meets Julien's icy glare with a warm smile: I may have asked the same of you since most would not readily accept to explore the caves. Especially someone with...I'm sorry, who had your status. As for what may happen introducing our technology to the world I'm very aware of what might come to pass. My father had the same worries when he first discovered the phenomenon named after him. Unfortunately my father and eventually us came to the conclusion that nature would take its course and weaponize it. Not surprising that Flourish and Rose and Arms were the first to reach out to us but then again that was during a difficult time for all of us.

Samuel returns from his office. The twins had had this conversation before as even without context Samuel adds: This isn't something we took lightly. As for the world coming after us that's likely not to happen for now. Our father first discovered Gyre waves over 30 years ago. Hundreds of brilliant minds tried to understand them but couldn't break through. Despite this our father spent the rest of his life trying to create a device to manipulate them. Most people believe them to be a simple parlor trick and to do what Samantha has done with them would be seen as impossible.

Samuel shuffles through his curses about forgetting one and leaves the room again.
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>>1687157
> Are you accepting that Senzei has been working with Gyre for a long time? Dynamo Engineer, trained under her directly. Worships Samantha for her genius and she views him as a loyal tool, something like that.

Senzei waits his turn and speaks last, stuttering out, "the-the prototypes that were recovered, have they been analysed? Have the Eldson labs produced something that could... /match/ the Gyre?". He stares directly at Samantha before glancing away.

"Also, the automatons were talking about keys and freedoms. Was it nonsense, or did it have meaning?
>>
>>1687327
All of you were either hired days ago or have been working for a year and a half. Those that have been working for them were "hired" for a new position

Samantha: From what I've seen those smugglers were using some. They aren't as capable as ours but it's worrying.

William did say the automatons were talking. Honestly they're something out of a story my father told me. We have them in the lab and are looking at them now. As for what it meant your guess is as good as mine.
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>>1687309
Julien smiles, a wide genuine grin in return, his eyes flashing in Revelation.

"Ahhh, so you ARE desperate, if you would make a statement of comparisons such as that."

He shrugs with an air of indifference

"My situation was never in doubt or denial, though the snub is appreciated for the attempt, if my status was denial you wouldn't know about it, as I would not have let you know. Though it IS good to see we have a common drive behind the both of us, it forges strong bonds, I've learned."

Julien leans forward, brushing his hair out of his face nonchalantly.

"SO, you know who I am, and what I can do with my arm, and I am certain you understand the value of my mind, as I can see you're a sharp one. Again I can help you with the nobles and merchants and guilds and even the odd stabbing, but can you help me with what I need?"

>Keep observing her, watch how she reacts to everything.
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>>1687361
Roll when observing

>Samantha simply continues smiling warmly

Samantha: I guess the first thing we can do is keep the Chrysian Guard from taking you away, and maybe pay you. I believe our arrangement has been favorable to you so far. Are you considering renegotiating? From what ground I wonder.
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>>1687371
"I must say, I am not surprised to see Julien asking for more. That said, he is also not wrong. If we are to be your testbed, and your -hm- 'handymen' I do think we should get more than simply cash. A modest share of the company, perhaps? Ensures our loyalty, motivates us to try harder, and even the tiniest piece of the pie that will rewrite the world-order is invaluable.
It seems a fair exchange to me. I am certain many of my fellows agree, yes?"
>>
Rolled 8 (1d24)

>>1687371
"From the grounds your brother, try as he might, won't know the delicates of navigating the noble houses you'll need to deal with. I know them.
Unless, of course, you would rather waste ALL of my time beating goons with swords."

He sighs wearily

I see you're a bit blunt, for all your sharpness, and quicker to anger than is becoming of a lady who isn't being insulted. So I'll say it clearly: I can do more than just swing a sword, and I can do that for you, but I will want help, as I'm just as desperate as you.

I won't have my name tarnished forever by a bunch of scum, if that means getting my hands dirty so be it.
It's better to die a lion than to live as a sheep. Wouldn't you agree?

Or would you rather make more threats against one of the few fools willing to help you? Shall I call the guard myself?

>Rolling even though there's no need any longer
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>>1687425
Ah, my friend, you do not know everything.
I'm not asking for more money I'm asking for-..er... Well it's complicated
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>>1687425
Your shares are already within your contract. It's modest but I believe will keep you comfortable. Maybe even wealthy if a time comes.

>>1687436
Samantha chuckles at the fencer: Took you long enough. Blunt is how we Capitians talk. It's best you learn that soon Chrysian. For now all we require is your sword arm. There may be a time when your other...talents are of use. As for your issue. That will solution will come in time. Although details would help as the file was...Purplish?
>>
>>1687467
Julien laughs with her


You'd do well to work on your {Tact}
There will be a time when those you must deal with aren't going to enjoy your refusal to play their games, that makes enemies, it does, enemies with connections.


Now what do you mean by "purplish"?
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>>1687467
"Ah, that is good, then. You will give me a notarized copy, of course?"
>Sign
"I am ready to discuss these secret Eldson labs, and what we will do about them. Anyone else have more inquires?"
>>
Alexander awakens, likely to the not-unfamiliar sight of a hospital ceiling.

"Ah."
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>>1687246
"Well true, but it helps to at least know your gonna die with a full stomach. But apoligies go on with what your going to do Julian."
>>1687309
"And thanks Samantha it helps to get a meal before doing a job. You never know when your gonna be able to get another ." He says with a while patting his large poncho/duster. "Now that leaves me wondering about armor...And if the eateries would be willing to let me borrow some ingredients...Hmm...Oh and sorry if my file is covered in flour, its hard to find a clean space in a bakery."
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>>1687573
Yes we'll get to that momentarily

>>1687515
Samantha: And that's why your type are hired. As for purplish well...

???: It means whoever wrote it thinks too highly of themselves..

A young girl enters the room holding a stack of papers. Samuel follows behind her: Emilia that isn't nice to say. Here, give everyone a packet. They'll need it.

Samuel pats Emilia's head as he walks over to sit next to Samantha: Bad news Sis. It looks like we're going to have to go with that arrangement.

Samantha stifles a chuckle clearly amused: I still think it's the best option personally

Samuel addresses everyone as he stands: Alright well as part of our contract we are obligated to find you a residence. It's an old tenement house we're currently using as storage. It'll be yours to use but I have to say.....being honest it's pretty run down. In the packet you'll find all available facilities. It has your standard fare. You will all have your own room however the kitchen and bathrooms are communal.

Emilia: And before you ask about renting somewhere else, we already looked. There's nothing you can reasonably afford.

Samuel slightly perturbed: Thank you Emilia. In time we'll provide a list of all potential upgrades we were hoping to do. As agreed it is yours to do as you please. We'll allow you to live there rent fee. As of now we own it but in time you can purchase it as a co-op.

Emilia: You just got a bonus just use that.

Samuel hisses: Not now Emilia

>Attached you find documents pertaining to a tenement building. It will be your shared residence. There's five floors each housing several rooms. The first floor contains a communal space and the kitchen. There's a basement (that's flooded), an observatory, and a courtyard.

Aside from that we'll ask for your help in all tasks related to the company. We
ll contact you for any "Overtime". With that all said. Anything else you'd like to talk about before we adjourn?
>>
>>1687766
Are we free to attempt to "upgrade: the building or modify as we see fit?
>>
>>1687803
Emilia: You can but I'd doubt anyone will let you get the permits and even if they did we don't pay you enough to get just anything

Samuel: Emilia! I'm sorry about that. You all will be living in the historic district so it's hard enough as it is to get permits for construction. The upgrades I will provide later are all set up and ready to go. Once I have everything ready all you would need to do is hand over the funds and we could arrange renovations and construction post haste.
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>>1687830
*tears in his eyes..*
"Oh...Okay...Well moving on."
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>>1687766
Julien laughs boisterously
"Ah, forgive the gentleman if he thinks he's special when he can fend off a 5 ton monstrosity -alone- with nothing but his skills and a blade..it must be a REMARKABLY common skill here"

He turns to face samtha again, standing.

Ah, well discuss the details of how I will need help later, over a lunch or something perhaps, and suffice to say it requires time and manpower, much as I'll be giving to you..
But for now, where could I go to get my family's prized armor restored? No slipshod forkforger, mind, but an at least adept professional.
>>
>>1687848
Emilia sticks out her tongue: Yeah well Uncle Gerald once split an airship in half.

Samuel: Emilia!

Samantha chuckles: I'll have to decline on the lunch fencer. As for your armor that's nothing I can do. Maybe you'll find someone in time.

The siblings stand up and start walking towards the exit taking Emilia with them.

Samantha: Enjoy the air of Laissez. We'll be in contact when we need you again.

You're left alone with directions to your new residence. Vocavens are ready waiting for you at the home when the call comes.
>>
[End Story Phase]

PLOT TIEM

Weeks had passed since being hired by the Gyre Siblings. Their first preliminary Gyre Field Emitter the “Prometheus” hit shelves and was wildly successful. It was marketed as a self defense device and was being sold mainly to security companies. Little did anyone outside know that was only fraction of what was developed. From eavesdropping the group found out the Council was wary of the Gyre’s technology. They wanted to see how the public would react among other excuses. As dismayed as the siblings were from their limitations they could at least finally show their father’s work to the world and a less destructive one at that.

In the interim you spent your time adjusting to the altitude of Laissez. You were told you might be called eventually for “Overtime” but for now you just had to do whatever odd job your skills enabled you to do to help the company. Laissez was a nice place albeit cold. It definitely was a strange city. Built on top of a mountain range around several hundred crags it almost felt like it was floating. Some days when the clouds would clear you could see the bottom several hundred meters below. It took some getting used to using airships to get from one district to the next but after some time they were a comfortable site. You each remember your own hard lessons of learning the airships stop running after sun down.
>>
Remember kids, dont try to have lunch or eat a feast on the crows nest or near the engines...The view is amazing, but the person occupying it may shove you off and you will have a hard fall...Or the noise upon it starting as you try to eat a sandwich is quite painful!
Trust me I have personal experience.
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>>1687591
"The man of the hour. Follow my finger, if you please. Here, here, there... good as could be expected. Better, even.

Tarbor moves on to further checkups. "You do remember, don't you? The great white mite? That was well struck. A month or so ago, I wouldn't have believed a man could make such a splatter of anything. Or be brought back from it after. What a world these little gadgets build for us.

"Pay and paperwork for more of it on the table next to you. But perhaps you'd like more rest." Tarbor pats Alexander's shoulder as he stands, and hesitates at the cast there. "This'll come off soon enough."
>>
One day you’re woken up before sunrise by a vocaven. It’s Samantha. She asks you to come meet her at Bloom hall immediately for an emergency meeting. You get dressed and start to meet her. Even for its short notice this wasn’t an ordinary meeting. When you arrived with Samantha, William and Catrina were already idling by. Gerald, the president of Flouris Blade Co. had called the meeting but isn’t anywhere to be seen. All Samantha was told was that she needed to gather all of you.

Samantha: William!

William: Heya Sammy, where’s ye brother?

Samantha: He’s still a days out in Faire. He’s working with Mr. Bloom to secure another site for something. What’s going on? Why were we called so early and why’s Catrina here?

Catrina still yawning: I don’t know. They asked for Quen, Jenmah, and I. I tried to drag them here but they wouldn’t wake up.

William stretches out his arms and places his feet on a chair: Our team did some diggin and found Eldson’s engineer ’bout 2 hours ago. E’s on te north side of Felmen Hollow. We were supposed te meet tomorrow mornin to talk about it so I’m not sure why he’s makin it earlier. The old bastard ain’t movin anywhere so I didn’t see a point. Must’a found some more important info. Bit annoyin’e calls us an’ ain’t even’ere himself.

The three catch up while you sit on the benches trying to recover sleep. You start to doze off when a door is kicked open and two men enter drunkenly singing. An unknown fat man is holding up Gerald, president of Flouris Blade Co. Gerald is a tall man with long arms and legs. His disheveled black hair covers his face as he continues to sing.

Samantha glared at the fat man holding up Gerald: And you are?

The man places Gerald on a nearby table and joins you at the table without even acknowledging Samantha: Geoffrey Billings of the Capitus United Workers Association. Sorry bout the noise hehehe. Seems you lot took care of quite a problem for your employers. Are they compensating you well? What are your benefits? Do you know your rights? I’m here to make sure you the worker are getting your share of the pie. I’ve dealt with these types before. You have any issue. I’ll fight for you. You never know when they’ll throw you to the wolvines.

William: Or phantasmites....

Geoffrey: Exactly!

Samantha visibly frustrated: Alright already what do you want?

Ignoring Samantha as if not even there, Geoffrey continues: In any case. While I am here to represent you, I’ve been sent by HQ to request a little problem be taken care of.

William glances at Samantha with a knowing nod: Oi…what ye gettin at?

Geoffrey: Well it seems Eldson has been pretty busy hasn’t he? Gerald told me quite the tale after a few drinks. Hehehehe. It seems we finally have a case thanks to that botched smuggling job. And you even saw a metal man? Quite the tale indeed.
>>
Gerald: Qui….that wine was magnificent.

Samantha: You drunk! Those briefings are confidential!

Geoffrey: Consider it a blessing people. You see, that talk of an automaton interested us. We’ve been following Eldson for some time now and some of his work has been…..concerning. Our representatives have reported incidents I hate even thinking about. Apparently one of those metal men went rogue and a team was sent to get it back or dispose of it. Only two came back! Our member said that the hunk of metal apparently would hide from them and attack them when they were separated. Having those automatons running around would be a big problem.

Samantha ponderously interjects: ...because using robot soldiers can’t lead to anything good. War and conflict would be worse, and if they’re as intelligent as you say they are...Eldson what are you...

Geoffrey: What? NO! If they can get it to do that then they can get it to do all kinds of work. Our members would be jobless! We can’t have that!

Samantha was becoming increasingly more agitated and was ready to chide the Union Rep but Catrina chimed in before her: Excuse me. You said you represented workers? What’s the smuggling job have to do with you guys? We were off the books.

Geoffrey: Were you really? Not according to these... hehehehehe

Geoffrey grinned wildly. He reached into his bag, produced three envelopes within them folded red packets of parchment, and laid them out on the table. There was a packet for Quen, Jenmah, and Catrina each. Within the packets were details of the job, conditions, wages, and life insurance policies written with Eldson Industries as the benefactor for all three; each smuggler’s policy being well over 1,500,000 notes.

William: Red slips? Oi’ell that just ain’t right. Eldson ye fooker.

Used by Laissez Labor, the sole temp agency of Capitus, they officially sanctioned, tasked, and gave companies temporary powers to complete unorthodoxed jobs as well as provided labor to do so.

Catrina: Then that means mother and father….

Catrina was shattered. She looked down into her lap as tears rolled off her face. Unsure of what to do, Samantha held the girl close as Catrina trembled.
>>
Geoffrey: Funny thing is that he’s been using several smuggling routes for a couple of years now. LL has seen several of these contracts by some shell company or another. He wasn’t just keeping any normal secret. More of these jobs started popping up.

He eyes Samantha: I’m guessing around the time you had a little falling out?

Samantha glares back before attending to Catrina again. Unfazed he continues.

Geoffrey: Seems Eldson was playing several angles on this one: He smuggles some prototypes to an engineer he’s got hiding out in the woods, right in your territory too, averting any competitors, gets to test his knockoff brand with live battles, and pays himself on top of it. I just want to know how he even got policies for that much! Sorry sweetheart but that’s some serious cash even for your sweet face.

*CLACK* The sound of a metal sheath thunders throughout the hall. As everyone recovers from the shock, a gravelly voice speaks.

Gerald: It’s because they’re high born.

The room fell silent. Everyone turned their heads to face Gerald. The fencer stood soberly at the end of the table. His eyes fixed on Catrina as he walked towards her.

Gerald: You would need to pay quite a sum to keep our neighbors sated were their kin to come to harm. However, giving the money to that crétin tells another story. Tell me Hazelnut, what are some children of repute hiding in our terrible little town?

Gerald stopped in front of Catrina. He kneeled down in front of her face producing a handkerchief. She took it and after composing herself and explained how the three of them got there.

Catrina: My name is Catarina Linda Rosa de la Fleur. The three of us are Chrysian nobles from families of high regard. We were students who had joined the constitutionality movement. As protests and actions grew more violent we were disowned by our families. One night was particularly violent with several people being seriously wounded. The Archduke’s nephew was seriously injured during the protest we had organized. He had shot into the crowd and they defended themselves! Still, we were held culpable. Our parents arranged for us to take this job and sneak into Capitus. We would swear off any name to land or holdings and make our own way. We were fine with that. I could never live somewhere like that where a man could murder people without impunity.
>>
Gerald was kneeling motionless looking past Catarina. After a moment he stood up and pondered

Gerald: And to get back on the good graces of the high court your parents decided to work with Eldson on your premature death. Despite your status that is a fortune for the three of you. Tell me child, before reaching the cave do you remember anything else?

Catarina answered without looking up: I did find it odd that when we got to the cave entrance some of the crew took something with them and headed in a different direction. I think it was towards Aeneas.

Samantha gasped while William scoffed: Fookin’ell ye serious?!

Gerald looked towards you: Aeneas is the Chrysian Kingdoms’ largest military citadel and scientific academy. Samantha. I believe you and your help will be busy in due time.

A sickly white Samantha started walking towards the exit: I’ll get an airship to get Samuel early. I need to go to my lab. Finish this without me.

Catarina stood up and followed Samantha: I’ll go with you

Gerald: Thank you Catarina.

Catarina interrupted without turning around: It’s Catrina… I’m not that person anymore.

Gerald smirked faintly: Alright Hazlenut

She said nothing. As the two young women left, a tall young man with reddish hair and bandaged wrapped arms passed by. It was Basil Bloom, today entering the meeting to represent Bloom Appliances.

Basil: Thanks for holdin my seat William. I miss much?

William: Nothin important. I’ll fill ye in lata.

Basil: Who’s bright idea was it to start so early? Gerald’s leaving the bar by this time.

Geoffrey: *Ahem* I think it’s safe to assume the Gyres are on board. Now what about the rest of you? While this proposition is technically for Flouris Blade Company, you all are now partnered in one way or another. Shall I make my proposal?

Moments went by as negotiations were held. You stood there silently as the sun rose. Finally some sort of agreement was met. As pens signed parchment Geoffrey motioned you to come.

Geoffrey: Alright then! I’ll go over the terms and conditions. An engineer for Eldson is developing something related to those automatons. You task is to delay or suspend that development by any means necessary. LL nor the Union cares how that happens. As a reward LL will invest 1.5 million notes into the company of your choice. Figures they’d rather pay you than Eldson. Do this and LL as well as the Union may find you favorable.

Gerald: I believe our young madam would prefer if no harm comes to the engineer. At the very least the lab staying in working condition may help with our own development. Monsieur Billings I believe you may be forgetting something?

Geoffrey: Ah yes..how could I forget...In addition, we’ll settle that hazard case with our members. You may rebuild your Salle.

Gerald looks at you again: Yes that, but I mean what for them?
>>
Geoffrey: Oh...ahaha yes… You’ll each receive 4000 notes… That’s about a months bonus pay isn’t it?

Gerald: Thank you Monsieur Billings. You may leave now.

Geoffrey rather embarrassed: Yes right…

After Geoffrey left Basil and Gerald both beamed, nearly jumping up in joy like school boys.

William: The fookin gym? Didn’t an airship crash through’it? I thought ye couldn’t fix it cause there was still’n investigation.

Basil: Well that was half the truth. When we were developing the Pike Busters and Epee, Gerald made a drunken bet that he’d pay any of his employees a year’s worth of wages if they landed a touch on him. I thought it’d be fun and joined them. We still hadn’t gotten the configuration right and when Gerald parried their attacks several were seriously injured. One poor guy was sent flying through the Salle and ended up in the cockpit of an air-transport that then crashed through the roof. I ended up in the hospital for 2 days myself. Anyways the Union kind of stopped us and Gerald was technically obligated to pay the guy. We were able to rebuild some of it but due to the case and running out of money it couldn’t reopen.

Gerald: The wretch cheated. I refuse to pay him!

William: By te Seven…. Ye two are as bad as Deacon...
>>
As you all groggily leave the hall William walks up to you.

William: Looks like we got another job comin up. I'll call you when everyhin is set up on our end. Be ready soon.

[Story Phase End]

Any feedback or suggestions is welcomed. I'll be setting up the map tomorrow.
>>
>>1688322
>feedback
So when will we spend our money?
>>
>>1688425
SOON™
>>
>>1688322
If we desire this engineer alive, some less-lethal options being made available would be nice.
Blueprints of the lab, as well. Quite useful to know where most everything is.

>Show me the Gyres.
>>
The next day you receive a letter in the mail.

"Howdy folks,

As I've said before I'm here to represent you! The ardent workers of Capitus. The gallant cogs that keep our glorious machine running. The Capitus United Workers Association is the only organization that represents all workers in the country. By becoming a member you are becoming part of a family of equals; not the owners who don't appreciate you!

Ring me anytime you have questions and take a look at our brochures,

-G. Billings"

>Union Faction Unlocked

CUWA “The Union”: The largest labor organization that represents nearly all of laborers in Captius. Born from strife the They are now one of the most powerful organizations in Capitus as a near permanent member on the Council and caretakers of Sen Bay.
{Union Member} Have access to Union assets, network, and training; -10% rewards to pay union dues; +1 “Union” PRT; gain “Iron-clad Contract”
[+*Iron-clad Contract] May choose a beneficiary to inherit your assets if you are “terminated”
[Collective Bargaining] 2d12+MER+Union Members Hit: 20<;Negotiate “wages and other conditions” in your favor for tasks completed. More effective with increased Union Membership.
[^Representative] 6AP 2EQ Ꞥ1k(per rep); A fellow Union member comes to your aid. Pick one based on a company. Can have up to MER representatives.
[*%Solidarity] +5% effectiveness at your “job” when a Union Member is within MER radius
>>
Samantha asks for you to come to the lab to show you some of the recovered prototypes.

Samantha: Seems like Eldson was busy. I don't know what kind of shoddy engineers he had on his team but it was obvious they were overworked. A lot of corners were cut so most of what we saw was crap. It took us a month to take the data and redesign some of them. We'll keep rolling them out as we can. Now this stuff is really experimental and expensive so I hate to say this but I'll be needing you to pay an insurance deposit on it. You don't get the money back. I know, I don't know why they call it a deposit either... However I'll let you keep is as long as you want. After you pay it you won't need to again.


Ꞥ4,000
GFE Type 7. “Pandora”
[*Vensatine switch] Overflow damage causes you to Jaunt somewhere randomly
[*Satatine Arbor] Gyre Field has a chance to not expend energy when defending against attacks
EN:12+4*MER RE:(2*MAR) LI:4

Ꞥ6,000
GFE Type 3. “Sophia”
EN: (4*MER) RE:(2*MAR) LI:MER+MAR
[*Soline Neural Link] +3 PRTs


Ꞥ5,000
βGFE v2 “Hades”
CH:0/8 2 Catalyst Slot 2EQ
[*Whip] 3AP 3d3+VEN cm R2
[*#Suffuse] Equipment is imbued as long as Dynamo holds charge
[*Venmertine weave] Damaging Shields charges your dynamo
>>
>>1688322
>I missed the whole story phase
Well, guess I was unconscious for longer then I expected.

As a suggestion, perhaps you might state more clearly which items and weapons can be wielded one-handed (and therefore benefit from Ambidextrous and similar abilities) either by giving weapons and items a stat requirement (likely based off JUP) to be held in one hand, or by allocating an 'equipment slot' value to each piece of equipment (which would also serve to avoid people trying to use multiple mutually exclusive items - for instance, wearing three different sets of coats and armors at the same time).
>>
>>1688566
>Pandora and Sophia appear to be weightless.
How does the Hades interact with the Helios? Will weapons/armor still be infused while the field is not, or does [-prebued] negate it entirely?
>>
>>1688798
Woops. Both are 3EQ and I forgot I changed up the Sophia.

GFE Type 7. “Pandora”
EN:12+4*MER RE:(2*MAR) LI:4 3EQ
[*Vensatine switch] Overflow damage causes you to Jaunt somewhere randomly
[*Satatine Arbor] Gyre Field has a chance to not expend energy when defending against attacks

GFE Type 3. “Sophia”
EN: (4*MER) RE:(2*MAR) LI:MER+MAR 3EQ
[*Soline Neural Link] +3 PRTs

It has a pitiful amount of base energy but it's recharge rate is really good. It's really made for Dynamo Engineers and with a capacicoat you can easily recharge in a turn.

Yeah Helios isn't something you want to use the Hades on. It can still magic quite well though. It's essentially a whip. You can still catalyze reactions with it. It will use base range but can be modified like every other one.
>>
Alright so I'll be working on some mechanics today mainly-

-house upgrades

-equipment upgrades

-Bloom Munitions. Subsidiary of Bloom Applications run by Elm Bloom. They make grenades ammo!

The first two may come later. Like after this next mission later.
>>
>>1689140
MY BABYS!!
>>
A letter with the Bloom logo arrives at the tenement house. In it is a letter:

Hello Associates,

My father has asked me to aid you in your work. While I’m willing to always help handymen I have to say some of his conditions were untenable. I can provide you with some equipment and materials at a significant discount. As a kind gesture of our new partnership I will offer you these items at a special rate as well as provide training. May this gesture make you successful in your endeavors.
-Elm Bloom

>Bloom Chem and Munitions have agreed to sell you equipment
>[^Bandolier] works with grenades
>{§Grenadier} is now available

Bloom Chem and Munitions: A subsidiary run by Elm Bloom, Aster’s eldest son. Mainly focusing on chemical compounds and catalysts, they discreetly sell bullets, and other munitions. Aster and Elm have been distant ever since the death of Petal.

Grenades are consumables and cost 6ap to ready and use. A timer can be set up to MAR turns.
Grenades are also different in how the behave from other attacks. They have a chance of scattering.
When throwing a grenade roll 3d24

Grenades cost Ꞥ1,000 while Ammunitions cost Ꞥ250 per reload

Grenades:
AS-1 Anti-GFE “Sparkler”
12d2 shields only 2AOE (3*JUP)Rng

JV8 Shaped Charge
6d12 to environment 1AOE
[*Shaped] Can determine how the explosive detonates

Solvenide Flare
4AOE (4*JUP)Rng
Emits intense light.

GF-1 Sprinkler
6d3 1AOE (3*JUP)Rng;

GD-1 “Sativenine”
Lasts 1d3+(½*MAR) Turns 3AOE (2*JUP)Rng
Releases a cloud of Sativenine solution. Causes {Disorientation} to anyone in the cloud.

GD-1 “Marmerite”
Lasts 1d2+(MAR) Turns 3AOE (2*JUP)Rng
Releases a cloud of Marmerite smoke. -10%dmg per square traveled from attacks. -20% vision per square.

GD-1 “Mariasma”
Lasts 1d2+(½*MAR) Turns 2AOE (2*JUP)Rng
Releases a cloud of Mariasma concoction. Resist with 2d12+MER+JUP Hit: 18; target takes 1d3 RES damage when failing.

SD-2 “Jupvencityne”
Lasts 1d2+(½*MAR) Turns 3AOE (2*JUP)Rng
Releases a vial of Jupvencityne glue. Movement cost is double when traveling through the area affected.

Ammunition:

.30 “Marshmallow” Non Lethal mag
2 Reloads 1EQ No RES dmg, ½ damage goes to AP; 3*AP damage on overflow

.455 “Cotton Candy” mag
2 Reloads 3 EQ -20% against shields +40% against RES

.18 “Dark Chocolate” mag
3 Reloads 2EQ; Silent; Less Aggro; -20% dmg

.30 “Cinnamon Chews” mag
1 Reload 2 EQ +1aoe, -10%dmg

.18 Lemon Drops- (tracers) mag
1 Reload 2 EQ +10%damage on subsequent hits, applies to ally attacks. Position revealed

BDR “Taffy”
Single shot; Target is unable to move for 5-JUP turns or 1 whichever is higher.
>>
File: Grenade guide.png (279 KB, 1023x883)
279 KB
279 KB PNG
Spend Ꞥ6,000 to Unlock
{§Grenadier} Less scatter throwing grenades; 50% discount; discover information related to explosives when [Observing]; +1 "Grenadier PRT"

[Personal Recipe] +1AOE
[Metered powder] Can decrease the AOE and can shape of the explosion
[^Flak pads] 3EQ +4DR against grenades
[Chemistry Community course] roll twice when determining length of turns grenades are in effect; have extensive knowledge in chemistry
[Special Delivery] Throw a grenade for free if taking overflow damage


Please use the image to see how AOEs work
>>
On the back of the letter there's a note

"PS. I believe some of you may be of help to me. However I will need to see your interest. We can talk if any of you decide to come for my training. It's only half a months pay."
>>
>>1692511
>>1692553
*Gairan takes a good look at the notes, and at the brochure/catalog."
"Sorry guys, i will be back in a while...Just gotta do something...Yeah, food..whatever.."
>spend 6k for grenadier, and talk to him.
>>
>>1692564
pssssssst. It still costs a stat point
>>
>>1692502
Can we purchase items and leave them at the apartment, for use on later missions? If so, can we get them during mid-mission resupply?
>>
>>1692664

You're house is kind of a shithole and the 40 plus entrances ranging from doors, broken windows, to straight holes in the walls doesn't make it all too secure. However, Samantha has graciously let you use Samuel's office. He's never around anyways.
As for resupplies you'd have to pay a [Courier]. They cost Ꞥ200 but can deliver up to 8EQ of items you own. Maybe after this gig Laissez Labor may have something for you?
>>
>>1692502
>Ammunitions cost Ꞥ250 per reload
>.18 “Dark Chocolate” mag
>3 Reloads 2EQ; Silent; Less Aggro; -20% dmg
Does this mean that the cost for this is 750? And, would the 3loads take one or three slots in a bandolier?
>>
>>1692502
>12000Ñ
>SD-2 “Jupvencityne” -1000
>.30 "Mashmallow" ×2 -1000
>.18 "Dark Chocolate" -750
>.30 "Cinnamon Chews" ×2 -500
>.18 "Lemon Drops" ×2 -500
>BDR "Taffy" ×4 -1000
>-4750Ñ=7250Ñ
>>
>>1692502

Slight fix. Taffy is 1EQ. All grenades are 1EQ
>>
Mechanic updates. I'd like to see what happens with this change

>Unassisted vertical movement is limited by JUP
Alexander jumping 51 meters in the air while awesome was just game breaking. I'm limiting standing jumps to JUP. You can still scale walls and wall jump to reach new heights. On a related note

>Elbow drop damage is capped
The number is sekirt. It's still good. Just not "do 170 damage in one attack" good.

>New DEngi PRT

Calculation for MOD stat has been adjusted.

MER gives 1.7 MOD and MAR gives 1.3 MOD. The sums are rounded up.

PRTs were supposed to be a big part of making agents flexible with PRQs being more potent. Right now even at this scale PRTs are limited meaning players can really only stick to one thing. As players scale and progress I'm seeing a case where encounters will outpace even the most optimally built loadouts.

Right now attributes do the following:
MER: ++MOD; +RES
MAR: +AP; +MOD
VEN: +AP; +++MOV; +CC
JUP: +CC; ++RES

VEN is still the god stat but I think this gives MER some much needed love while enabling people to have more flexibility in their loadouts. Dynamo Engineers are now the most ridiculous skill monkeys ever so I should also mention they get this

[@Sense] able to gather information around the environment. More CH gives you more information.

I'll be busy today so expect an update 12 hours from now.
>>
>>1693143
>Alexander jumping 51 meters in the air while awesome was just game breaking.
This is true. I was expecting to be limited by a ceiling at all times myself.

>Unassisted vertical movement is limited by JUP
But on that note, I should probably start shopping for a new build, since my JUP is a pitiful 2, unless Helios-assisted jumps don't count fall under this limitation.

Can any PRTs apart from Dynamo PRTs the Hades? I'm assuming Whip doesn't count as a melee attack of any sort. Does it also take two hands to hold?
>>
>>1693174
It's actually a whip. It does have some PRT's associated with it that fall under exotic. Some include [Reel] which grabs and opponent and pulls them towards you assuming you have higher JUP, and [Swing] which makes the whip grab the environment to let you swing yourself around gaps. The hades is special in that it can modify its attacks using the DEngi PRTs.

Keep in mind you can still wall jump. Or just get more than 2 JUP so you're not tough as tissue

As far as builds are concerned anything starting this thread isn't final until I ask you to [Clock-in] UNLESS you have to roll for something. That roll sticks no matter what. Aside from that there will be no other changes or additions made.

Next on my list:
Reasons to spend money
-House Upgrades
-Equipment Upgrades
-Moar consumables
>>
>>1693228
When can we expect a general briefing for the next mission?
Can you give us details on how we're expected to do this?
A smash and grab, or sneaky?
>>
>>1693228
I like reasons to spend money. Speaking of those, does the Hades take one hand or two? Is it possible to use both it and the Epee for more shenanigans?

Sadly I missed the Story Phase, maybe next time.
>>
>>1693248
William will tell you once the operation is ready
>>1693257
all dynamos are 2 handed
>>
>>1693228
>Keep in mind you can still wall jump. Or just get more than 2 JUP so you're not tough as tissue
I know; but as long as I'm not near a wall, my attack, mobility and escape options become more limited, which isn't something I'm comfortable with given how squishy I've already built myself.

But maybe I'll run the same build with a different GFE to see how the non-elbow drop Brawler damage output is. I'm still considering how viable Uppercut, Wind Up, upwards Pike Buster is as a means of attack (Is this a valid interaction?), but I figure it might be more effective to just find another source of damage.
>>
>>1695043

>Uppercut, Wind Up, upwards Pike Buster

What are you a action game protagonist from Platinum? Of course you are.
>>
Is this ok? This time with HVY PRQs

NAME: Nevergreen

DR:1 LI:6 RE:3 RES:11/11(#/#) EN:36/36

Mer 2 RES 11
Mar 3 AP 14
Ven 5 MOV 5
Jup 3 MOD 7

CC 16/17
Equipment:
GFE: Type 1 “Helios”
WEAPON: “Antonio Guillotine”
ARMOR: “Theseus” Capaci-coat
ETC
-Mar-aid
-Capacitor x2

PRT/PQR:
[^Self winding Capaci-Joggers]
[^Extra Padding]
[Extra pockets]
[%@Passing Strike]
[@Cleave]
[@Power Slash]
[@Rend]
>>
[Mini-Quest Phase]
Gairan was greeted by the crisp mountain air as he exited the Autocar. At first he thought he was lost and found the wrong place if not for the large flowery sign attached to the large structure sticking out of the mountain face. Bloom Chem and Munitions was a small operation compared to the sibling enterprises. It was on the outskirts of Laissez and at one time must have been a farm. The large structure was in fact a greenhouse with half of the building being dug inside the mountain. This was the lab where Gairan me a tannish man with jet black curly hair and think glasses. Affixed to the man's glasses were magnifying glasses and other colored lenses to better study the powders and solutions him and his team created. With a warm smile the man, Elm Bloom, met Gairan.

Elm: Ah so you're the one Samantha told me about. I guess you're one of her...associates? I'm not as bright as my sister Lily but I can see she and her brother have good judgement. I suppose I can show you the power of these minerals. All throughout the Laissez region there are hundreds of minerals, sediments, and natural compounds that can do all kinds of wondrous things. Let me show you around, and after I’ll give you some advice so you don’t hurt yourself with these things.

After touring the lab and seeing the rest of the farm, turned munitions lab, Gairan was ushered to a field. There he was given instruction on how to safely handle the delicate munitions. He would return daily for two weeks doing so. All the while teaching, Elm did not mention how the handymen could be of use. That is until the final day.....
>>
>>1698174
https://youtu.be/g7pyEG6zb4Y

As Elm walked over a crater to examine Gairan’s handywork he explained the proper technique and what process was going on within the grenade as it reacted. The two continued working until sundown before returning to the lab. Elm brewed tea and chatted for some time. The tea grew cold and so did the conversation. Elm confessed he had concerns about where his father’s company was going, but more surprisingly where Samantha was going.

Elm: As you’ve seen many of our products aren’t outright lethal. We try to make things that can help people. Despite that we would be naive to think they would not be used on man, and that there wasn’t a time that was proper. Still, unlike the other partners, Bloom started out creating appliances before branching out to everything it does now and when I heard Samantha had made a breakthrough with her father’s technology I was hoping he would be there to help. Much like the rest he saw no possibility on some fairy tale technology and at that time I assume Samuel partnered with a desperate Flouris, and Rose and Tower. Gerald and Deacon aren’t bad people, and I’ve found Odele to be quite lovely. However their business in arms has hardened them. Samantha is not that type of person and I hope that she never finds herself having to be that way. Had she met me first I would never need to have this conversation. Alas my father only partnered once we were on our way down.

Elm sipped the rest of his cold tea. He sighed and continued: I heard of your next endeavor with one of Eldson’s engineer. I implore that you spare their life; for Samantha’s sake and more selfishly mine. You see, this request is not completely altruistic. Basil shared with me the details of the automatons and their use of Vitamer. It’s a whim but I think I may know who that engineer is. Their expertise can help me greatly with a product I’ve wanted to make. If possible I want to hire this engineer as well. Ultimately what happens to the Engineer will fall on Samuel and Samantha. Can you try and convince them once this is all over?

>Help Elm? Y/N
>>
While that happens. One other update and announcement:

>Piercing and Heavy weapons now have new PRTs

For gameplay purposes please post any armor/weapon changes you have made. I will be updating sprites and populating the next map. Any new additions added to the Player Manual during the game are <Locked> New players may take them mainly because it just happens

Please post your sheets here as a preliminary means. I'd prefer doing it now to not delay processing.
>>
>>1698422
Give us a briefing first? Layout and opponents will help determine load-outs. That's pretty much why I've not yet posted mine already.
>>
>>1698493
This
>>
>>1698493

A plump older man walks up to the door of the tenement house. Noticing the large hole next to the door he reconsiders knocking and goes in through the much larger entrance

Major: Hello recruits. My name is Cleff Garrison. Manager of operations for Rose and Tower. You can call me Sir or Major. Our surveillance team has been tracking this engineer for the Gyre twins and I was asked to share what we know so far. Preliminary reports state that the site of the lab in Felman Hollow is a slight clearing in the forest. Expect some more room than that damn cave you were stuck in and limited cover such as large boulders, stumps, trees, etcetera.... This is a hollow so as the name implies expect some elevation changes...

As of now we're still waiting on stand-by to see what the engineer is doing and who may be in contact with them. Expect to intercept at any time. Day or Night. Remember the main mission is to disrupt any development of whatever they may have by any means necessary.

The man scans his surroundings, observing the crew's dwelling

Major: Seven hells. This is worse than the forward base I ran in Argyris. *Ahem* Are there any questions?
>>
>>1698575
Will this be a smash and grab, or will we using stealth?
>>
>>1698787
Major: You only need to delay or suspend development of whatever is in that lab son. How you do it is up to you. That was the agreement made by the Union and Laissez Labor.
>>
>>1698575
"Do you know anything of the interior of the laboratory, Siror Major?" Prefect is confused by Cleff's opinion of their home. It has a roof that hardly leaks, functioning fireplaces, and plenty of exits.
>>
>>1698867
From what the scouts have written the building is very small.
>>
>>1698575
Do they have any static defenses we need know about? How many entrances and exits are there?
>>
>>1699050
Major: Reports say there's been no activity. The lab is very small so I imagine there's only one entrance.

Now if you'll excuse me I must leave.

>The Major leaves and you're left to prepare.
>>
>>1698422
>Preliminary, might swap some ammo around, but ready to [Clock In] as needed

Prefect
DR:1 LI:6 RES:10/10 EN:30/30

Att || CC 14/11+3
Mer 3 || Res 10
Mar 5 || AP 16
Ven 5 || Mov 5
Jup 2 || Mod 12

Equipment
-[e]GFE Type 1 “Helios”: EN: 21/30; RE3(0+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 (CandyCorn)
-.31 “Candy Corn” mag ×2
1 Reload +Pen 2EQ (2 mags Bandoliered)
-.30 “Marshmallow” Non Lethal mag ×1
2 Reloads 1EQ No RES dmg, ½ damage goes to AP; 3*AP damage on overflow
-.18 “Dark Chocolate” mag
3 Reloads 2EQ; Silent; Less Aggro; -20% dmg (Bandoliered)
-[e]DUSTER-armor: 1DR 2EQ
[*Vest Straps] -2ap to switching weapons/reloads
-P-29 “Silver Dollar” (unable to move for 5-JUP turns or 1) 3AP 3EN 4R AM: 1*/6 1EQ
[*Quick Draw] (Taffy)
-Lily’s Quick Patches: Treats 1d3 wounds 2/2 1EQ

PRT/PRQ
Armor
-[Extra Pockets] +3EQ
-[^Bandolier] 1EQ: +3 ammo/catalysts slots
Rifles
-[@Aim] *AP; +5% damage per AP
-[%Suppress] *AP *EN: Lay down suppressing fire; -5% “competence” per attack
-[@Hold Breath] 2AP +1R
-[^Aster’s Universal Vibro-Bayonet] 1EQ 3d2 cm 3AP 2EN melee weapon
-[Spotter] 12AP; Target is {Spotted} for MAR turns. {Spotted} targets take 20% more damage and are tracked
-[Ammo check] Automatically reload once ammo is depleted
-[#Stake out] Staying Still and Prone reduces Visibility, Cumulative.
Slashing
-[%Deflect] 6AP; knock projectiles away with a shockwave imbued blade. 1EN per deflect
GFE
-[^Solide Wiring] 1EQ: +3RE
-[#Link Up]
{Street Smart}
-[#Look out] Increased vision cone.
>>
>>1698422
Haven't yet found another build for my stats that looked interesting and wasn't already taken. For now, I'll just be adding a point into JUP and resigning myself to being on the ground most of the time. With the new ruling, does using a Helios actually offer any benefit over not using one as far as jumping is concerned?

Alexander
DR: 2 LI: 6 RES: 11/11 EN: 26/26

CC 17/14+3
Mer 2 | RES 11
Mar 6 | AP 17
Ven 5 | MOV 5
Jup 3 | PRT 11+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 Mk.2 “Athena”
EN: 12+MER*4+6 = 26; RE (MAR*2) = 12 LI6 EQ3+2 =5
[^Superconductive Coating] See Particulars
[^Extended battery] 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

LR-11 “Emil”
4d2 cm 8AP 8EN R(3+MAR+VEN) = 14 AM:3/3 3Pen 3EQ
2 Reloads .22 “Jellybean” mag 2 Reload 1*2 = 2 EQ

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
[^Extended battery] 1EQ +6EN

{Brawler} allows you to use “Combo” PRQs; +1 Melee PRT
[%Parry] 1 AP roll (1d24)+(JUP+VEN)+1/2AP vs. Parry an attack if successful.
[Disarm] 3AP: 2d12+VEN Hit: 16<; disarms target.
[Uppercut] 2d3 cm 4AP 6EN; Launch a target upwards JUP tiles. Target falls on next Action phase and takes 1d2 damage for every vertical level fallen when landing. Target is {Vulnerable} while in the air and lands prone. 1 turn cooldown.
[#Ground Game] Getting up costs no AP.
[Elbow Drop] 2d3 cm 3AP 4EN: Drop onto a target. Add 1d3 damage per vertical level. Attacker becomes prone.

[@Aim] *AP; +5% damage per AP.
>>
>>1700755
Its still really good. You're still jumping 6 times higher than a normal person and you can run up walls among other things. You're just not able to fly which was not the intention.

To get some height yo have to be more creative is all.

>move u3w2 kick off wall u3e2 (6ap)

You have 7 move so 4 ap and 2 ap for 3 gives you 10 total units to move.

You have to pay special attention to your environment.
>>
>>1698422
This is likely what I go with unless new weapons or armors are made available. May pick up a different Gyre.


+1 to Mer

Aleid

DR: 3 LI: 8 RE: 11 RES: 11/11 EN: 28/28

CC 13/10+3
Mer 4 RES 11
Mar 4 AP 14
Ven 4 MOV 4
Jup 2 MOD 12+1

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

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

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

[e] CHAIN
DR2, 3EQ

{Fencer}
{#Observant}

13/13
[^Solide Wiring]
[^Jupite Transistor]
[%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] ½AP
[#Vital Strike] May cause Bleed
[#Sideswiped]
[%Deflect] 6AP 1EN per deflected projectile
[Extra Pockets]
[^Extra Padding] 2EQ +1DR

12,000 Notes
>>
>>1700776
Wait, what's the mechanics of making a normal jump?
>>
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14 KB PNG
>>1700791
A standing jump as in no assistance at all is moving normally vertically up to your JUP. You're not capped at that height it's just you can't go any higher on your own. If you're next to a wall or something you can just run up the wall as high as it goes.
>>
>>1700812
That makes sense, though I'm honestly still not sure what you meant by
>You're still jumping 6 times higher than a normal person

From your descriptions, we can jump diagonally by including orthogonal movement in the air as part of the jump. Is there a limit on the horizontal jump distance?
>>
>>1700830
You're jumping about 4.5 meters into the air standing.
>>
>>1700837
Ah, you were referring to a normal person in real life rather than a normal person in-universe (who has an average JUP of 3 and can also jump 4.5 meters upwards).
>>
>>1700842
A normal person in universe cannot jump 3 tiles normally. They are able to with the JGS.
>>
>>1700845
I'm more confused now than previously. Do you mean that agents in particular are able to jump higher than normal people due to training and/or equipment; or that when you said
>A standing jump as in no assistance at all is moving normally vertically up to your JUP.
this was specifically referring to standing jumps with the JGS toggled on, and we otherwise can't actually jump nearly so high without a Helios?
>>
>>1700849
I apologize if I'm seeming somewhat dense here, but it is pretty relevant to my continued elbow-droppage, so I'd like to make sure I'm clear on this.
>>
>>1700849
>we otherwise can't actually jump nearly so high without a Helios.

Without the Helios you move like any normal person would. Mechanically speaking anything over 1 block high is too tall for you to get over. Jumping without the Helios would get you about half a meter off the ground/ or game wise a little less than half a block.

With the Helios you're suddenly much lighter due to gravity fuckery but have the same strength. You exert enough force to overcome gravity sending you back down so you can run up walls and jump over foes easily.
>>
>>1700864
Thanks, that clears that up. Guess I'll have to stick with the Helios then.
>>
Re-posting loadout and description
An old adventurer clad in a capacity-coat wielding a massive “Antonio Guillotine” and sporting a battle helmet with a full faceplate covering his face, the dynamo's lights combined with the darkened coat and armor gives him an eerie look


NAME: Nevergreen

DR:1 LI:6 RE:3 RES:11/11(#/#) EN:36/36

Mer 2 RES 11
Mar 3 AP 14
Ven 5 MOV 5
Jup 3 MOD 7

CC 16/17
Equipment:
GFE: Type 1 “Helios”
WEAPON: “Antonio Guillotine”
ARMOR: “Theseus” Capaci-coat
ETC
-Mar-aid
-Capacitor x2

PRT/PQR:
[^Self winding Capaci-Joggers]
[^Extra Padding]
[Extra pockets]
[%@Passing Strike]
[@Cleave]
[@Power Slash]
[@Rend]
>>
>>1700777
Time to experiment. You're going to have the vibroblade "equipped". As long as you're not attacking with both blades at the same time on the same turn you don't incur a dual wield penalty :)

>>1700755
looks good.
>>
>>1700988
Sounds good.
>>
>>1698422

Have a thing

Julien Delacroix de la Fleur

DR:3 LI:8 RES:12 EN:24/24 RE:7

Att CC 16/16
Mer 3 RES 12
Mar 4 AP 14
Ven 4 MOV 4
Jup 3 MOD 11

Equipment:
[E]Sabre 2d6 (Hit: 8<)
4AP (6EN if attack lands) Fnc/Slsh
Mar-aid
[E]Lement
2d4 (cm) 4AP 4EN 4R AM 3/3 (Gumdrops only) 2EQ(loaded, gumdrops)

3xgumdrop reloads(bandolier)
Armor:Chain

Gyre:GFE Mk.2 “Prometheus"

PRT/PQR:
{Fencer}
*[Riposte]
{Noble}
*[Flaunt]
-[Heirloom]
[Deulist]
[Parry]
[Reflect]
[Extra pockets]
[Bandolier]
[Absence of blade]
[Deflect]
[Tact]
[Extra padding]
[Gallant]
>>
>>1701065
Heirloom: While holding on to "Junk" Heirlooms they cannot be equipped. However they can still affect you.

>The Broken Lion
???DR 4EQ
[*Family Crest] People may recognize who your house is
[Duelist blood] +2 bonus on parries
[???]
[???]
>>
>>1701085
and it begins anew:

>>1701113




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