Roll 8
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R8 (Asteria Eloria)
Unit N15. I wonder what N stands for..The hermetically sealed door labeled N opens, revealing a corridor with other, similar doors labeled with numbers 1-50. In the very end of the hallway, a stairway led up to presumably even more rooms. You look for the room marked with the number 15 and swing the door open. Proceeding to walk into the room, you notice a table formation in a Π-shape, personnel sitting around it, dressed in casual clothing or police uniforms. You even notice a person draped in some sort of scavenger suit leaning on a wall behind the tables. Another officer, presumably the unit's leader, was standing in the middle of the tables, and you overhear him briefing the members.
-CZ Captain
"It is no secret that our city is not under control. This is why all of you are here, to serve Rhozoya and protect it from the forces of anarchist and mafia scum with courage and integrity!"-CZ Captain
"Our unit, November 15, is tasked with eliminating mafia presence in the relative area of St. Velikiy port and Prospekt 17. You will all be spread into squads in order to handle different objectives. Is this clear?" the captain says, completely ignoring your presence. You see all of the people attending the briefing nod in approval.-CZ Captain
"You will now be divided into four squads. Please line up, facing the wall." the captain says as you see all the officers line up towards the wall, including the strange man with the scavenger suit. "You too." he then says after looking behind him, staring directly at you. You comply and line up with the other officers.The man walks up to the line and begins walking from the end of the line, starting from you and stopping at another officer. He begins to examine each one of you before speaking.
"Group A', you are to split up and investigate Prospekt 17 and St. Velikiy port in search of a mafia hideout. Once you pinpoint its location, regroup as soon as possible and plan a raid on the hideout. Head out into the locker rooms to prepare. A BTR armoured personnel carrier will be waiting outside to bring you to your objective." he says with a serious tone as he gestures towards the door.You march out the door with the rest of the group and make your way upstairs, to some sort of locker room mixed together with an armoury. The gunsmith waves at your group, but says nothing. You notice that all of the lockers were activated by keycards. You remember that the CZ officer at the checkpoint had previously handed you a keycard, which you pull out of the wallet and inspect. The code A-17 had been inscribed onto it. You search for the locker for a bit and spot one marked with the same code.
The keycard slides in smoothly and the locker makes a confirming electronic sound as it opens, revealing two uniforms, one male-sized and another one female-sized, as well as a badge.
Name: Asteria Eloria
Age: 17
Class: Illumination
Inventory [3/11]:
-Wallet:
--2000 RU
--ID card
--Labor permit
--Access permit
--Passport
--A-17 keycard
-Phone
Health: 6/6
AP: 3
XP: 0/6
Energy: 0/0
Energy restoration: +0 per turn
Weapons:
-Stechkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]
-Carbon Knife (+1 accuracy, +1 pierce, +1 attack) [AP swap cost = 0.5]
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 3 (+0.6 attack to firearms)
-Intellect: 0
-Precision: 0
Equipment: N/A
Traits:
-Elorian heir (+1.5 accuracy with firearms, +1 illumination defense.)
-Elorian blood (Casting Illumination spells adds one charge, up to a cap of 3. Charges can be consumed to boost the attack or defense of Illumination spells by a value of 1.0 per charge.) [0/3]
-Skinny (-0.5 melee attack, -0.5 melee defense)
Conditions:
-Dual-wielding (+2.5 attack, +1 accuracy, +1 pierce)
-Healthy
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R7 (Echo)
-skipped due to inactivity-
Name: Echo
Age: 17
Class: Hydraulic
Inventory [2/11]
-Wallet:
--1500 RU
--ID card
--Labor permit
-Phone
Health: 4.9/5
AP: 3
XP: 0/6
Energy: 0.6/0.6
Energy restoration: +0 per turn
Weapons:
-Antique Spear (+2 accuracy, +1.5 attack, +1.5 pierce) [AP swap cost = 1.5]
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 0
-Intellect: 3 (+0.6 mana cap)
-Precision: 0
Equipment: N/A
Traits:
-200IQ (+50% experience gain)
-Asthmatic (-1 health, -1 melee defense)
Conditions:
-Healthy
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R8 (Kazimir Beniko)
(Priority roll:
-CZ Officer: 6 + 1 = 7 >>> Tie with Mobster 2 [3]
-Mobster 2: 1 + 2 + 6 - 2 = 7 >>> Tie with CZ Officer [1]
-Kazimir: 5
-CZ Riot Agent: 3 + 1 - 2 - 1 = 1)
You let out a savage grin from the mobsters being decimated by your combined assault. None of the combatants seem to take any notice of this, and before you even get a chance to attack, you see the officer from before sprint towards the mobster, shotgun in hand!
(CZ Officer/Stockstroke) 6 = 6 vs 0 = 2 - 1 + 1 (Mobster #2/Dodge)
The officer, instead of shooting the bastard like you thought she would, instead swings her shotgun as a bludgeoning instrument and hits the mobster over the head with it. The mobster yells in pain as he drops to the ground unconscious, but wounded. The officer turns the unconscious mobster's body around before handcuffing him. She then calls the riot agent, who proceeds to pick the unconscious man up and leads him towards the car, turning to face you afterwards.
"Damn, I didn't think this would be such a breeze! You guys are pretty good." you regard the officers. The shotgun-wielding officer turns to face you."Cпасиба.. You saved both mine and my partner's lives." she says with a gentle tone as she looks over to the riot agent, who was already loading the unconscious criminal into the vehicle."Thank you.. this is from both of us. Take care." she then adds as she hands you some sort of pendant, glowing an ominous red in the middle. (Berzerker pendant: +1 attack for each successful magical attack, -0.5 attack for each failed magical attack, caps at 3)The woman gives you a swift one-hand salute and retreats back into the vehicle, driving off into the distance.
Name: Kazimir Beniko
Age: 23
Class: Hydraulic
Inventory [3/11]
-Wallet:
--2600 RU
--ID card
--Labor permit
--MS reclaim coupon (Exchange at a public military store for a free piece of armour/pistol)
-Phone
-Stetchkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [0/20] [4] [AP swap/reload cost = 0.5]
-Berzerker pendant (+1 attack for each successful magical attack, -0.5 attack for each failed magical attack, caps at 3)
Health: 6/6
AP: 3
XP: 2/6
Energy: 1/1
Energy restoration: +1 per turn
Weapons:
Improvised Riot Shield (+2 armour, -0.5 accuracy)
Fire Axe (+2 pierce, +1 attack, -1 accuracy)
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 3 (+0.6 attack to firearms)
-Intellect: 0
-Precision: 0
Equipment:
-Fedora (No bonuses. Looks rad, though.)
Abilities:
-Vodoem shield (Applies Shielded on an ally or yourself for 3 turns.) 1 energy cost, 2 CD
--Shielded: +1.5 armour
-Priliv shield (Applies Shielded on an ally or yourself for 4 turns.) 0.5 energy cost, 3 CD [2]
--Shielded: +0.75 armour
Traits:
-Camaderie (Abilities restore 1 (additional) health and apply a +1 armor buff for 2 turns when used on an ally)
-Firearms rookie (+0 to firearms) [1/20]
-Melee trainee (+0 to melee) [1/20]
-Hydraulic magic rookie [2/30]
Conditions:
-Healthy
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R8 (Marko)
Oh boy.You sneak over to the dead Spetsnaz agent and loot his AK-74M from the ground, holstering your Bizon. You also manage to grab a pair of magazines from the agent's tactical vest. (AK-74M: +2 pierce, +1 attack, +1 accuracy [27/30] [3]), (5.45x39mm 30-round magazine) [2]
Afterwards, you proceed to follow your comrades inside the silo. They crouch down and silently move through the missile silo halls, shotguns in hand, with the exception of Dimitri, who was still using his machine pistol. Some time passes as you make your way through the silo, until the sound of metal clashing makes you jump, coming from behind a barricaded silo entrance.
You nearly fall behind as you hear the sound of metal clashing on metal, and notice a dent on the door. You quickly realize that someone was trying to breach it! Trechov pulls you into a corner while Dimitri tries to roll a red barrel in front of the entrance, before flipping a metal table and taking cover behind it. Petrov also does the same, shotgun pointed directly at the door.
"It's them.. don't make any sound. We will blow them up with grenade." Trechov whispers to you as he reveals a fragmentation grenade in his hand, which you identify as an F1 grenade.The metal clashing sound continues, the door becoming more and more battered. Finally, the frail thing falls to the ground and you see a Spetsnaz agent wielding a sledgehammer take the lead, leading five riot agents with submachine guns and riot shields. Trechov wastes no time and pulls the grenade's pin, throwing it directly at the entrance. The agents scream in panic as some retreat back into the entrance..
(Trechov/F1 grenade) 6 + 3 + 2 + 1 = 12 vs 11 = 5 + 2 + 2 + 1.5 + 0.5 (Riot Agent #1/Block)
(Trechov/F1 grenade) 6 + 5 + 2 + 1 = 14 vs 7 = 1 + 2 + 2 + 1.5 + 0.5 (Riot Agent #2/Block)
(Trechov/F1 grenade) 6 + 6 + 2 + 1 = 15 vs 8 = 2 + 2 + 2 + 1.5 + 0.5 (Riot Agent #3/Block)
(Trechov/F1 grenade) 6 + 5 + 2 + 1 = 14 vs 7 = 1 + 2 + 2 + 1.5 + 0.5 (Riot Agent #4/Block)
(Trechov/F1 grenade) 6 + 2 + 2 + 1 = 11 vs 9 = 3 + 2 + 2 + 1.5 + 0.5 (Riot Agent #5/Block)
(Trechov/F1 grenade) 6 + 6 + 2 + 1 = 15 vs 10 = 4 + 2 + 2 + 1.5 + 0.5 (Riot Agent #6/Block)
(Trechov/F1 grenade) 6 + 3 + 2 + 1 = 12 vs 6 = 2 + 2 + 1.5 + 1.5 - 1 (Spetsnaz Raider/Block)
The grenade echoes through the silo's walls with a deafening sound and detonates the red barrel, causing a massive explosion! It manages to take the lives of four riot agents and the life of the Spetsnaz agent with the sledgehammer, destroying most of the machinery and leaving a massive charred mark on the ground. Two riot agents remain, but the scurrying footsteps from the hallways continue. You feel that even more reinforcements may arrive.
The riot agents line up their shields and weapons for a counter-offensive, but they're considerably outsped by Trechov, who begins channeling some sort of fireball and prepares to launch it towards the remaining riot agents! Before he can cast it, however, you take the initiative and aim your AK-74M towards the invaders!
(Marko/Shoot) 1 + 2 + 1.5 + 0.2 = 4.7 vs 7 = 3 + 2 + 2 + 1.5 + 0.5 - 1 - 1 (Riot Agent #5/Block)
(Marko/Shoot) 2 + 2 + 1.5 + 0.2 = 5.7 vs 7 = 3 + 2 + 2 + 1.5 + 0.5 - 1 - 1 (Riot Agent #5/Block)
(Marko/Shoot) 1 + 2 + 1.5 + 0.2 = 4.7 vs 8 = 4 + 2 + 2 + 1.5 + 0.5 - 1 - 1 (Riot Agent #5/Block)
Despite your best attempts, the assault rifle's bullets don't seem to have much effect on the agent. Trechov follows with his fire-based spell! A mesmerizing red glow appears from his hands as he launches some sort of fire beam towards the agents!
(Trechov/Flash Burn) 5 + 3 + 2 + 1 = 11 vs 5 = 1 + 2 + 2 + 1.5 + 0.5 - 1 - 1 (Riot Agent #5/Block)
(Trechov/Flash Burn) 5 + 3 + 2 + 2 + 1 = 13 vs 11 = 6 + 2 + 2 + 1.5 + 0.5 - 1 (Riot Agent #1/Block)
The fire beam impacts with the riot agent you were previously shooting and scorches him immediately, killing him. It then arcs towards the other remaining riot agent with increased force, and knocks him back slightly, but he narrowly manages to avoid death.
"This one's all yours, Marko! Light 'em up!" you hear Petrov say in the distance as he motions to Dimitri to stop.Enemies:
CZ Riot Agent
Class: ???
Health: 3/6
AP: 3
Energy: ???
Energy restoration: ??? per turn
Weapons:
PP-2000 (+1.5 attack, +1.5 accuracy, +1.5 pierce) [44/44] [11] (AP swap/reload cost = 0.5]
Plastic riot shield (+2 armour, -2 dodge) [AP swap cost = 1]
Equipment:
-Riot helmet (+2 armour, -1 accuracy)
-Kevlar vest (+1.5 armour, +1 defense, -2 speed)
-Riot leggings (+0.5 defense, -1 speed)
Attributes:
???
Abilities: N/A
Traits: N/A
Conditions:
-Stunned (This unit is unable to act.) [1]
-Injured (-1 to all rolls)
-Bleeding (Losing 1 HP per turn)
Allies:
Trechov
Class: ???
Health: 6/6
AP: 3
Energy: ???
Energy restoration: ??? per turn
Weapons:
KS-23 (+2.5 attack, +4 pierce, -1.5 accuracy, -1 dodge) [4/4] [2] (AP swap/reload cost = 1.5]
Equipment:
-Welding gloves (+1 to Plasma magic)
-Dawn of Freedom combat armour (+2 armour, +1.5 defense, -1 speed)
-Snowstalker treads (+3 speed, +1 dodge, -2 armour)
Attributes:
???
Abilities:
-Flash Burn (+3 attack, +2 pierce. Chains to nearby targets up to 3 times, gaining +2 pierce after every chain attack.)
Traits: N/A
Dimitri
Class: ???
Health: 6/6
AP: 3
Energy: ???
Energy restoration: ??? per turn
Weapons:
Scavenger Machine Pistol (+1.5 attack, +1 pierce, +1 speed, -0.5 accuracy) [25/25] [5] (AP swap/reload cost = 0.5]
Equipment:
-Dawn of Freedom combat armour (+2 armour, +1.5 defense, -1 speed)
-Dawn of Freedom combat boots (+1 defense, +2 dodge, +1 speed)
-Dawn of Freedom gauntlets (+1.5 accuracy, +0.5 armour)
-Lieutenant's Pendant (+1 ballistic attack)
Attributes:
???
Abilities: ???
Traits: N/A
Petrov
Class: ???
Health: 6/6
AP: 3
Energy: ???
Energy restoration: ??? per turn
Weapons:
-Molot Bekas-M (+1.5 attack, +2 pierce, +1 accuracy, -2 speed)
Equipment:
-Dawn of Freedom combat armour (+2 armour, +1.5 defense, -1 speed)
-PSZ-9 ballistic helmet (+2 armour, +0.5 accuracy, -1 dodge)
-Dawn of Freedom gauntlets (+1.5 accuracy, +0.5 armour)
Attributes:
???
Abilities: ???
Traits: N/A
Name: Marko
Age: 20
Class: Dusk
Inventory [2/11]
-Wallet:
--1400 RU
--ID card
--Labor permit
--CZ identity card (x2)
--Access permit (x1)
-Phone
-5.45x39mm 30-round magazine [30/30] [2]
-Bizon (+0.5 accuracy, +2 attack, +1 pierce) [40/40] [4] [AP swap/reload cost = 0.5]
Health: 6/6
AP: 3
XP: 0.5/6
Energy: 0/0
Energy restoration: +0 per turn
Weapons:
-AK-74M (+2 pierce, +1.5 attack, +1 accuracy) [27/30] [3] [AP swap/reload cost = 1]
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 1 (+0.2 firearm attack)
-Intellect: 0
-Precision: 2 (+0.4 accuracy)
Equipment:
-CZ tactical gloves (+1 speed, +0.5 accuracy)
Traits:
Masterful Tactician (+1.5 to ally attack & defense when in a group of 3 or more. When he is squad leader, he boosts each individual member's attack by +1 accuracy and piercing.)
Conditions:
-Healthy
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R7 (Tkachyov Sergey)
You grab your SKS, which was cleanly positioned next to your head in case of an emergency, and begin rushing towards the checkpoint alongside the other mercenaries. The checkpoint wasn't that far, it was in walking, or, in your case, sprinting distance and was guarded by around fifteen officers. But as you begin to see the checkpoint, you only notice that two of those were present.
Entering the checkpoint, the captain orders you towards the open field, while the two officers, a spotter and a sniper, take position on top of a tower. Three mercenaries, along with you, rush towards the open field and begin preparing their weapons. You even notice one in the background, toting a SCAR assault rifle, drinking some type of energy drink.
You look towards the horizon.. nothing. Was this a false warning?
Name: Tkachyov Sergey (Seryozha) Fyodorovich
Age: 27
Class: Dusk
Inventory [2/11]
-Wallet:
--2500 RU
--ID card
--Labor permit
-Phone
Health: 6/6
AP: 3
XP: 0/6
Energy: 0/0
Energy restoration: +0 per turn
Weapons:
-SKS (+2 accuracy, +2 attack, +1.5 pierce) (20 magazine size) [2] [AP swap/reload cost = 1.5]
Attributes:
-Agility: 3 (+0.3 dodge, +0.3 speed)
-Strength: 0
-Tactics: 0
-Intellect: 0
-Precision: 0
Equipment: N/A
Traits:
-Photographic memory (+15% XP gain, grants +1 precision temporarily for every successful dodge)
-Sadism (Successful attacks restore health equal to 25% leftover attack)
-Fear of Pain (Reduces attack by 15% when health is 2 or under)
Conditions:
-Healthy
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R8 (Anastasia Deyman)
Muffled, distant footsteps are the first thing you can hear as you emerge from your sleep. You exit your tent in surprise to identify the source of the footsteps. The brisk mountain air is the first thing you can feel as you exit your tent. You had camped up on this mountain for a while, to provide accommodation for yourself while trying to cross the border. The campsite was pretty quiet, except for the sound of the campfire's warm flames.
Unnerved, you look around the area to figure out who was causing the footsteps, or, at least, where they were coming from, but you manage to spot nothing. You do realize that the footsteps were coming from a small lodge in the distance, however, but you don't manage to spot anyone - or anything that could be moving in, or near the lodge.
It becomes clear that the footsteps are coming from inside the lodge, but how were they that loud? You ponder to yourself as you look towards the lodge curiously.
Name: Anastasia Deyman
Age: 31
Class:
Inventory [2/11]
-Wallet:
--1000 RU
--ID card
--Labor permit
-Phone
Health: 6/6
AP: 3
XP: 0/6
Energy: 0/0
Energy restoration: +0 per turn
Weapons:
-Unnecessarily Large Rod (+2 to magic, +1 magic accuracy) [AP swap cost = 1]
Attributes:
-Agility: 1 (+0.1 dodge, +0.1 speed)
-Strength: 0
-Tactics: 0
-Intellect: 2 (+0.2 mana cap)
-Precision: 0
Equipment: N/A
Traits:
-Firestarter (+2 speed. Plasma abilities refund 50% of their energy cost if they inflict damage to their target)
-Fiery soul (After casting a plasma ability, gain +0.5 magic attack. Stacks 4 times and lasts 2 turns, may be activated to consume all stacks and sacrifice 1 health point to grant the next plasma ability +1 attack for each stack used)
-Reckless (-0.5 defense, -1 defense when outnumbering enemy/enemies)
Conditions:
-Healthy