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Splicers - I Am Legion - IC Thread

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Archos says, “We’re on sub level two, on the left of the main elevator. There is a support beam on his back that is just too heavy for me to lift. Hopefully the Splicer inside isn’t too badly hurt. I don’t know if I’m seeing occasional movement of the hands or if I’m just seeing the swarm bugs moving on the hand. Oh, by the way, be careful of the grenades I placed at the bottom of the door.”

Axel lets out a curse word, adding, “Tell us that kind of info first, if you please! I don’t want to get fried by whatever surprises you left behind!”

Archos sounds apologetic. “Sorry. I’m not used to working with anyone besides Alpha and Beta. I never have to tell them about booby traps because they just fly over them.”

As everyone drops down to the garage level, it is about halfway full of ground cars parked in neat rows, just waiting for their Nex-Android drivers to come back for them. Archos is off to the side, kneeling down next to a pile of rubble that is pinning down a figure in Splicer Swarm Lord armor. There is a large support beam across the waist of the armor that is keeping the pilot from getting up. The Deliveryman says, “I don’t have anything to cut the beam off without hurting the pilot, and I can’t lift it on by own.”
Bellamy blinked repeatedly, trying to clear the fog from his mind as he slowly regained consciousness. The sharp sting of pain in his chest and ribs reminded him of the moment the massive chunk of concrete roof had come crashing down on top of him. For a few seconds, he had been disoriented—half conscious, trapped under the rubble—but now, his thoughts were slowly piecing themselves together.
He exhaled shakily, feeling the weight of the debris above him. At least he could still move his arms, though the pressure of the beam pinning him down was undeniable. He was stuck. It was a small blessing that his hive had continued their onslaught, tearing apart the machine that had followed him down here, even while indisposed. But even they couldn’t hold back everything. If any more of those machines sniffed around, they'd be vulnerable.
He heard a voice and turned his head, recognizing the man as another Splicer. The sight of the man brought a slight sense of relief. Someone had found him. Bellamy lifted his head slightly, his vision still a little blurry, but clear enough to catch the silhouette of the figure making contact with what he assumed was the rest of the team. The tension in his body eased, if only slightly. Help was on the way.
With a strained groan, Bellamy forced his words out, trying to reassure the Splicer and calm his own rattled nerves. “I’m not too badly hurt, just stuck,” he managed to rasp through a series of painful coughs. Each breath he took felt strained, the weight of the debris pressing down on him, but it was nothing he couldn’t endure—nothing a little patience wouldn’t fix. He just needed to hold on a little longer.
 
Toni heads over to the pinned man and looks over the scene, trying to see just how to get the man free safely. She looks down at the man and says, “I’m Sergeant Toni Cruise of Cerberus Squad. We’ll get you out of there, no worries. We just have to move quick, because a whole lot of hurt is coming our way. Everyone, let’s see if we can just lift this beam enough to get him out. Archos, grab the hands and get ready to pull him out once we lift the rubble up enough. We may need a lever, but we’ll see.”

She plants herself under the edge of the beam and braces herself, ready to lift. Once everyone has a spot picked out and is in position, she says, “On three! One. Two. Three! Lift!”
 
Jin, out of habit, had landed and moved to the side of the elevator to look over the area, waiting for the others to come. After making sure it was clear and everyone else had come down behind her, she rushes over to the rubble with the fallen Host Suit, taking a position to help lift, and lifting at Toni's command. Her armor seemed to appear and blur into reality as her stealth field disengaged. She then kneels down next to the fallen Host Suit and proceeds to look over them, checking to see if they were functional or not. The olive colored host armor of the Roughneck gazed down with its mouthless helm with large eyes and large ear vents.

Her clear and even alto voice spoke through the bio-comms. "I am Sergent Jin Li of Cerebus Squad, I am a Doctor, are you hurt are or in pain?"
 
Axel says anxiously, "Lets talk about how we feel later on when we don't have a massive machine army on our asses. Archos? How are we getting the hell out of here?"

The Deliveryman replies, "There are tunnels under the parking levels that we can use to get out. Like I said before, I always look for a good way out before I get into the middle of a tricky situation. There is an opening this way."

Axel is about to say something when he's interrupted by a large explosion from the far side of the garage, opening up a large opening in the ceiling of this level. "Shit! We got tin cans incoming! Look out!"

A good twenty or more Steel Troopers are dropping down through the smoke and fire of the hole, scattering as they land to keep from getting hit with area of effect attacks.

Initiative Rolls, everyone!
Psychie Psychie Purr Purr Eonivar Eonivar

celestialbody celestialbody - Initiative is determined by a d20 roll, plus any bonuses you have from your hand-to-hand or other physical skills. A natural 20 always goes first, and a natural 1 is always last.
 
Jin glances back at the explosion. “We need to move…”

Jin’s initiative is 1D20+ 9 =9+9 =18!
 
Chaska listens to anything Woodstock has to tell him concerning the hell that is coming down all around them. He also relays everything he learns back to his bird while having Woodstock reunite with Cerberus at the fallen Splicer. He continues to leave his bio-recorder on the entire way. Chaska figures if they live, he can edit later.

he plants herself under the edge of the beam and braces herself, ready to lift. Once everyone has a spot picked out and is in position, she says, “On three! One. Two. Three! Lift!”
Using the WyldKat's new prehensile tail, The Deliveryman makes certain he scoots above Archos's tripwire trap as not to set off those telling explosives.

Depending on the fallen Splicer's situation, Chaska returns to hovering with his Organic Thrusters and does one of three things:

1. If it is clear that lifting will be best way to assist as Toni is doing, he lifts.

2. If instead, it looks like the beam is going to catch on some debris or the like, he draws both of his Bio-energy Blades and cuts through any obstacle as quickly as he can.

3. If there appears to be an opportunity where his newly-grown Resin Ducts can come into play to remove the debris, he will use that.

As Chaska is doing this, he is paying attention to WyldKat's sensor suite - motion detection, echo-location, enhanced hearing.
 
Initiative roll for Toni: +9

Total of 21
MDC by Location:
Arms (2): 197 M.D.C.
Hands (2): 107 M.D.C.
Legs (2): 202 M.D.C.
Feet (2): 147 M.D.C.
Head: 137 M.D.C.
Main Body: 630 M.D.C. //
Elbow Bone Blades: 115 M.D.C.
Harbinger Cannon: 187 M.D.C.
Munitions Reservoir: 487 M.D.C.
Sentinel Eels: 217 M.D.C. each
Sentinel Shell: 307 M.D.C.

Sidekick Rifle - Super Light Cell Cluster: 132 M.D.C., 2 Attacks, 8d10 Damage, 1,000 ft range - Mega Upgrade
Sidekick Rifle - Spore Discharger: 132 M.D.C., 2 Attacks, 4d8 Damage, 40 ft Radius, 1.200 ft range - Omni Upgrade

Action Points: 8 / 7

Combat Bonuses On Foot / In Armor

Number of Attacks: 6 / 9
Strike: +9 / +10 (+5 in melee) (+3 ranged)
Parry: +12 / +15 (+4 in melee)
Dodge: +12 / +3 Automatic Dodge
Roll with Punch: +2 / +10
Initiative: +2 / +9
Perception: +7 / +7
Damage in HtH: +1
Critical Strike on a Natural 18-20
[Critical on a 17-20 with Mantis Blade from Opti-Upgrade]
[Critical on a 17-20 with Velocity Cannon from Opti-Upgrade]


Mantis Blade: 12D6 M.D. [15d6 with PS] for a Blade Strike; 4d4x10+10 for a Dual Strike
Energy Expulsion Vent: 2D8 +bonus M.D. equal to the P.E. attribute (2d8+28)
Organic Rockets: 5d10 M.D. to a 10 foot radius
--Rocket Payload: 15 /
Central Maw: 3d8 M.D.
Velocity Cannon: 2D8x10+40 M.D. for a short burst of 10 rounds from one cannon or 4D6x10+40 M.D. per simultaneous bursts from both cannons firing a total of 20 rounds.
--Ammo in Cannons: 120 /
--Ammo in Munitions Reservoir: 600 /
 
Chaska listens to anything Woodstock has to tell him concerning the hell that is coming down all around them. He also relays everything he learns back to his bird while having Woodstock reunite with Cerberus at the fallen Splicer. He continues to leave his bio-recorder on the entire way. Chaska figures if they live, he can edit later.


Using the WyldKat's new prehensile tail, The Deliveryman makes certain he scoots above Archos's tripwire trap as not to set off those telling explosives.

Depending on the fallen Splicer's situation, Chaska returns to hovering with his Organic Thrusters and does one of three things:

1. If it is clear that lifting will be best way to assist as Toni is doing, he lifts.

2. If instead, it looks like the beam is going to catch on some debris or the like, he draws both of his Bio-energy Blades and cuts through any obstacle as quickly as he can.

3. If there appears to be an opportunity where his newly-grown Resin Ducts can come into play to remove the debris, he will use that.

As Chaska is doing this, he is paying attention to WyldKat's sensor suite - motion detection, echo-location, enhanced hearing.
In order to lift the support beam up, it will require a combined PS of 80 to do so, or 60 if you find a lever to use. Using your bio-energy blades, you can cut some of the bulk safely away, lowering the needed PS numbers to move the thing. The resin can be used to help stabilize the debris field to keep it from having more fall on the fallen man and possibly crushing him. The good news here is that you only need to move the concrete a tiny bit to free the pinned man. Once he's wiggled out or is pulled free, you can drop the rubble back down with no worries.
 
Initiative roll for Bellamy: +2
Total = 7
 
With a mighty heave, four of the host armor suits hoist the concrete beam to enough to have the fifth member of the group grab ahold of Bellamy’s hands and help to pull him out from underneath the heavy weight.

Bellamy manages to shakily get to has feet and take a few deep breaths now that your chest is freed. The one Splicer that initially came across you asks, “Can you move on your own, or do we need to carry you? We’re not leaving you behind.”

This is about all the time you have before the ceiling is blown in by the Steel Troopers. They are only about one hundred feet away from you, and the few cars on this level doesn’t provide much cover for them or you. The bots are scattering to keep you guys from being able to hit more than a few of them with area of effect weapons, but they are still clumped up a bit.

Psychie Psychie is up

Initiative Order
21 - Toni
—Laser Sidekick
—Spore Sidekick
20 - robots 1-5
18 - Jin
17 - Chaska
—Laser Sidekick
—Stick-um Sidekick
15 - robots 6-10
12 - robots 11-15
10 -Axel
—Grub Sidekick
8 - robots 16-20
7 - Bellamy
5 - robots 21-25
3 - Archos
 
Toni maneuvers herself to put herself in between the robots and her squad, especially since the guy in the Swarm Lord armor might be hurt. Until they have had a chance to see how he's doing, she will be his shield. But for now, it is time to go on the aggressive. She raises up her Velocity Cannon and unleashes a full powered double burst at robot #1. At the same time, she sends a quick command across her bio-com to her Sidekicks, ordering them to engage at will, letting the laser cluster also target robot 1, and the Spore Discharger trying to engulf robots 2-5.

Velocity Cannon to hit: 28
Damage: 220 MD

Laser Sidekick to hit: 16
Damage: 33 MD

Spore Sidekick to hit: 2


Sherwood Sherwood do I roll damage with the spore sidekick with its 40 foot radius even though it was a 2?
MDC by Location:
Arms (2): 197 M.D.C.
Hands (2): 107 M.D.C.
Legs (2): 202 M.D.C.
Feet (2): 147 M.D.C.
Head: 137 M.D.C.
Main Body: 630 M.D.C. // 605
Elbow Bone Blades: 115 M.D.C.
Harbinger Cannon: 187 M.D.C.
Munitions Reservoir: 487 M.D.C.
Sentinel Eels: 217 M.D.C. each
Sentinel Shell: 307 M.D.C.

Sidekick Rifle - Super Light Cell Cluster: 132 M.D.C., 2 Attacks, 8d10 Damage, 1,000 ft range - Mega Upgrade
Sidekick Rifle - Spore Discharger: 132 M.D.C., 2 Attacks, 4d8 Damage, 40 ft Radius, 1.200 ft range - Omni Upgrade

Action Points: 8 / 7

Combat Bonuses On Foot / In Armor

Number of Attacks: 6 / 9
Strike: +9 / +10 (+5 in melee) (+3 ranged)
Parry: +12 / +15 (+4 in melee)
Dodge: +12 / +3 Automatic Dodge
Roll with Punch: +2 / +10
Initiative: +2 / +9
Perception: +7 / +7
Damage in HtH: +1
Critical Strike on a Natural 18-20
[Critical on a 17-20 with Mantis Blade from Opti-Upgrade]
[Critical on a 17-20 with Velocity Cannon from Opti-Upgrade]


Mantis Blade: 12D6 M.D. [15d6 with PS] for a Blade Strike; 4d4x10+10 for a Dual Strike
Energy Expulsion Vent: 2D8 +bonus M.D. equal to the P.E. attribute (2d8+28)
Organic Rockets: 5d10 M.D. to a 10 foot radius
--Rocket Payload: 15 /
Central Maw: 3d8 M.D.
Velocity Cannon: 2D8x10+40 M.D. for a short burst of 10 rounds from one cannon or 4D6x10+40 M.D. per simultaneous bursts from both cannons firing a total of 20 rounds.
--Ammo in Cannons: 120 / 100
--Ammo in Munitions Reservoir: 600 /
 
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Sherwood Sherwood . I just noticed that I rolled damage off my velocity cannon based on only one barrel firing when I was supposed to do both. Here is the correct damage roll.

220 MD
 
Toni’s heavy weapon roars, a near deafening sound in the enclosed space, but all of you have built in hearing protection that saves your ears. It doesn’t do much for the Steel Trooper that Toni targeted, though. Its armor is ripped apart by the high speed projectiles, doing critical damage to the machine, but just not quite enough to kill it.

Then the laser cluster Sidekick opens up on it. The robot tries to evade, but it is off balance enough from the Velocity Cannon that it fails and is hit. With the weakened armor, the laser Sidekick punches a hole through it, causing a small explosion as the robot is destroyed.

The Spore Launcher of Sidekick two is somewhat distracted by all the metal cars around you and it aims close to you to try and ‘protect’ you from the machine targets all around you. The good news is that the spores are ineffective against organic targets, so while you are neck deep in a cloud of spores, you feel fine. The cars around you are getting dissolved quickly by the spores.

The robots of group one see Toni as their primary target and fire a variety of lasers and rail guns at you. They will hit unless you dodge. At this point you can safely attempt to dodge and not put anyone behind you in danger of getting hit.

Psychie Psychie has a defense to declare.

Eonivar Eonivar is up with Jin

Initiative Order
21 - Toni [1]
—Laser Sidekick [1]
—Spore Sidekick [1]
20 - robots 2-5 [1]
18 - Jin <====
17 - Chaska
—Laser Sidekick
—Stick-um Sidekick
15 - robots 6-10
12 - robots 11-15
10 -Axel
—Grub Sidekick
8 - robots 16-20
7 - Bellamy
5 - robots 21-25
3 - Archos
 
I’ll give you a chance. Roll a d4-2.
 
Just the one target is hit. Maybe next time.
 
Jin's olive form blurs out of view as she reengages her stealth field and spreads out moving towards where Archos had mentioned was the entrance to the tunnels below, and crouching to get a good angle to shoot.

She lowers her Acid Seed cannon and aims at one of the steel soldiers attacking Toni, (Aiming for #2) and fires off a snapshot...

1 Attack with the Acid Seed Cannon on #2...+10 to strike

1D20+10 = 9+10 = 19

Damage 4D4 MDC to #2 if it hits = 10 MDC
(note I accidentally rolled 4D4 rather than 4D8 the first time...I then rolled 4D8)
...AND
everything in a 10 foot area around it suffers 1 MDC for 3 rounds


Host Armor Acid Seed Cannon (Right Shoulder Mounted) With Opti Upgrade

This cannon fires a hollow seed round filled with a powerful acid. The acid is devastating to metals and other inorganic material, but is relatively harmless to humans. The hollow round is more likely to shatter on impact than other seed rounds, but on a positive note, the explosive impact sprays a 10 foot (3 m) area with a fine corrosive mist.

M.D.C. of the Seed: 4D4 each.
Range: 3,800 feet (1,158 m).
Mega-Damage: 4D8 from the seed round. If the seed does not pierce the robot’s armored shell, the round shatters on impact and creates a fine mist of powerful acid. Everything within a 10 foot (3 m) area suffers 1D8 damage per melee round for 1D4 melees. The acidic mist only inflicts 1D4 S.D.C. to organic tissue.
Opti-Upgrade: Critical Strike on a 20, 19, 18, 17

If the attacker rolls a Natural 20 (or 24 or higher with strike bonuses, or only 17 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punches straight through the external armor and releases its acidic payload directly into the internal circuitry of the robot. This inflicts an additional 5D8 damage every melee round for 1D4+1 melees. The melted circuits and components will impair the robot’s motor functions until the damaged systems can be repaired or rerouted. The robot loses one attack per melee and is -2 to strike, parry, and dodge for 1D4 melee rounds.

Sniper Note: Characters that possess the Sniper skill are more likely to successfully puncture a robot’s armor with a seed round. If the character rolls a Natural 18, 19, or 20 (or 21 or higher with strike bonuses), or only 16 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punctures the target’s outer shell and begins damaging the robot’s internal cavity.

Note: The seed round will not open if fired into an organic target. Duration: The acid burns for 1D4+1 melee rounds.
Rate of Fire: Each shot counts as one attack per melee.
 
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Psychie Psychie three of the four robotic soldiers hit you with their hand held rifles. These are energy attacks, doing a total of 55 MDC to you before any damage reduction is applied. Also, don’t forget to keep track of your ammo.

Jin fires her rifle at the robot, hitting it and doing light damage to the robot, but now the acid is starting to burn into the robot.

Purr Purr it’s your turn

Initiative Order
21 - Toni [1]
—Laser Sidekick [1]
—Spore Sidekick [1]
20 - robots 2 [1] light damage
20 - robots 3-5 [1]
18 - Jin [1]
17 - Chaska <====
—Laser Sidekick <====
—Stick-um Sidekick <====
15 - robots 6-10
12 - robots 11-15
10 -Axel
—Grub Sidekick
8 - robots 16-20
7 - Bellamy
5 - robots 21-25
3 - Archos
 
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"Boom Boom Satellites Back on my Feet (live)"

Throughout the sudden chaos, Chaska maintains his calm as is befitting a warrior of his lineage. "Lose focus, lose battle," The Last Warrior thinks to himself as he studies the platoon of Steel Troopers and tries to come up with some sensible plan of action. The first group is firing on Toni - and why not? She is the most-dangerous of targets. The Steel Troopers' strategy is sound - separate and blast away with their ranged weaponry. This is the kind of tactic that can wear down and eventually kill all of Cerberus, or at least some while the rest are forced to flee or stay and die. Chaska respects this kind of strategy - The Machine is ever the worthy opponent.

"Apollo Zanbato!" he announces his combat style to his enemies as is befitting the last of the warriors of House Apollo. The WyldKat's Organic Thrusters light up at full blast and cause the ebony cat-like Host Armor to soar with terrific speed straight at the second group (6-10). "Cerberus," Chaska states coolly over the Bio-comms, "Chaska take second group. Less guns on Toni."

When he is in range, Chaska unleashes his Bio-energy Blades to their fullest length, 5 feet each, giving him far more range in his Host Armor than he might have with physical swords. Here, he viciously swings with both blades down on any rail gun-wielder that he sees. Barring the lack of those, he goes after rifle-bearers.

He directs both of his Sidekicks to fire on Toni's targets.

All this dangerous while, he is relying on Woodstock above to keep him aware of any more sudden surprises.

Using Paired Weapons, both swords against a single target in Group 2, Steel Troopers 6-10.
His sword modifier is at its highest - currently +19 to hit.
His damage is 3d12+35 x 2 if his strike is successful.
 
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Chaska’s deadly beam sabers lash out and catch robot #6 and cut deep into it, but the armored hull of the robot is still holding strong. You do happen to have its attention, though.

Your two Sidekicks jump up and lay down fire at robot two, both hitting and causing some more damage to it and gumming it up a bit.

Robot six tries to grab Chaska but you are able to easily evade its clumsy grip.

Robots seven through ten target Chaska with wild spray fire, shooting blindly in an attempt to hit you. What is your dodge roll? Purr Purr

Robots eleven through fifteen target Toni with heavy projectile weapons, and they will hit unless you dodge. Psychie Psychie

Axel sees the level of fire being directed at Toni and he cuts his stealth field for a moment to make a second target for the Machine to fire on. As he jinks to the side, he launches five bio rockets at robot two and manages to blow it up.

The next bunch of robots aim at Axel, but the nimble man is able to dodge all but one hit that scores light damage to the man.

celestialbody celestialbody you are up next! You have several options as to how you can attack. You have your Thud rifle you can fire, charge forward and engage in melee combat with your Mantis Blades, or you can order some of your bug swarm to attack. Many of your bugs can attack an area and continue to do damage over time. Experiment and see what works best, and don’t hesitate to ask any of us for advice as to what you can do.

Initiative Order
21 - Toni [1]
—Laser Sidekick [1]
—Spore Sidekick [1]
20 - robots 3-5 [1]
18 - Jin [1]
17 - Chaska [1]
—Laser Sidekick [1]
—Stick-um Sidekick [1]
15 - robot 6 [1] light damage
15 - robots 7-10 [1]
12 - robots 11-15 [1]
10 - Axel [1]
—Grub Sidekick [1]
8 - robots 16-20 [1]
7 - Bellamy <====
5 - robots 21-25
3 - Archos
 
Toni grimaces as she tries to twist out of the way, knowing she’s probably going to get hit and is hoping that her heavy armor will do its job and keep her alive long enough to heal from this.

And with a 1 I get slammed by them all.
MDC by Location:
Arms (2): 197 M.D.C.
Hands (2): 107 M.D.C.
Legs (2): 202 M.D.C.
Feet (2): 147 M.D.C.
Head: 137 M.D.C.
Main Body: 630 M.D.C. // 605
Elbow Bone Blades: 115 M.D.C.
Harbinger Cannon: 187 M.D.C.
Munitions Reservoir: 487 M.D.C.
Sentinel Eels: 217 M.D.C. each
Sentinel Shell: 307 M.D.C.

Sidekick Rifle - Super Light Cell Cluster: 132 M.D.C., 2 Attacks, 8d10 Damage, 1,000 ft range - Mega Upgrade
Sidekick Rifle - Spore Discharger: 132 M.D.C., 2 Attacks, 4d8 Damage, 40 ft Radius, 1.200 ft range - Omni Upgrade

Action Points: 8 / 7

Combat Bonuses On Foot / In Armor

Number of Attacks: 6 / 9
Strike: +9 / +10 (+5 in melee) (+3 ranged)
Parry: +12 / +15 (+4 in melee)
Dodge: +12 / +3 Automatic Dodge
Roll with Punch: +2 / +10
Initiative: +2 / +9
Perception: +7 / +7
Damage in HtH: +1
Critical Strike on a Natural 18-20
[Critical on a 17-20 with Mantis Blade from Opti-Upgrade]
[Critical on a 17-20 with Velocity Cannon from Opti-Upgrade]


Mantis Blade: 12D6 M.D. [15d6 with PS] for a Blade Strike; 4d4x10+10 for a Dual Strike
Energy Expulsion Vent: 2D8 +bonus M.D. equal to the P.E. attribute (2d8+28)
Organic Rockets: 5d10 M.D. to a 10 foot radius
--Rocket Payload: 15 /
Central Maw: 3d8 M.D.
Velocity Cannon: 2D8x10+40 M.D. for a short burst of 10 rounds from one cannon or 4D6x10+40 M.D. per simultaneous bursts from both cannons firing a total of 20 rounds.
--Ammo in Cannons: 120 / 100
--Ammo in Munitions Reservoir: 600 /
 

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