The Dud, the Cad, and the Cuddly.
The Dud: Haile Malach, corsair made good.
Haile is a bit of a klutz. He was taken by pirates as a young scavenger, and has slowly moved up the ranks. He never washes and rarely shaves, is rather rotund, and his apparel is filthy. He first heard of the Queninal from a captive taken from a survey ship. After half his crew were eliminated by Agent Otomo, the rest refused to follow. He booked passage on a commercial liner to the planet Sundew, hoping to beat Otomo there. Little did he know he was under surveillance.
Haile Malach, Pirate (R3), ex-Scavenger, age 34
98A765
Gun Combat/Slug Rifle 3, Melee/Brawling 2, Gunnery 2, Pilot/DSV 2,
Vac Suit 1.
0-Level Skills:
Athletics, Recon, Streetwise, Stealth, Survival, Carouse, Gambling, Deception.
Kit:
DB Shotgun x3, S, Mag 2, Rec 2, 50 shells SR+3, MR+2
Cloth Armour 5
Low-Lite Goggles
The Cad: Tomas Van Terror, villainous scoundrel.
Van Terror is a brute. During his time in SolSec he got a reputation for ruthlessness and excessive mortality. Eventually even SolSec could not tolerate his excesses and he went freelance in the criminal underworld. Quite an effete figure, he stands tall and whip-thin, wearing a dark duster and wide-brimmed hat, and sports an eccentric handlebar moustache. He got wind of the Queninal while playing cards with one of Haile's ex-crewmates. A swift bout of torture later and Van Terror was boarding the same liner as Haile was, along with his pride and joy, a Firk-Nekkelston grav-bike.
Tomas Van Terror, Enforcer (R2), ex-SolSec Commando (Major), age 38
4AAB97
Gun Combat/Energy Pistol 3, Tactics 3, Gambling 2, Melee/Blade 2,
Recon 2, Gun Combat/Slug Rifle 2, Recon 2, Stealth 1, Zero-G 1, Streetwise 1,
Persuade 1, Athletics 1, Computer 1, Leader 1.
0-Level Skills:
Battle Dress, Heavy Weapons, Flyer/Grav.
Kit:
Laser Pistol x2, S/M, Mag 100 S/MR+4
Stiletto x2+1
(Diplo) Cloth Armour 5
2 Frag Grenades
The Cuddly: Felicity Otomo, top agent.
Otomo is a skilled agent for SolSec, combining military skills with a flare for investigation, which has already netted her a big scalp (a corrupt Party Commissioner). She is small but amply formed, and has a professional demeanour. Her current assignment has been a tough one. Tasked to locate an supposedly Ancient relic, the Queninal, she has already spent a year on the job. Her partner was killed by pirates (on which she was suitably revenged), but she has tracked down the planet this mythical object, and jumped there in her small scoutship.
Felicity Otomo, SolSec Agent (R3), ex-Navy Lt, age 30.
8C8BB9
Gun Combat/Slug Pistol 3, Stealth 2, Pilot/DSV 2, Astrogation 2,
Mechanic 1, Recon 1, Melee/Blade 1, Leadership 1, Investigate 1,
Deception 1, Computer 1.
0-Level Skills:
Vac Suit, Zero-g, Gunnery, Athletics, Carouse, Medic
Kit:
Gauss Pistol x1+4, Auto-3, S, Mag 40, Rec 1 (Spare Mag) SR+5, MR+4
Blade x1+2
(Diplo) Cloth Armour 5
Headset Lamp + Night Vision
Medkit and Tools.
Felicity has located the Ancient site where the Queninal is to be found, and sets her ship down in a nearby clearing. After half a day of exploration through the vine-choked ruins, seems to have found the chamber where it lies. She uses her multi-tool to prize of the casing of the Ancient console, and putting on her headset for light in the dim room, sets to work on prizing loose that promising looking crystal.
Meanwhile, Haile too has located the Ancient site in a stolen air/raft, not long after Felicity's arrival. blundering around the shadowed rubble, he spots Felicity's route. He makes his way to the door of the chamber, and notices Felicity working on the console. He silently checks his double-barrelled shotgun is loaded, and starts to stalk the so far unaware agent.
Van Terror has no trouble at all following the clumsy pirate. Luckily the corsair's route does not take them both over the mysterious anti-gravitic anomaly that pervades over part of Sundew's surface, so Van Terror can take his bike. The pirate does not notice the small speck in the sky behind him. On landing Van Terror notices the agent's vessel in a clearing 200 metres from the ruins, and wonders if there's anyone worth hiring back at the starport to fly that ship of this godfersaken planet, once all the fun is over. Van Terror catches up with Haile in short order, and follows but 20 paces behind as he makes his way to the final confrontation. As Haile begins to creep towards Felicity, Van Terror take sup a position in the doorway. Brushing his hand along the wall, his fingers feel some kind of switch protruding from the granite surface.
For the purposes of this enactment, I am using uncapped Effect and current playtest weapon stats. For none damage effects I will use a modified success and fail scale. S(<4 Bad, 5-8 Medium, 9> Good) / F(<0 Bad, 1-4 Medium, 5> Good). Some of the damage effects will reflect my prospective house-rule approach (Hits that take End to 0 can have a Knockdown, and having 2 Stats at 0 becomes Incapacitated, rather than Unconscious. Max End vs 8+ damage to last attribute). When firing automatic a coloured die is used for Timing.
For choosing T/E: Haile rolls a red die and a green die, red is Effect and green is Timing. Van Terror will always choose Effect as highest. Felicity will decide once the dice are rolled.
(The following is 'scripted' to set up the combat)
Haile makes his way across the room, keeping his beady eyes on Felicity through his goggles, one step at a time. He can hear her muttering under her breath.
[Haile: Stealth + Dex, +0 total. Roll (1/3)3 - oops!] - vs - [Felicity: Recon + Int, +2 total. roll (5/4)11]
Haile steps on some debris that makes a loud crunching noise, just as Felicity pries free the object. She drops the multi-tool and pulls her Nisseau & Spechre compact gauss pistol from her belt and spins to face the doofus.
All roll Initiative.
[Felicity: 2+2 = 4]
[Van Terror: 6+1 = 7 = 6]
[Haile: 6+0 = 6]
Round 1: Haile is in Short range to both Felicity and Van Terror, VT and F are at medium.
F4 VT6 H6
Basic moves (in reverse order of Dex):
Haile lines up on Felicity (-2 ticks)
Van Terror flicks the switch - it's a light switch!
Felicity moves 1 sq NE
F4 VT4 H6
Initiative phase: +2 ticks
F6 VT6 H6
Declare Combat Action:
Haile fires at Felicity.
Van Terror fires at Haile.
Felicity vaults the console to get into cover.
[Felicity: Athletics +1, + Dex +2, Difficult -2 = +1. Roll: 5/4 (10 / S6)] success
[Van Terror (Range S): Laser P+ 3, Dex +1, Range +0, Sudden Light -1 = +2. Roll: 3/1 (7 / F5)] near miss
Ref rules because Felicity successfully vaulted the console she gets -3 cover.
[Haile (Range S): Shotgun +3, Sudden Light -3, Cover -2 = -2. Roll: 2/6 (6 / F0)] miss
Suddenly, the lights come on! Felicity instinctively closes her eyes and vaults to the other side of the console, putting it between her and Haile, and whatever the new threat is shooting from the doorway. An instant later Haile, blinded by his low-light goggles, blasts away at thin air. He does not notice as a laser beam burns through his tunic. Van Terror curses his bad shooting, and prepares his next attack.
Round 2: Range does not change
F4 VT3 (Tactics!) H5
Basic moves
Haile pulls off his goggles (-1 ticks).
Van Terror moves back into cover, and grabs a grenade from a bandolier (-1 tick).
Felicity sneaks a look at the doorway.
Initiative phase: +2 ticks
F6 VT3 H6
Combat Action:
Haile fires at Felicity.
Van Terror sets his grenade.
Felicity pops a burst at the figure in the doorway.
For both Felicity and Van Terror, they have 3/4 cover. Haile is still reeling from the blinding light, and is at -2.
[Felicity: reaction to Haile's shot, ducks into cover, -1 tick]
[Van Terror: no action]
[Haile: shotgun 3, Light -2, Cover -4 = -3. Roll: 1/1 (-1/ F-2)] fumble
Felicity sees Haile lining up another blast and aborts her shot at the doorway. She needn't have worried, as Haile is in too much of a hurry and isn't braced by his shot; it goes wild, an the recoil knocks him backwards. His foot catches in a root and he tumbles to the ground, rolling half into a recess. Van Terror twirls his moustache and chuckles evilly to himself...
Round 3: Range does not change.
F5 VT5 H1
Basic moves
Haile rolls disorientated on the ground. Ref rules cannot do anything until his Timing reaches 6.
Van Terror moves to the doorway, grenade in hand, ranging his throw for 1 tick.
Felicity lines up on the doorway, and aims for 1 tick.
Initiative phase: +2 ticks
F6 VT6 H3
Combat Action:
Haile gathers his wits.
Van terror lobs the grenade at Haile.
Felicity fires a burst at Van Terror.
[Felicity: Gauss P +3, Dex +2, Range -1, Cover -2 = +3. Roll: 2/4 (9/ S5)] hit on VT
[Van Terror: Athletics +1, Dex +1, Range -2 = +0. Roll: 6/3 (9/ S6)] grenade explodes 1 m away from Haile.
[Haile: howls in rage, uses 2 ticks to avoid damage]
Hit on VT: 5x1+4+4 = 13. -5 Armour. VT takes 8 on his End. He is down to 2
Grenade on Haile. 17 pts of damage! -2 for 'dodge', -5 for Armour = 10 pts of End. Haile is wounded.
VT End 2.
H End 0.
As Van Terror rolls the grenade towards Haile, Felicity catches him with a burst. He curses and staggers back into the shadows. Then the grenade explodes just a metre from Haile. Rubble and vines are blasted all over, and there is a deafening boom. Dust and debris settle on Haile's inert body.
Round 4: Range does not change.
F3 VT3 H1
Basic moves
Haile lies still, his ears ringing and blood in his eyes.
Van Terror hugs the wall next to the door.
Felicity remains lined up on the door.
Initiative phase: +2 ticks
F5 VT5 H3
Combat Action:
No one acts.
Haile wants to play dead. As this is a passive action the Ref rules that this is a special case and he can roll a Deception vs Recon and Int on the other two. They will also be distracted by focusing on each other, and the expectation he is badly hurt. This will cost no ticks nor does T/E come in to play.
[Haile: Deception +0 = +0. Roll: 9]
[Van Terror: Recon +2, Int +2 = +4. Roll: 3+4 = 7]
[Felicity: Recon -3, Int +1 = -2. Roll: 7-2 = 5]
Haile is successful. Both Felicity and Van Terror think he is out of the fight, at least. They are behind cover, sneaking glances at each other's position waiting for a clean shot.
Round 5: Range does not change.
F5 VT5 H3
[/b]Basic moves[/b]
Haile lies still, trying to remember which pocket his shotgun shells are in.
Van Terror readies his last grenade.
Felicity glances around for other exits, spotting none. She remains aiming towards the door (1 tick).
Initiative phase: +2 ticks
F6 VT6 H5
Combat Action:
Haile lies still. His shells are in his left pocket. His eyes have recovered from the blinding, though he still can't hear anything.
Van terror lobs the grenade at Felicity.
Felicity is aiming at the doorway. seeing the grenade, she opts to duck into full cover (-2 ticks).
[Van Terror: Athletics +1, Dex +1, Range -2 Cover -4= -4 . Roll: 3/2 (1/ F-1)] miss.
The Ref rules that the grenade bounces back 6 metres (how much the roll failed by, bad fail x2 and backwards) after hitting the console.
The grenade explodes in the middle of the room, far from both Felicity and Haile, and showers more debris and smoke everywhere.
Round 6: range does not change.
F4 VT3 H5
Basic moves
Haile wants to surreptitiously reload his shotgun. The ref rules he has to spend 4 ticks to load one shell and make a Stealth check in the action phase.
Van Terror stays in cover.
Felicity wonders how many grenades this cad has got left.
Initiative phase: +2 ticks
F6 VT5 H1
[Haile: Stealth +1 = +1. Roll: 5/2 (8 /S6)] success, though timing is still 1.
A lull in the battle as the dust settles. Van Terror sticks to the wall like glue. Felicity keeps her aim on the doorway. This fellow is a tricky customer. Haile slowly and painfully cracks the shotgun and manages to load one shell, hopefully without no one hearing (he's more or less deaf now so he can't tell if he makes a noise).
Round 7: range does not change.
F6 VT5 H1
Basic moves
Haile sneaks out another shell from his pocket, wincing at the pain.
Van Terror moves to take a quick glance.
Felicity is aiming (2 ticks)
Initiative phase: +2 ticks
F6 VT6 H3
Combat Action:
Haile lies there, waiting for the fatal shot.
Van Terror sneaks a glance.
Felicity fires a burst as soon as she sees movement.
[Van Terror: Recon +2, Int +1 = +3. Roll: 6/5 (15 / S9)] he spots something useful.
[Felicity: Gauss P +3, Dex +2, Range -1, Cover -4 = +0. Roll: 2/5 (7 /F2)] miss.
As Van Terror briefly exposes his face to look into the room, Felicity cracks off a shot. The burst goes wide however, and Van Terror grins in excitement at what he has seen, and twirls his moustache psychotically. Above Felicity's position is a wrecked piece of Ancient equipment, caught in the vines above her head. The last explosion has damaged some of the vine cover on the roof, and now this large cylinder is held by just a single vine..!
AMMO UPDATE: F34, VT99, H1
Round 8: range does not change.
F5 VT5 H3
Basic moves
Haile lies there.
Van Terror aims for 1 tick at the vine holding up the debris.
Felicity aims for 1 tick on the space where Van Terror's face might be.
Initiative phase: +2 ticks
F6 VT6 H5
Combat Action:
Van Terror fires at the vine with his laser.
Felicity fires at Van Terror.
[Felicity: Gauss P +3, Dex +2, Range -1, Cover -2 = +2. Roll: 1/2 (5 / F3)] miss, darnit!
[Van Terror: Laser P +3, Dex +1, Target Size -2 = +2. Roll: 6/1 (9 / S8)] nice hit, sir!
Felicity squirts of another burst of needles as Van Terror lines up his shot. "What's he aiming at?", she thinks as once again her flechettes whip past this elusive figure. His ruby red laser beam slices through the vines above, and too late Felicity realises what has happened. The Ancient piece of equipment drops down on top of her.
Ref rules she takes 3D damage, and that she will be stuck underneath it. 4 + 1 + 1 = 6. Her armour only gives her half protection, so she loses 4 from Endurance. the cylinder glances off the console, breaking the fall somewhat, but still, it is lying across her legs, trapping her for now.
--------
There's a definite lull now. The Ref ends combat for the time being as everyone takes stock. Everyone is injured to some degree. right now, Van Terror seems to have the advantage.
Felicity - End 4
Van Terror - End 2
Haile - End 0
The Ref rules there's no need for Timing for the next action. If combat recommences, everyone will roll initiative again.
Felicity is going to try to get free from the debris.
Van Terror is going to walk cautiously up to Felicity's position, quickly checking on Haile as he goes past.
Haile is going to play dead again.
[Felicity: Athletics +0, Str +0, Hard -4 = -4. Roll: 6-4=2)] Felicity struggles in vain.
[Haile: Deception +0. Roll: 12] good playing dead!
[Van Terror: Recon +2, Int +1 = +3. Roll: 8+3=11] good, but not good enough.
Van Terror chuckles to himself as he slowly walks over to the console, admiring the damage he has caused to the chamber. A quick glance at the pirate shows him to be motionless and covered in blood. "He can wait," he thought, listening to the grunts of effort coming from Felicity. She tries to lift the console form her legs, but she hasn't the leverage. Too late she remembers he gun at her side when Van Terror creeps around the corner. She glares at him.
"Well hello little missy. Looks like we gonna have a lot of fun". Keeping her covered with his laser pistol, Van Terror twirls his moustache and then reaches for his thin stiletto.
Meanwhile, Haile has reloaded his shotgun. He rolls onto his back, and cracks the barrel shut, taking aim for Van Terror's back.
Everyone rolls initiative:
F 5+2 = 7
VT 4+1 = 5
H 4+0 = 4
Round 9: Felicity is at Close with Van Terror. Haile is at Medium for both of them.
F 6 VT5 H4
Basic moves
Haile takes aim for Van Terror.
Van Terror spins around in alarm (1 tick).
Felicity grabs for her gun (2 ticks).
Initiative phase: +2 ticks
F6 VT6 H6
Combat Action:
Haile lets rip with both barrels.
Van Terror fires at Haile.
Felicity fires Full Auto at Van Terror.
[Felicity: Gauss P +3, Dex +2, Pinned -1, Close -1 = +3. Roll: T5/E2/E3. (10 / S5 + 11 / S6)] wow, 2 nasty hits on the nasty man.
[Van Terror: Laser P +3, Dex +1 = +4. Roll: 6/2 (12 /S10)] a hit, ouch!
[Haile: Shotgun +3, Range -2 = +1. Roll: 3/6 (10 / S4)] way to go, big boy!
Damage:
From Felicity, Van Terror takes 10-5 +10-5 points of damage, for a total of 10. He loses all his End and 2 from his Dex.
From Haile, Van Terror takes 4x3-5 + 4x3-5 (both barrels!) for 12 points of damage. He loses the rest of his Dex and all his Str. Sayonara Mr. Tomas Van Terror.
Haile takes 10x2 -5 from Van Terror's laser, for 15. As his End was already at 0, he picks to lose all his Str, and 6 of his Dex, leaving him with 2 Dex. He is incapacitated. As there's no way he can beat an Endurance test of 8+15, he's unconscious.
There's a hail of gunfire, the rapidfire thock-thock-thock-thock of a gauss pistol on full auto, the faint warble of a laser, and the double boom of a shotgun. Van Terror is peppered with flechettes from behind and blasted by pellets from the front. Felicity is sprayed with arterial blood as Van Terror's torso disintergrates under the onslaught. Haile looks down at the smoking hole in his armour in the middle of his chest. "Oh", he manages to say as everything goes dark.
Felicity lies there in a pool of blood and guts, her legs going numb...
AFTERMATH
It takes Felicity Otomo almost half an hour to wriggle free of the debris. She is scratched and bruised and is carrying a limp, but otherwise alive. The same cannot be said for the other two. Van Terror lies in two main pieces, a look of comical surprise on his stiffened features. She wipes the blood from the Queninal on his coat, and checks her pistol. Twenty four rounds remaining. She replaces the mag with her spare, not wanting to come up short if anything else unexpected happens.
She hobbles over to the other body. She recognises him as one of the pirates that killed Stark. She's about to deliver the coup de grace when his eyes flicker open, crossing to look at the narrow muzzle fifty centimetres from them. Felicity considers for a moment, then sheathes her pistol. Instead, she pulls out her medkit, and drops it near his hand.
"Thanks for the help," she says as she walks off...