SCRPG - Agents of ASIST, Issue 3

Thwarted a theft at the docks, and captured a (dead?!) villain, Unmute.

At the abandoned airstrip, south of the city … and bad guys are lying in wait for us, moving out to fire as Jalpari takes off into the air! (Tense scene tracker!)

THE BATTLE

ROUND 1

Joe - Yells, jumps into the north trench, takes out a Soldier.
Jal - Boost to Rivet
Rvt - Flurry of Blades - Southern Bank, takes out a Soldier.
Soldiers - One left on south. Boosts the Sergeant by him.
Sergeants - South, hits Rivet, Rivet attacks the other Soldier. North, suppressive fire on Joe, hinder -1.
Environment - to yellow!
Ironsides - Heads to the center / Airstrip, Singular Strength while on his own.

ROUND 2

Sergeants - North shoots Joe, South shoots Rivet.
Joe - Shakes off the condition. Seriously punches the Sergeant (who is a Lieuteant?)
Rivet - Up in the Sergeant’s face, cause his gun to be jammed. Hinder.
Ironsides - Up in Jalpari’s face. Attack for 6.
Environment - Yellow
Jalpari - Attack, and knock him over to Joe. Warp Space. Smack him into the North trench.

ROUND 3

Joe - Smack the Sergeant … he deals with it just fine.
Jalpari - Dampens all the bad guys.
Rivet - Attack the Sergeant … total -3 hinders … Sergeant still shrugs it off, but rifle still jammed.
Sergeants - South, attacks Rivet, 1. Deflects to the north Sergeant, who drops to a d6. North boosts Ironsides +2.
Environment - Yellow
Ironsides - In Your Face on Joe. 8, down to a 6.

ROUND 4

Sergeants - Attack Joe - It Tickles! South: tries to clear his rifle, boosting self +2!
Rivet - Attacks Sergeant …
Joe - Seriously punch Sergeant … knocking to D4.
Jalpari - Center Self. +3
Ironsides - Full Auto! Attacking multiple targets + Hinder. 5 dmg, and -3 Hinder.
Environment - Red!!

ROUND 5

  • Rivet - Really Infinite Knives. Bloodlust on the mid-die. Attack Sergeant with 8.
  • Jalpari - Considered Planning - Boost, Defend, … great roll, -3 on mid-die. Big defend, floating -4, and another +3 boost to … Joe!
  • Joe - Big punch for much damage on Ironsides.
  • Ironsides - Moves away from Joe to the Airstrip, boosting himself with a tactical retreat.
  • Sergeants - North attacks Joe, no damage, retaliate, no damage. South: gets a good roll on Rivet. Rivet redirects to the northern Sergeant, who is taken down.
  • Environment - Red

ROUND 6

  • Rivet - Blades against the Sergeant, who gets knocked down. Maneuvers to the airstrip. Steel Harvest Boost +1.
  • Joe - Jump, rage +1
  • Ironsides - Damage all 6. Jalpari defends off. Joe takes damaghe but punches back 13. Rivet reduces damage, redirects to Sergeant. Reaction, another attack against another target, Rivet. Rivet redirects the 10 to the south Sergeant, who topples over (finally!)
  • Environment - red
  • Jalpari - Water fling! Toss him south.

ROUND 7

  • Rivet - Whirlwhind of blades. Bloodlust for +4. Suppressive fire. 7 - 1. Hinder with shards of metal -2.
  • Joe - Jump and punch – 12! TAKES HIM OUT.

Joe howls with joy (but does NOT pound his chest).

Helmet shattered

We have turned the ambush into a victory.

AFTER THE BATTLE

Jalpari investigates.
Rivet interrogates.
Joe carries all the unconscious thugs to the airstrip.

Jalpari … Principle of Mastery … 9! Complete Success.
Electromagnetics from shack … being used as a staging area for the ambush. Plans laid out, map of the area.

Rivet … interrogating … guy has cybernetics made of metal! Threatens …
Were supposed to ambush, and take to the labs – any useful traits to extract.
Where? Downtown, in the sewers. Doctor at the lab. After pressure, describes someone.
And, threatens to not be bugged by him again.

Jalpari … discover a couple of intersting things. Phone calls from City Central Hotel. The eldritch horror hotel place. “Take the girl and hand her to the doctor.” Fractal?!

Check out the lab and rescue the girl?
Check out the hotel?

Yeah, everyone is fine with that … even Rivet, with encouragement as to what “heroes” and “human beings” would do.

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As a reminder (for myself if no one else), this victory over Ironsides’ mercenary team has also put the sting of Gogo’s words out of Joe’s mind, which means his Strength die is no longer reduced (I’ve already made this change in Roll20). Joe is back to being a mighty powerhouse with a d10 Strength.

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I had, in fact, forgotten, so a reminder for me, too! Happy Joe!
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