[GAME] CthulhuTech: The Eldritch Society -- Episode 1

The initial fear Stealth felt had all but been replaced with utter fury as the Tager struggled to shake Namarok off. Beyond the simple fact it was a dhoanoid something about the creature's mindless savage nature infuriated stealth to no end.

[HIDE]Rolling strength feat
Rolling strength + base strength
10 - 9 - 8 + 7
Striaght: (10 + 9 + 8) + 7
Rolled: 34
[/HIDE]
 
"Keep up, I'm quick!"

And then he felt it. The little prickling at the back of his mind began to sting him harder and harder. It seemed to laugh and lavish in the fact that Ghost was running away, it wanted it, craved it. He was sure that each other of his comrades and the numerous Tagers worldwide felt the same rush of adrenaline coming from not only their bodies, but their symbionts as well; did they all want different things?

He shook the thoughts from his head and stifled a grunt, escaping and helping his friends was the only thing on his mind now. He leapt forward and ran through the door, the route and his sneaking skills an ever present thought in his mind.

[HIDE]Rolling Stealth
Base Agility + Fast (2)
11 + (9, 4)
11 + 9
20[/HIDE]
 
Lancer felt something in the back of her mind as well as she pulled away from the fight, but it wasn't nearly as pleasant as what Ghost was feeling. It felt like she was being torn in two, her mind rebelling against her body. She wanted nothing more than to keep fighting, to slaughter those who stood against her and bathe in her blood. The thought filled her with lustful desire and abhorrent revulsion at the same time. Still, she knew that the mission had to come first, so she peeled herself away from the carnage that was to ensue and followed after Ghost.

Lancer didn't have quite the sneaking forte that Ghost did, by design (if it could be called that) if nothing else, but she made due with what her new form could manage. It was, all things considered, surprisingly graceful. She had expected some awkwardness adapting to her new form, but it had come quire easily. In fact, she felt a sense of freedom she never had before, even at the best and wildest of parties. Rather than dwell on this fact, however, Lancer just surrendered herself to it, allowing it to guide her.

[HIDE]Rolling Athletics
Rolling Base (Agility) + Athletics
Roll 10 + 2d10
10 + (5, 5)
10 + (5 +5)
10 + 10 = 20[/HIDE]
 
Namarok rolls a Strength Feat Contest (29).

Stealth is now free of disentanglement and no longer suffers the associated Test Penalties.

Escaping from entanglement costs 1 Action. Stealth still has 2 Actions this turn and may now attack the Namarok or flee combat to go with Ghost and Lancer, depending on his preference. In the case of the former, he rolls for a combat move as normal, whereas in case of the latter he must roll his Athletics Skill, with a +2 for his Fast Asset if he wishes, using his Agility Attribute as a base.

After a brief struggle, Stealth was able to bring his knee up into what he presumed to be the Namarok’s sensitive area, and as the beast pulled its teeth out of his armour to gasp in pained surprise, he shoved it backwards. The monster staggered and hunched low, one big forepaw supporting its weight on the tiled floor, the other instinctively covering its poor groin.

XXXXX​

Ghost’s Hard Test: FAILED.

Lancer’s Hard Test: FAILED.

The two escaping Tagers made their way down the same path as Daredevil and Rotor before them. Daredevil saw them reach the boat together and leap across the small expanse of water, only for Lancer to trip over the rim and land with a loud thud on her knees. Ghost spotted his colleague’s mishap and flailed his arms as if it would change his course mid-air, but rolled right over her and landed flat on his back. Rotor slapped a palm over her face and looked at Daredevil in exasperation. She then gestured quickly for the pair to climb up onto the roof with them, but already they could hear quicker footsteps of the crewmen coming to investigate the noises.

“I know I heard something that time!”

“Someone’s taking the mickey here, wait until I get my hands on them!”
 
"Crap, crap, crap, crap," Ghost thought through Tagerpathy. He bounced back to his feet and hid in the nearest shadow that he could find, his mind already racing with ideas on how to deal with this situation. "If any combination of the two of us deal with them at the same time, this won't be too bad."
 
Lancer cursed to herself as she hit the deck in the entirely wrong way. She had been so wrapped up in her new-found sense of freedom that she hadn't quite been paying attention to where her feet were going. Even with the quickly growing comfort in her new body, she still had a lot to get used to. Lancer saw Ghost's equally embarrassing landing and subsequent recovery and Rotor's gesturing towards the roof, but was quickly distracted by the sounds of the crew. The desire to fight was growing within her once again, and she was finding it harder to resist this time. She knew that either hiding like Ghost did or joining Rotor and Daredevil were the best options. Of the two, hiding was probably the better one- it had far less potential to cause even more noise than she already had- but her instincts pushed her to violence...

[HIDE]I'm going to have a little fun with this. Instead of making the decision myself, I'm gonna roll a Tenacity Test (difficulty at GM's discretion) to decide what to do. If I pass, then Lancer overcomes her bloodlust and hides the best a hulking murderbeast can. If I fail...well, someone won't live to see retirement. Here we go!

Rolling Base (Tenacity) + 1d10
10 + 6 = 16[/HIDE]
 
Raising to his feet Stealth took advantage of Namarok’s agony and fired point blank at the dhoanoid again and again. He resolved to stay until at least one of the dhoanoids had been defeated, in the heat of the moment Varna wanted the creatures to suffer while his Symbiont ever calm refused to risk losing two valuable allies.

[HIDE]Attacking Namarok short range
Rolling marksman + needle pod + 2 bonus
Roll 2d10 + 1 + 2
10 - 2 + 1 + 2
10 + 1 + 2
Total: 13

Attacking Namarok short range (second action)
Rolling marksman + needle pod + 2 bonus
Roll 2d10 + 1 + 2
1 - 9 + 1 + 2
9 + 1 + 2
Total: 12 [/HIDE]
 
The bloodlust of Grey's Symbiont grew with a fury at the Derebith. It would Feast on this Dhoanoid... of that it was certain. Grey mentally cursed at this. He was getting tunnel vision by a beast from beyond mortal realms. "Tch! Don't really care if I have to Feast on you're boiled remains you stupid slime thing!"

[HIDE]Attacking Derebith
Fighting + Tager Specialization + 2 Exsanguinating Touch Bonus + Strength
Roll 7d10
(( 10 + 4 + 5 + 9 + 7 + 6 + 8 ))
(4 + 5 + 6 + 7 + 8 + 9 + 10 = 49)
Total: 49[/HIDE]
 
Lancer’s Average Tenacity Feat Test: SUCCESS.

The rational part of Lancer’s mind – the part that was still human – overwhelmed the bestial, alien essence that spurred her to slaughter, and she followed Ghost to the safest place they could find, which was behind the opposite side of the cabin to where the two crewmen presently emerged. With some help from Rotor and Daredevil, they were able to scramble safely onto the roof.

“I know someone’s out here,” said one of the crewmen, the one named Joe. “I’m getting the guns. Keep an eye out for a mo’, Keith.” He went back inside.

Over the edge of the roof, the Lorekeeper and Tagers could see Keith walking around the deck, glancing over the sides of the little towboat into the dark water, and muttering to himself about weird, swimming things that gave him the chills. He was a rather unassuming man in his early 30s, wearing a raincoat with a hood, rubber boots, and a woollen hat. He had a beard of stubble and, in his own way, was ruggedly handsome.

Rotor looked nervous when he mentioned the undersea abominations.

XXXXX​

Combat: Stealth vs. Namarok
Namarok rolls Dodge (CRITICAL FAILURE) to avoid Stealth’s first attack. It rolls 3 dice for damage (20). Namarok sustains 9 points of Flesh Wounds, then 11 points of Light Wounds, and suffers a -1 Test Penalty to all Actions.

Namarok rolls Dodge (9) to avoid Stealth’s second attack. It rolls 1 die for damage (7). Namarok sustains 5 points of Flesh Wounds, then 2 points of Moderate Wounds, and suffers a -3 Test Penalty to all Actions.

Namarok rolls a Hard Tenacity Feat Test to resist the paralytic poison (18).

Namarok’s Hard Feat Test: FAILED. Namarok is now paralysed.

The needles stuck in the Namarok’s skin and between the cracks in its armour, and black blood oozed out in thin rivers, staining the already shattered tiles and further corroding what remained of them. The beast vomited up a gooey glob of ichor and sunk to one knee. It held its chest, trying to scrape away the dark quills jutting from its flesh, but already the poison was working its way through the creature’s systems. It trembled briefly, and then its muscles seized up entirely.

Combat: Feast vs. Derebith
Derebith rolls Fighting (18) to defend against Feast’s attack. It rolls 6 dice for damage (16). Derebith sustains 6 points of Light Wounds, then 10 points of Moderate Wounds, and suffers a -3 Test Penalty to all Actions.

Reeling from the assault on it by both Torch and Feast, the Derebith made ready to defend itself from the Vampire’s next attack. It raised its arms to block the oncoming strike, but Feast’s awful Exsanguinating Touch could affect his prey regardless of the impact zone. The mighty paws wrapped around the crossed arms and yanked them to either side. Steam rose from the shrieking Dhohanoid’s skin, and blood bubbled and frothed up over Feast’s digits and trickled down, forming tiny pools beneath the combatants. It made a noise that may have been, “Let me go!” but it was too distorted by its inhuman snout and its agonised vocalisations for anybody to be certain.

As the Namarok failed to succeed at its Hard Tenacity Feat Test, its paralysed state prevents it from acting this turn.
 
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Torch roared angrily, his eyes still irritated by the gunk that the Derebith shot in his face, making it tougher for him to see, and even harder to aim. He frantically attempted wipe wipe what was left of it out of hi eyes while cranking up his flames in case he could simply burn it up.

[HIDE]
Roll for Challenging Perception Test
5-6

5+6=11

11+4(perception) =15

[/HIDE]
 

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